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每日观察:关注In-Stat预测平板电脑应用收益等消息(5.30)

发布时间:2011-05-30 14:38:25 Tags:,,,,,

1)Facebook的iPhone版应用一直是下载量最高的手机应用,但其iPad版应用却迟迟未露面,以至第三方iPad应用趁机填补了这一空缺,并且稳踞免费和付费应用榜单前10名。

最近Facebook西雅图工作室挂出的一则招聘桌面应用工程师的广告表明,Facebook正准备开发Mac和Windows版本的应用,观察者称Facebook优先考虑开发桌面应用而非iPad应用的做法,着实令人大为不解。

Flick Kick Football(from zhangxin.cc)

Flick Kick Football(from zhangxin.cc)

2)手机游戏公司PikPok宣布《Flick Kick Football》游戏在iOS和Android平台的付费下载量在一年内突破了100万次。该游戏发布于2010年6月,随后又推出了《Flick Kick Chelsea》和《Flick Kick Football Free》这两个版本。

3)据市场调研公司In-Stat预测,平板电脑应用程序的收益将达150亿美元(游戏邦注:该公司之前报告显示,目前有75%平板电脑用户下载过应用程序)。该公司还指出,苹果仍将成为平板电脑应用市场的霸主,但其市场份额将有所下滑。

Revenues-from-tablet-applications-to-reach-15-billion(from blackfridaydeals.in)

Revenues-from-tablet-applications-to-reach-15-billion(from blackfridaydeals.in)

在平板电脑用户下载的应用程序中,免费产品所占比例最大,但付费应用所创造收益更高。多数用户通过操作系统默认设置的应用商店下载产品,同时也更倾向于选择系统默认的支付方式购买应用及其内置付费功能。

4)手机游戏公司Glu Mobile最近将发行数款3D版的时间管理类游戏,包括《Space City》、《Circus City》和《Wildlife Safari》。其中的《Space City》由Escalation Studios使用Unity engine开发,并被标榜为“《杰森一家》与《模拟城市》的合体”。该游戏将于7月份登陆iOS平台(预计今后还将推出Android版本),将在发布后每隔两周更新一次内容。

Glu-Mobile(from mobilerival.com)

Glu-Mobile(from mobilerival.com)

5)热门手机游戏《翼飞冲天》(Tiny Wings)还没推出Android版本,但Android Market却已经出现了其克隆版本《Dillo Hills》。这款山寨游戏无论是视觉效果、关卡、控制系统、图标等环节,都与《翼飞冲天》如出一辙。如果用户在Android Market搜索“Tiny Wings”,搜索结果就会显示这个仿制品。该游戏的运行效果不容乐观,常出现卡壳的情况。目前尚不知该游戏开发者究竟是否已由此创造收益。

Dillo-Hills-android(from tinywingswin.com)

Dillo-Hills-android(from tinywingswin.com)

6)地理定位手机游戏《Shadow Cities》由芬兰开发商Grey Area于2010年11月推出,该游戏当时在芬兰迅速晋升成为免费应用冠军,目前在瑞典和加拿大也很受欢迎,并将于5月31日在美国市场推出免费版的iOS版本。这款游戏玩法很简单,其设置与传统的MMO游戏很相似,支持玩家购买符咒,升级和完成任务,还可以解锁疗伤圣歌和符咒等内容,玩家必须与他人组队结成同盟并肩战斗。

Shadow Cities(from gamezebo.com)

Shadow Cities(from gamezebo.com)

该公司首席执行官Ville Vesterinen表示,地理定位游戏在北美并不十分流行,但《Shadow Cities》拥有指向标等功能,支持玩家足不出户地玩游戏。他称这款游戏不会效仿其他地理定位游戏添加签到功能,或者植入品牌广告,《Shadwo Cities》是一款真正的游戏,而不是另一个版本的Foursquare。

7)insidesocialgames最近回顾了社交游戏巨头Zynga自2008年以来的的MAU和DAU表现,并指出该公司在当时的第一款成功盈利的游戏是《Texas Hold’Em Poker》,随后又在Facebook、MySpace等社交网站发布《Mafia Wars》等一系列游戏,掀起了一股Zynga游戏热潮,当时该公司的MAU是2390万。

Zynga---MAU

Zynga---MAU(from insidesocialgames.com)

Zynga---DAU

Zynga---DAU(from insidesocialgames.com)

Zynga---DAU as percentage of MAU(from insidesocialgames.com)

Zynga---DAU as percentage of MAU(from insidesocialgames.com)

       该公司进入2009年后持续保持强劲发展势头,在当年6月份发布了热门游戏《FarmVille》,并通过Facebook广告工具获取大量用户,在当年6月底该公司的MAU翻倍增长至4400万,在2009年底则增长将近5倍,创造了2.39亿MAU的纪录。据相关数据显示,Zynga游戏的DAU与MAU比值基本上保持在20%以上。但在2010年底《CityVille》问世之前,Zynga游戏的MAU降至2亿以下,DAU也仅为4340万左右,《CityVille》的登台再次将其用户数量推向新高峰。据AppData数据显示,Zynga游戏目前的MAU是2.44亿,DAU也逼近5200万。(本文为游戏邦/gamerboom.com编译,如需转载请联系:游戏邦

1)Facebook Still Has No iPad App But They’re Building A Desktop Software Team?!

