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Newzoo调查:超过2/3付费玩家期待体验本土化游戏

发布时间:2011-05-13 16:34:25 Tags:,

近期Newzoo为国际知名本土化代理商Partnertrans开展的研究显示,如果发行商和开发商进军国外市场时对游戏进行本土化,或获得极大的机会。

数据显示在各个国家中,玩家真正在游戏中付费的比例从40%至60%不等。因而准确定位那些愿意付费的玩家变得越来越重要。

而且,结果显示59%的德国MMO游戏玩家(游戏邦注:总数约为220万)和58%的德国社交网站玩家(游戏邦注:总数约为180万)希望能看到内容用德语显示。这意味着将近2/3的付费玩家认为游戏本土化很重要。手机、控制器、PC和休闲网站期待本土化的玩家比例更高。

Newzoo

Partnertrans联合创始人Iris Ludolf说道:“尽管数据如此,但希望内容本土化的不只是德国玩家。如果你看看墨西哥、巴西和俄罗斯等新兴市场,你可能会对结果大感惊奇。在付费玩家中,58%的墨西哥玩家、76%的巴西玩家和81%的俄罗斯玩家期待本土化游戏。”

但上述事实只是冰山一角。总体来说,愿意为游戏付费的人对本土化的敏感度只比全球在意本土化人数比例(游戏邦注:这个比例是69%)高一点点。但如果你关注某个特别年龄群体和平台,这二者之间的差异化就会更为明显。

Newzoo首席执行官Peter Warman补充道:“偏爱本土化内容的人数比例超出预想值。但让我感到特别兴奋的是,我们现在可以统计出每个国家、平台和各种游戏的玩家数量、付费玩家数量以及本土化游戏的盈利。公司现在可以投资将他们的游戏本土化,也可以更准确地决定优先以哪个国家或语言为目标。”(本文为游戏邦/gamerboom.com编译,转载请注明来源:游戏邦)

More than Two-thirds of Gamers Want Games in Their Own Language

Recent research conducted by Newzoo for the internationally renowned localisation agency Partnertrans reveals the tremendous opportunities for publishers and developers when it comes to localising their games for foreign markets.

The figures show that the percentage of people actually spending money on games ranges from 40 to 60% depending on country. So it has become increasingly important to effectively reach the people who are willing to pay.

Also, the results indicate that 59% of the paying German MMO gamers (2.2 Million) and 58% of the German gamers on social network sites (1.8 Million) expect German language content. That means that almost 2/3 of paying gamers find that localisation of their game is important. The numbers for mobile, console and PC games as well as casual sites are even higher.

“But the players in Germany are not the only ones who are looking for localised content,” says Partnertrans co-founder Iris Ludolf. “If you look at new markets like Mexico, Brazil and Russia, you might be surprised to find out that among the paying players, 58% in Mexico, 76% in Brazil and 81% in Russia expect localised games.”

But this is just the tip of the iceberg. In general, people who spend money on games are slightly more sensitive to localisation compared to the overall population: 69% across all countries. But if you zoom in on specific age groups and platforms, the differences become even more significant.

Peter Warman, CEO of Newzoo adds: “The share of people appreciating localised content is higher than expected. But I am particularly excited about the fact that we can now quantify the potential per country, platform and type of game in terms of number of players, payers and revenues for localised games. Companies can now justify investing in localising their game as well as make well-founded decisions on which country or language to target first.” (Source: Gamasutra)


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