游戏邦在:
杂志专栏:
gamerboom.com订阅到鲜果订阅到抓虾google reader订阅到有道订阅到QQ邮箱订阅到帮看

每日观察:关注《模拟人生社交版》用户增长情况(10.8)

1)日本社交游戏公司DeNA最近宣布收购一家社交游戏开发商Atakama Labs(位于智利首都圣地亚哥,但在美国旧金山也设有工作室),这是该公司首次向南美扩张的举动。

两者并未公布具体成交金额,但Venturebeat报道称其收购额可能在600万美元左右。Atakama Labs团队有30名成员,或将协助DeNA旗下的美国公司ngmoco拓展Mobage全球业务。

Atakama Labs' game(from thegamerwithkids.com)

Atakama Labs' game(from thegamerwithkids.com)

据观察者所称,另一家日本社交平台GREE也计划进军南美市场,或将于明年2月份在巴西圣保罗成立工作室。

2)DeNA日前与韩国游戏公司Nexon达成合作协议,将把后者《冒险岛》游戏最新版本《MapleStory: Bokurano Boken 》(日语意为“我们的冒险岛”)推向在日本的Mobage平台。

据该公司所称,该游戏针对智能手机平台量身定制,支持玩家在其中创造角色,与其他玩家合力打败怪物。

原PC版《冒险岛》游戏在60个不同国家和地区已有1亿注册用户,其中有1800万注册用户来自韩国,还有400万是日本用户。

MapleStory_BokuranoBoken(from penn-olson.com)

MapleStory_BokuranoBoken(from penn-olson.com)

3)serkantoto博客最近盘点了日本社交平台Mobage、GREE用户的五大游戏检索渠道:

一是搜索引擎,例如在GREE主页直接搜索已知的游戏名称;

二是根据游戏类型进行检索,但目前为止,只有GREE功能性手机版本提供了这项功能;

三是根据排名发现游戏,GREE和Mobage都提供了三种排名方式,例如在GREE平台,有一种排名方式是显示该平台所有热门游戏,另外两种分别显示最具男性、女性用户人气的游戏(游戏邦注:但GREE智能手机版本尚未提供这项功能);

四是通过新游戏版块,GREE的功能性手机和智能手机版本都划分了这个功能区;

五是通过游戏推荐版块,与App Store一样,GREE平台(功能性手机和智能手机版本)都会向用户推荐最热门游戏,Mobage平台也提供了这项功能,但基本上是推荐第一方游戏产品(这一点并不令人意外,毕竟GREE既是平台运营者,又是游戏供应商)。

4)社交网络追踪服务Reppler最近发布报告指出,76%的雇主会通过Facebook查看求职者简历,有56%雇主则使用Twitter查看简历,而使用LinkedIn的雇主比例仅占48%。这项调查结果颇令人意外,因为LinkedIn的定位就是商务人际社交网络,保存了许多求职者和专业人事的个人资料。

该报告显示雇主更希望通过Facebook进一步了解公司雇佣的成员是哪种人。CareerBuilder.com早在2006年就调查发现,有22%雇主在招聘员工时会先查看对方的社交网络资料。

5)市场调研公司NPD Group最新报告显示,今年第二季度美国用户对游戏硬件、内容和配件的消费支出约为45亿美元,同比上年增长1个百分点。

其中用户对新视频和PC游戏实盒装产品的总投入占14.4亿美元,对二手游戏、租赁游戏、订阅游戏、数字下载游戏、社交游戏、DLC和手机游戏的支出占17.4亿美元,其余均为硬件、配件消费额。

NPD-Group(from news.softpedia.com)

NPD-Group(from news.softpedia.com)

6)NPD Group最新调查发现,在过去两年中,2至14岁的少儿电子游戏消费支出增长了17%,这一群体的零售游戏、数字游戏所占比例是79:21,而去年的这一比例则是85:15。

儿童娱乐产品消费支出主要集中在音乐和电影内容,其次是电子游戏,电视节目、书籍和应用程序。

其中以数字电子游戏内容的消费支出增长最为迅速,在过去两年中增长了17%,而音乐和电影同一时期的增幅则分别是14%和13%。

NPD报告指出,约有50%的儿童从7岁起就开始下载数字内容。

kids-playing-computer-games(from dreamstime)

kids-playing-computer-games(from dreamstime)

7)分析公司Robert W. Baird & Co.最新报告预测,2011年全球电子游戏市场规模(包括硬件和软件销售额)将超过600亿美元,到2014年将创收至少800亿美元。

