6）手机游戏公司Glu Mobile近日与中国传媒公司TOM集团合作，将于今年第四季度在中国市场推出以社交游戏为主的应用商店glu.cn，锁定智能手机及平板电脑游戏用户。Glu Mobile将利用TOM集团跨平台云技术服务及其电子商务基础设施挖掘中国市场潜力（游戏邦注：Glu Mobile在2007年收购中国开发商MIG，据称收购价为4000万美元，从那时起Glu就已正式进军中国市场）。
Porter表示这款戏在iPhone 4上的运行效果最佳（其收益也主要来自iPhone 4用户），刚发布时收获了许多5分评价，但后来有不少用户用旧版iPhone下载这款游戏，导致游戏运行故障不断，因此也获得了不少1星的差评。（本文为游戏邦/gamerboom.com编译，如需转载请联系：游戏邦）
1）Angry Birds soars into China as franchise tops 300m global downloads
by Stuart Dredge
Rovio hoping for 100m in China alone this year.
Angry Birds has now passed the 300 million global downloads milestone, but developer Rovio Mobile is now setting its sights on China.
The company has announced that it’s setting up corporate and marketing operations there, with the aim of generating 100 million downloads from China by the end of 2011. The country is already the second biggest market for the feathery franchise.
Rovio will release localised versions of Angry Birds games, including a Moon Festival episode for its Angry Birds Seasons title in September for the Chinese mid-Autumn festival. However, the new episode will also be available elsewhere in the world.
“As we have done in all of our markets around the world, we will create products specifically for this market,” says chief marketing officer Peter Vesterbacka. “Angry Birds will recognize the uniqueness of China and our Chinese fans.”
Rovio is working with local partners: PPW for licensing and mobile advertising network Madhouse, with more to follow. The company is also starting to sell a range of Angry Birds-branded shoes through online footwear retailer Letao.（source:mobile-ent）
2）Android Takeover: Google’s mobile OS now almost 50% of the global smartphone market
By: Blake Stimac
Another day, another report saying Android is taking over the world. For good or for worse, Google’s mobile operating system has set the world on fire and has matched and outgrown the competition in a very short amount of time. According to the latest report from Canalys, Android has capture almost half of the global smartphone market, with a total of 48%.
In the past quarter, the global market had grown 73% year over year, shipping around 107 million handset in the time. Canalys tracks a total of 56 countries for its reports, and of those 56, 35 of the countries have Android in the top spot, retaining its throne it gained in the 4th quarter of 2010.
Android insane growth leaves iOS in the dust, which holds a 19% share of the global market. Of course, Apple is the world’s leading smartphone vendor, and even has more cash than the government. Maybe Jobs can start paying himself more than a dollar now (that’s some smart, but evil shit right there). Either way, the half-eaten fruity company can’t slow the Android OS and even the introduction of the iPhone 5 likely won’t bring Apple to the market share of Android. However if we’re talking cash money, there’s no contest.
While it was once was HTC and Motorola that were held in highest regard when it came to Android, by now you must have noticed that the crown had been handed to Samsung. With its popular Galaxy S line and Galaxy S 2 line set to hit the US later this month, Samsung’s latest flagship device should sell likely like hotcakes, in the wake of the iPhone 5 or not. With the best Android handset family and the only viable Android tablet around, the mobile battle becomes less of an Android vs iOS battle but one of Samsung vs Apple, which has been pretty heated over the past few months as it is.
Samsung was the top Android vendor and second only to Apple when it came to smartphone shipments last quarter. Whether you’re looking to grab the iPhone 5 or Galaxy S 2 this quarter, the competition has never been better and you really can’t lose with either one. That said, if you’re opting for the Galaxy S 2, you may want to know that the next-gen Nexus device could be right around the corner and could put both aforementioned devices to shame. Maybe.（source:intomobile）
3）Report: Video Games To Drive Entertainment Growth In Australia
by Kyle Orland
Video games are set to be the fastest growing segment of a growing Australian media and entertainment market over the next five years, according to a new report from PricewaterhouseCoopers.
StartupSmart reports that the PwC analysts predict an average annual growth rate of 9.5 percent in the Australian video game market through 2015, when that market will represent AU$2.5 billion ($2.73 billion) in annual revenues.
That growth is ahead of a predicted global annual growth rate of 8.2 percent for the video game market, and includes a 10.7 percent increase for the Australian game market this year, to AU$1.8 billion in revenue.
The gaming sector’s predicted growth leads all subcategories in a media and entertainment sector that PWC expects to grow at 4.1 percent annually to AU$37.2 billion ($1.97 billion) in spending in 2015.
By that point, gaming will account for 11.4 percent of all consumer spending on media and entertainment in Australia, up from 8.8 percent today, the report says.
Tablet computer sales will also be a growth driver, with 3 million Australians buying over 5 million of the devices by 2015. PwC predicts tablets will be the dominant device for downloading news, films, music, TV and games in the country by that time, according to an AdNews article on PwC’s report.（source:gamasutra）
4）With a third of sales coming from smartphones and tablets, Gameloft sees H1 2011 sales up 15% to $110 million
by Jon Jordan
Mobile publisher Gameloft (GFT.PA) has announced its financial figures for the first half of 2011, the six months ending 30 June.
Consolidated sales were €76.8 million ($110 million), up 15 percent year-on-year. Stripping out differences in currency rates between the two periods, sales would have been up 17 percent.
During the three months ending 30 June, quarterly sales were €37.4 million ($53.4 million), up 11 percent year-on-year, but down 5 percent quarter-on-quarter. In 2010, Gameloft’s Q2 sales were larger than its Q1 sales.