MG Siegler

Facebook has no iPad app. It’s ridiculous. Their iPhone app is the most downloaded app in the history of apps. And third-party iPad apps (many of which aim to trick users) constantly dominate the top 10 lists for both free and paid apps. And yet, Facebook doesn’t seem to care at all about the device. Because they’re all about HTML5, right?

Well, someone might want to tell the Seattle office that.

On the jobs page for the relatively new Seattle Facebook office, one of the openings is for “Software Engineer, Desktop Software”. Desktop software. Desktop. Before the damn iPad. Hey Facebook, 1986 called, they want their strategic vision back.

Seriously though, this isn’t just one engineer they’re looking for to work on fun products (like the nifty, but experimental Mac Desktop Notifications app), this is an entire team they’re building. Again, to work on desktop apps. The job description:

The desktop software team is a new team at Facebook based out of Seattle, WA. We will be working on new products that we expect to deliver to millions of users’ computers to help make their entire computing experience more social. Facebook is seeking experienced Software Engineers in Seattle to join this team.(source:techcrunch) 

2)PikPok’s Flick Kick Football hits 1 million in under a year

by Keith Andrew 

Part of a mini empire of Flick Kick releases, PikPok has announced that paid downloads of Flick Kick Football have surpassed 1 million in under a year.

Said sales relate to the combined total of both the iOS and Android releases, with the company claiming it will look to further strengthen the franchise in the future.

Fit to flick

“Flick Kick Football and the Flick Kick series have reached a huge number of gamers and sports fans,” said PikPok MD Mario Wynands.

“We continue to build on the success of the franchise and brand with more updates, releases, and are looking at additional sports to bring to the PikPok family.”

Flick Kick Football launched back in June 2010, with Flick Kick Chelsea and Flick Kick Football Free following on afterwards. (source:pocketgamer)  

3)In-Stat: Tablet app revenues to top $15 billion in 2015

by Dusan

Although the tablet application market is pretty similar to the smartphone app market, it will develop its own identity in the coming years. Already we have a rising number of smartphone apps specially optimized for the large screens modern tablets offer as well as tablet-only titles. To that end In-Stat predicts that tablet application revenues will top $15 billion in 2015. That’s not surprising when we know that (again according to In-Stat) more than 75% of tablet users have downloaded apps.

The research company goes on suggesting that Apple will maintain its tablet application market dominance over Android and other tablet platforms, but will see its 95% marketshare slip substantially.

Tablet users like two things: free and default app stores:

Free applications dominate the number of downloads, while paid applications dominate revenue.

Nearly 80% of tablet apps downloaded were through an OS provider store with the majority of users preferring using the app store as the preferred method of payment for both the applications and in-app purchases.(source:intomobile)  

4)Hands on with Glu Mobile’s new ‘The Jetsons meets SimCity’ social game Space City

by Jon Jordan

While it’s built its reputation on action 3D games such as Gun Bros. and Contract Killer, Gun Mobile is now pushing out into the more traditional time management genres too – albeit while maintaining 3D graphics.

In its recent preview event, it announced three such games: Space City, Circus City and Wildlife Safari.

Developed by Escalation Studios, Space City is something of a departure for the Texas outfit, previously best known for its iOS work on Doom Resurrection.

Created using the Unity engine, it’s labeled as ‘The Jetsons meets SimCity’ by senior producer David Kozlowski.

Due to be released in July for iOS (and expected later for Android), Space City will be supported with new content every two weeks post-launch.(source:pocketgamer)  

5)Is ‘Tiny Wings’ for Android the most blatant case of copyright infringement so far?

by Will Wilson
 
Tiny Wings [pictured] isn’t out on Android, but yet you can download it right now from the Android Market.

Confused? Let me elaborate.

It seems that developer Androfications – not content with merely using the top-selling iOS title Tiny Wings as inspiration, as with earlier Tiny Wings-alike Dillo Hills – has decided to rip the game off wholesale.

It’s copied not just the art assets like the little bird itself, but also the general look of the levels, the gameplay, the title screen, icon, and – absurdly – even the name.

So if you search for ‘Tiny Wings’ on the Market, you’ll be affronted with what looks like a proper port of the real deal.