分析师Colin Sebastian指出,在未来三五年,在线游戏每年营收将增长15%至20%,DLC、手机以及社交游戏将成为主要推动力量。

他称与报业、杂志、电视和广播等媒体不同,电子游戏产业是唯一呈现“明显增长”趋势的娱乐领域。

8)GfK Chart Track最近调查发现,自从有了平板电脑,用户对传统游戏设备的使用率正在下降。在接受调查的3000名平板电脑及电子阅读器游戏玩家中,59%受访者表示在拥有平板电脑之前,他们经常在主机和其他手持设备玩游戏。

ipad-gaming(from ifatechnology.com)

ipad-gaming(from ifatechnology.com)

平板电脑用户对平面印刷书籍、报纸、电视和电影等媒介的使用率呈现下滑趋势。行业观察者认为,这种情况表明这些用户玩传统视频游戏的频率减少,或者说他们已从原来的传统游戏设备转移到平板电脑。

最近有一份英国开发者调查报告也指出,由于手机、移动和休闲游戏的人气上升,PC和掌机设备在未来一年的市场份额将停止增长或者开始下降。

9)市场分析公司eMarket最近预测,今年全球社交网络广告收益将达55.4亿美元,其中美国市场将占27.4亿美元,2013年全球社交网络广告收益将达100亿美元。社交网络广告收益将主要向Facebook倾斜,其次是Twitter。

social network ad revenues worldwide(from eMarketer)

social network ad revenues worldwide(from eMarketer)

商务社交网络LinkedIn将占3%份额,创收1.408亿美元,尽管其广告营收在两年内增长了三倍,但增幅正在下滑。

US social network ad revenue(from eMarketer)

US social network ad revenue(from eMarketer)

eMarket指出,目前有8.8%的美国广告收益以及6.9%的全球广告收益来自社交网络,预计到2013年,社交网络将占据美国广告市场11.7%的收益,占全球广告市场9.4%的收益。

10)社交游戏公司6waves Lolapps日前宣布推出《Ravenwood Fair》继集游戏《Ravenskye City》,该游戏外观与原来的Raven系列游戏颇为相似,要求玩家重建并复兴一座废墟之城。

Ravenskye City(from games)

Ravenskye City(from games)

据AppData数据显示,6waves Lolapps目前MAU已超过1700万,其主打游戏《Ravenwood Fair》当前MAU在450万以上,它在全盛时期的MAU曾高达1190万。

该公司在今年4月还发布了《Ravenstone Mine》这款继集游戏,并计划通过交叉推广获得更多用户。

11)据AppData数据显示,EA Playfish热门游戏《模拟人生社交版》当前MAU达到6656万,DAU为945万。在过去一周中,原来的140万DAU流失了50多万,但MAU仍在不断增长,过去一周增幅为3%,而之前一周的增幅高达9%。

The Sims Social --MAU & DAU(from AppData)

The Sims Social --MAU & DAU(from AppData)

该游戏在发布前通过Facebook粉丝页面开展推广活动,收获了大量的曝光度,到8月19日正式亮相时就已收获了480万MAU和200万DAU。在发布首月的MAU稳定增长,而DAU则在9月初呈现两个小高峰。

CityVille--MAU & DAU(from AppData)

CityVille--MAU & DAU(from AppData)

其竞争对手Zynga游戏《CityVille》在过去1个月中的MAU下降了5%,DAU也下滑了2%,当前MAU为7465万,DAU为1526万。观察者认为,假如《模拟人生社交版》在10月份的MAU保持增势,DAU稳定不变,那它就很有可能超越《CityVille》。但《模拟人生社交版》很难达到《CityVille》鼎盛时期的1.012亿MAU和2150万DAU的水准。

12)据GDC China报道,iPhone游戏《屋顶狂奔》(Canabalt)开发者、Semi Secret Software联合创始人Adam Saltsman,将于11月12日-14日期间在GDC China 2011的“独立游戏”峰会现场分享题为“小公司、小团队及个人游戏开发者的商业与开发机会”的演讲。

Kabam总裁Andrew Sheppard届时也将发表主题为“为社交平台开发MMO游戏”的演讲,分享Kabam游戏中受欢迎的社交游戏特征,以及在Facebook和其他平台上开发游戏的成功要素。(本文为游戏邦/gamerboom.com编译,如需转载请联系:游戏邦

1)DeNA Buys Atakama Labs, Makes First Move To Latin America [Social Games]

by Dr. Serkan Toto

DeNA just announced the acquisition of yet another startup, social games maker Atakama Labs from Santiago, Chile. It’s the first time for DeNA to expand to South America, but Atakama also has an office in San Francisco (where ngmoco is based, too).