Europe represented 33 percent of the company’s quarterly sales, North America down 1 percent quarter-on-quarter to 28 percent and the rest of the world up 1 percent to 39 percent.
In comparison, rival EA Mobile announced quarterly sales for the same period of $57 million, up 9 percent year-on-year.
The ratio between the two companies’ sale was 0.94, the highest it’s been for three quarters, although EA’s purchase of PopCap will add $30 million annually to its mobile sales, boosting it well ahead of Gameloft in such future comparisons.
Don’t ask, don’t tell
As in previous years, Gameloft was non specific about the reasons for its growth, merely pointing to sales in emerging countries and its “massive success” with respect to smartphones and tablets.
Gameloft’s first half sales in this part of the business grew by 55 percent year-on-year, representing 30 percent of total sales.
A year ago, it said the Apple App Store consisted of 21 percent of sales.
It expects to release a further 20 games for smartphones and tablets in the second half of 2011, enabling solid growth.
In keeping with French accounting practices, Gameloft won’t release earning details until its consolidated results are announced on August 31.（source:pocketgamer）
5）157.9m mobile broadband devices to ship this year says IHS iSuppli
by Stuart Dredge
Tablets driving the growth, with iPad to the fore.
Shipments of mobile broadband devices will grow by 57.8% to 157.9 million units in 2011, according to the latest report from IHS iSuppli.
That’s not mobile phones, but every other connected device, including tablets, 3G-equipped notebook and netbooks and e-readers. By 2015, iSuppli thinks the category will see 350.7 million units shipped.
What’s driving this growth? Tablets are the key ingredient according to the report, which predicts 58.9 million shipments in 2011, up 239.3% year-on-year.
“More than any wireless device, media tablets – exemplified by the best-selling iPad from Apple Inc – appear to be at the forefront in boosting mobile broadband,” says principal analyst Francis Sideco.
iSuppli has also been asking US tablet owners what they think of their devices, and specifically whether they would recommend them to friends, using a scale of 0 (they wouldn’t) through 5 (neutral) to 10 (very likely to recommend it).
iPad comes top of the resulting chart, with an average score of 8.8. It’s followed by a surprise – Chinese company Zenithink’s tablets – although iSuppli admits this is based on a “comparatively small” sample of users. Tablets by Samsung (8.5), Archos (8.4) and Motorola (8.4) are next in line.（source:mobile-ent）
6）Glu partners with TOM Group to launch glu.cn as key Chinese smartphone community portal
by Keith Andrew
One way or another, the lure of the Chinese market is playing an increasing role in the expansion plans of all companies.
The announcement of a new storefront specifically aimed at the Chinese audience by Glu Mobile follows Rovio’s revelation that it intends to launch Angry Birds in the region as part of its 1 billion fans plan.
Android’s continued success in China has also resulted in a determined effort by PapayaMobile to export titles from the US and Europe into the market through its Gateway to China program.
Whatever the fundamentals, each move is designed to accomplish the same thing: tap up the growing number of smartphone consumers across China.
Glu’s effort comes about as a result of a partnership with Chinese media firm TOM Group.
The storefront, which is set to launch with a social gaming focus, will utilise TOM’s expertise in the cloud, as well as its e-commerce infrastructure.
“This partnership with TOM Group is a significant step in our global strategy and will accelerate our smartphone growth in China,” said Glu president and CEO Niccolo de Masi.
“glu.cn is scheduled to launch in Q4 2011 and we believe it will become quickly recognised by the Chinese gaming community as the leading destination for high quality smartphone and tablet games.”
“The collaboration marks a key milestone for TOM Group in unlocking the value of its cloud-based cross-device open platform,” added Ken Yeung, TOM’s CEO.
“It also evidences the materialisation of our strategy to become a landing platform for our international partners to localize their technology and applications and tap into the Chinese market.”
Since its acquisition of Chinese developer MIG in 2007 (albeit for a pricey $40 million which took over three years to pay off), Glu has had a presence in the market; something it’s sure to leverage with this deal. （source:pocketgamer）
7）What OMGPOP Learned From One Million Downloads of Puppy Love
It is true. Everyone loves puppies. Online gaming site OMGPOP wisely chose Puppy World to be its first iPhone game. In the mobile game, you take care of puppies, give them to children and increase the happiness in the world. In the two weeks since launch, the game has been downloaded almost one million times already, and is among both the top 100 free Games and top 100 grossing Games (players can by bones and other virtual items for 99 cents and up).
Beyond these vanity metrics, OMGPOP CEO Dan Porter offers the following stats. A quarter of the people who have downloaded the app, or 250,000, are daily active users. Two thirds of those are actually playing the game versus signing up. (A very high 94 percent of people who download the app actually open it up at least once). And so far the company is seeing active users spend an average of about 8 cents a day on virtual goods (amortized across all users, with some power users spending more than $50 on currency packs which can be traded in for better puppies, room decorations, and dog beds. The game is already making about $20,000 per day.
In terms of where all of these downloads are coming from, it is a combination of cross promotion on omgpop.com and its Facebook apps (20 percent), paid advertising (20 percent), and free exposure via iTunes charts and viral sharing (60 percent). “For every user we pay to acquire we are seeing 6 more users for free,” says Porter.
What was his biggest mistake? “If we had to do it all over again, we would have only supported iPhone 4,” he says. The game plays best on the iPhone 4 because it takes advantage of all the hardware to render those cute puppies, but as it became more popular people with older phones started downloading it also. Initially, it got hundreds of 5-star reviews, but then started accumulating lots of 1-star reviews as the game crashed older iPhones. Once you launch your app, you have to keep supporting the same devices you started out with, and iPhone 4 users make the most money for OMGPOP anyway.（source:techcrunch）