Only this ‘port’ runs poorly, lacks even half the polish of the real thing, isn’t associated with the creator of the original iOS release in any way, and – rather crucially – uses the iPhone screenshots when the game itself looks like it’s been stitched together by someone who’s never played or seen the original before.

It’s rare we get such a blatant case of copyright infringement as this, and while it’s tempting to pop down the couple of dollars the developer is currently asking just purely out of curiosity, our advice is to stay well away from this one.(source:pocketgamer

6)Shadow Cities brings location-based mage play to the US next week

By Jim Squires

MMO’s are well known for their expansive worlds, but what video game world is more expansive than Earth? That’s the question posed by Shadow Cities, a new location-based MMORPG that’s set to launch in the US next week.

Shadow Cities tells the story of a world – our world – in which Magic has begun to reappear after a 600 year absence. Gateways to the Shadow World where magic emanates from have begun popping up in cities all around the world, and players are striving to combat the spirits that are spilling through these gates, all while battling to determine who should have access to the magic on an epic, team-based scale.

The game has been available since November 2010 in the developer’s native country, Finland, and quickly rose to the #1 spot on the free apps chart. The game is also available in Sweden and Canada, where it has already attracted a significant number of active players.

We recently had a chance to speak with Ville Vesterinen, CEO of developer Grey Area, about the game’s upcoming US release. Ville was understandably excited about the US release, but he was also aware that location-based gaming has had a hard time gaining traction in North America. To battle this fact, Ville was quick to point out that thanks to things like the beacons mentioned above, players can enjoy Shadow Cities in different locations without ever having to leave the couch. “Most people play at work and at home, because that’s where they spend most of their time,” he says.

We were also delighted to hear that Grey Area has no intentions at this time of adding in things like check-ins or retailer partnerships like other location-based apps. “We’re gamers ourselves, and it would be a bit like if somebody would give a McDonald’s coupon in World of Warcraft,” says Ville. Despite what most gamers might think when they hear location-based (and what has been reinforced by games like MyTown and DJ Rivals), Shadow Cities isn’t just Foursquare with mages.(source:gamezebo) 

7)As Zynga Looks to IPO, Its Traffic on Facebook Stays High

By Eric Eldon

At the end of 2008, Zynga was in a pretty good position. It had figured out how to monetize through virtual goods in its first hit, Texas Hold’Em Poker. It was in the process of launching Mafia Wars and a long line of other text-based role-playing games on Facebook, MySpace and other social networks. It was on its way to dominating that category through copying the competition, then using a careful combination of aggressive viral tactics, gradual but consistently improving game quality, back-end scaling expertise to handle the incoming traffic at the right times, and everything else that would eventually become the so-called “Zynga Playbook.”

It had 23.9 million monthly active users.

Almost all of its growth since then came in 2009. It moved into the simulation category with the launch of FarmVille in June of that year, with the tailwind of Facebook’s spammily-designed Twitter style of news feed pushing the game far and wide across the social network. It also had capitalized on Facebook’s increasingly sophisticated advertising tool to cheaply and effectively reach users before most other developers (or other advertisers) were. Well-timed investments into all parts of the company, including fast hiring of experienced leaders in gaming, and in business and technical fields in other parts of Silicon Valley — a story that the company hasn’t talked about much yet.

Zynga had already managed to double MAU traffic when FarmVille launched in late June of that year, to around 44 million. From there to the end of 2009, it grew to by more than five times that size, to 239 million. On top of FarmVille, it rushed out other increasingly polished simulations including Café World, PetVille and FishVille. All three games took on and matched or beat established competing titles.

We began tracking daily active users around the time of FarmVille’s launch — the company in total had 6.16 million at that point. It ended the year at 63.7 million, an increase of more than ten times. Daily active user numbers over time more clearly signify revenue generation, because people who come back every day have more time and generally more desire to buy goods in a game. Zynga had been doing well before, but by this point it was well into the hundreds of millions of dollars in revenue, according to all reports and these numbers. Its “sticky factor,” the DAU over MAU and a good benchmark for the health of a game, has stayed solidly above 20% for most of the time that we’ve been following the company.

Its 2010 launches, which started off with the failed Poker Blitz and going into the successful but not mind-blowing-traffic-wise simulations Treasure Isle and FrontierVille, helped make up for some traffic losses. But it continued to hang on to millions of users.

Before the launch of CityVille at the beginning of December, its MAU total had fallen to below 200 million and its DAU count was down to 43.4 million. The city-building simulation brought everything back up. Today, its monthly active user count — generally a better measure of marketing efforts, total possible reach, but not revenue — to 244 million. Its DAU is meaningfull staying in better shape, at nearly 52 million, and flat.(source:insidesocialgames


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