Financial terms of the deal weren’t disclosed, but Venturebeat reports the prize could be in the US$6 million range. The Atakama team  of 30 people is supposed to support ngmoco in the US with developing Mobage Global.

DeNA explains:

Atakama Labs will primarily provide engineering support for ngmoco’s first-party and third-party games, as well as the Mobage platform itself. The companies already have an established relationship through previous work commissioned to Atakama to port third-party mobile social games to Mobage Global.

What’s also interesting is that DeNA plans to aggressively add foreign employees in the future:

Currently DeNA Group has a staff of nearly 400 worldwide, working on social games for smartphones, and the Group plans to expand the team to 1,000 in the near future. The acquisition of Atakama Labs will add a team of 30 to DeNA’s global staff.

GREE is planning to open an office in South America, too, namely in Sao Paolo, Brazil, in February next year.(source:serkantoto

2)Nexon and DeNA team up to bring mobile social RPG MapleStory to Mobage in Japan

DeNA has been anything but shy when it comes to spreading its social base around the globe of late.

In the last few months alone, the Japanese firm has been on an acquisition spree, moving for Punch Entertainment in Vietnam and Chile-based Atakama Labs.

Its operations closer to home haven’t been neglected either, however, with an expansion to its operations in China and Korea quickly followed by a deal with MapleStory studio Nexon.

Based in Korea, the studio has agreed a partnership with DeNA that will see the latest game in its series launch on the firm’s Mobage platform in Japan for free.

Dubbed MapleStory: Bokurano Boken (Japanese for Our Adventures), DeNA’s claims new title was built from the ground up for mobile and, though no specifics have been given, could well make the leap to smartphones in the west in the future.

“The original MapleStory is a PC-based side-scrolling action MMORPG where players develop their characters and explore a beautiful world full of thrilling combat and mystical, colourful enemies,” says DeNA of the franchise.

“In the new title, players create characters and venture into the MapleStory-themed world and battle against monsters in collaboration with other players.”

Nexon claims more than 100 million users have signed up for the original game in 60 different countries. 18 million of those registered are based in South Korea, with a further 4 million playing out of Japan.(source:pocketgamer

3)Discoverability On Mobage And GREE: How Japanese Players Find Social Games [Social Games]

by Dr. Serkan Toto

With tens of thousands of games to choose from, “discoverability” is a big problem for gaming companies offering on Facebook, in the App Store or on the Android Market. But how about Japan, on DeNA‘s Mobage or GREE?

Mobage and GREE offer “only” over 1,000 games each currently, so it’s easier for individual titles to stand out than on Facebook, for example, but it’s not simple.

Here are the main ways of how Japanese players discover games (exemplified on GREE for  smartphones and feature phones):

1.Search engine

This is pretty straight-forward: users who know the name of a game can simply enter it in the search box on the GREE home page. The search box is located at the top on the feature phone version and on the bottom of the screen on iOS and Android (available on Mobage, too).

2.Categories

Much like Facebook, for example, GREE offers different categories for games to make it simpler to discover titles. Categories are only available on GREE for feature phones at the moment.

3.Rankings

GREE offers three types of rankings (as does DeNA, by the way). One ranking shows the most popular games on GREE as a whole, while two others show which titles are played the most by male and female users, respectively. Rankings aren’t available on GREE for smartphones at the moment.

4.New games section

New games uploaded on GREE are shown in a special section (for both feature phones and smartphones) for a while.

5.Recommended games section

Very much like in the App Store, for example, this is the most sought-after spot to get their games exposed to users for all GREE developers (available on both feature phones and smartphones). Mobage also reserves a section for recommended games – and as on GREE, first party games tend to be overrepresented (not too surprising, as both GREE and DeNA double as platform and game providers).(source:serkantoto

4)91 per cent of recruiters use social networks to screen applicants

by Zen Terrelonge

Facebook is the most popular stalking channel despite LinkedIn’s professional purpose.

Social network monitoring service Reppler has compiled the report, which explores recruiters hiring habits.

Amazingly, figures have come back to reveal 76 per cent of hiring managers will use Facebook to examine the applicants profiles, while Twitter is second with 56 per cent.

This leaves LinkedIn to take third place with 48 per cent, which is surprising because the site’s purpose is to allow users to provide recruiters and peers alike with a professional profile anyway.

