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2011年Inside Social Apps大会值得关注的五个话题

发布时间:2011-02-07 22:05:02 Tags:,,,,

在不久前召开的Inside Social Apps大会上,来自谷歌、CrowdStar、ngmoco和Playfish等公司的高管齐聚一堂,针对社交游戏的曝光率、用户黏性、利润率等关键问题展开了广泛讨论,手机游戏成了人们频频提及的重要内容之一。

inside-social-apps-2011

inside-social-apps-2011

以下是游戏邦根据pocketgamer报道整理出的其中5个值得关注的话题:

1.手机是新型社交游戏平台

许多社交游戏公司都在开发可运行于手机平台的游戏,甚至直接针对手机平台开发专门的游戏内容;据称著名的Facebook社交游戏开发商CrowdStar有三分之一的资源集中于手机游戏业务。

2.Facebook无处不在

据游戏邦了解,Facebook目前已成为下载量最大的iPhone免费应用,手机用户超过了2亿人。尽管大部分用户都选择通过手机浏览器登录该社交网产,但Facebook仍在不遗余力地争取更多手机用户,甚至针对发展中国家的功能性手机用户推出了Java版本的应用。

索爱手机也在不久前宣布,旗下所有新款手机都将预装Facebook应用,并提供单点登录服务。

3.Android迟早会解决手机应用计费问题

众多开发商对Android最大的不满之一就是该平台的利润率较低(游戏邦注:98.4%的Android下载应用是免费产品),但包括ngmoco在内的许多重要社交游戏公司却认为,Android平台能为开发商提供大量发展机遇。另外大家都清楚,谷歌正致力于针对该平台推出应用计费系统,添加更多运营商计费服务选项。

4.游戏的跨平台运营仍是个难题

不少与会人员都认为,不同平台的游戏玩法和操作方式,是同款社交游戏难以在Facebook和手机平台上同时获得成功的主要原因。首先解决这个跨平台难题的社交游戏开发商,最有可能在下 一轮行业竞争中成功淘金。

5.少儿游戏玩家不容忽视

据游戏邦所知,手机社交游戏平台OpenFeint约有一半的用户是iPod Touch使用者,所以游戏在设计之初就应该充分考虑这些13岁以下用户的需求。除此之外,还要重视这些用户对移动设备的 操作习惯与其他用户之间的区别。在不同智能手机、移动设备上的可切换性,是开发富有黏性的手机游戏需注意的要点。(本文为游戏邦/gamerboom.com编译,转载请注明来源:游戏邦)

Five Things We Learnt at Inside Social Apps 2011

Mobile gaming was one of the hot topics at the Inside Social Apps conference held in San Francisco last week.

The event was packed with developers looking for ideas and insight to increase discovery, user engagement, and profitability for their social games, while speakers include luminaries such as Google’s Eric Chu, CrowdStar’s Peter Relan, ngmoco’s Jason Oberfest and Playfish’s Kristian Segerstrale.

Here are some highlights of the talks and bar room discussions.

1. Mobile is the new social

Most, if not all, social gaming companies are building mobile-integrated games or focusing new development exclusively on mobile platforms with fast-moving Facebook gaming outfit Crowdstar now dedicating a third of its resources to its mobile business.

2. Nowhere to hide

Facebook is officially the most downloaded free app on iPhone and has over 200 million mobile users. The majority of users still access the site via a mobile browser but Facebook is pushing apps hard and has even created a Java app for the millions of users on feature phones in developing countries.

Similarly, Sony Erickson has announced that its all new devices will be preloaded with a Facebook app and single sign-on.

3. Not if but when Lack of in-app payments is blamed for Android’s low profitability (98.4 percent of all downloads on Android are free). That said, key social companies including ngmoco consider Android a platform with major growth opportunities. After all, everyone knows that behind the scenes, Google is working hard to get such features and operator billing live.

4. Crossing over

Differences in play style and usage patterns are cited as main reasons why single social titles have not yet proven successful on both Facebook and mobile platforms. However, the company that first manages to square this circle will have hit the next great gusher of social gaming.

5. Don’t forget the kiddies

With around half of OpenFeint’s customers being iPod touch users, the under-13 audience should be always considered in game design. In addition, think about the differences in terms of how this audience uses and indeed treats devices. The trend of handing off your smartphone (aka the pass back phenomenon) is the primary cause of sticky iPhone games, and sticky iPhone screens. (source:pocketgamer)


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