The report shows that employers prefer Facebook because they want to see the type of person they are going to hire.

The social stalking method goes as far back as 2006 when CareerBuilder.com found results showed that 22 per cent of hiring managers checked social networks when looking for potential hires.(source:mobile-ent

5)NPD: $4.5B Total Video Game Spending In U.S. During Second Quarter

by Mike Rose

A new report from market research firm The NPD Group shows that the total amount spent by consumers on gaming hardware, content and accessories in the second quarter of the current fiscal year in the U.S. is estimated at $4.5 billion, up 1 percent year-on-year.

NPD’s Q2 2011 Games Industry: Total Consumer Spend report stated that $1.44 billion was spent in the U.S. on new physical video and PC titles, while consumers spent $1.74 billion total on used games, game rentals, subscriptions, digital full-game downloads, social network games, DLC and mobile games. Hardware and accessories made up the rest of the quarterly total.

Anita Frazier, industry analyst at The NPD Group, noted, “While the new physical retail channel still generates the majority of industry sales, our expanded research coverage allows us to assess the total consumer spend across the growing number of ways to acquire and experience gaming, including mobile apps and downloadable content.”

In a report yesterday, the NPD noted that digital spending on video games by kids has increased by 17 percent over the last two years. (source:gamasutra

6) NPD: Kids’ Digital Game Spending Up 17% In Last Two Years

by Mike Rose

A report released Tuesday from market research company NPD Group has found that digital spending on video games by kids has increased by 17 percent over the last two years.

The Kids and Entertainment Content report noted that the overall retail/digital spending split for kids — classed as children between the ages of 2 and 14 — is currently 79/21, with digital spending up compared to last year’s 85/15 split.

The majority of kids’ entertainment spending is on music and movie content, followed by video games, television shows, books and apps.

However, digital video game content has seen the fastest growth in kids’ spending, up 17 percent in the last two years, compared to 14 percent for music and 13 percent for movies.

According to the report, in general kids start downloading digital content from an early age, with around 50 percent of kids having downloaded some form of digital content by the age of 7.

Anita Frazier, industry analyst for The NPD Group, noted, “Kids are not skittish to use technology that is available to them, and the convenience and instant gratification afforded by downloading content is alluring to them.”

“The ease and short downloading times associated with music downloads means that this is often the gateway activity to downloading for kids, but the large increase in digital games acquisition over the last two years points to how this is becoming a more mainstream way of acquisition across all types of entertainment content.” (source:gamasutra

7)Analyst: Video Game Market Worth $60B Worldwide In 2011, $80B By 2014

by Mike Rose

A new analyst report suggests that the worldwide market for video games will exceed $60 billion this year, over both hardware and software sales.

Colin Sebastian, newly moved to analyst firm Robert W. Baird & Co. also noted that the company expects the video games industry to generate more than $80 billion in 2014.

For the next 3-5 years, he suggested that online game revenues will increase by around 15-20 percent each year, with DLC and mobile titles the biggest factors, along with social network games.

Concerning the next few months, Sebastian believes that the industry will see positive growth following a slow summer, thanks to a barrage of “drive titles” such as Modern Warfare 3, Battlefield 3 and Uncharted 3.

Overall, he noted that the video game industry is the only segment of the entertainment sector that is showing “clear growth.”

“Unlike newspapers, magazines, TV and radio, video game sales have accelerated since the advent of online and mobile platforms,” he said. “And yes, we believe another video game cycle is likely, with Sony already in development on a next-generation PlayStation.” (source:gamasutra

8)Survey: Tablet Users Report Playing Less On Consoles

by Kyle Orland

A survey of tablet owners finds that a slight majority report using traditional game consoles less since getting the device.

GfK Chart Track found that, of the 3,000 tablet and eReader owners it interviewed who play video games, 59 percent said they had played more on consoles and handhelds before they had a tablet.

That’s more than the ratio of tablet owners who reported reduced use of other traditional media, like printed books, newspapers, television and movies.

Industry watchers have debated whether new platforms like mobile devices and social networks are taking audiences away from more traditional forms of gaming, or merely expanding the video game market to previously untapped audiences.

“The fact that a majority of game-playing tablet owners report using a video game console or a handheld video game less often as a result of owning a tablet does not necessarily mean they are playing video games less often,” Gfk research VP Risa Becker said in a statement.

“But it does suggest that tablet owners are moving their gaming from other devices to the tablet,” she added.

A recent survey of British game developers found most expecting declines or flat growth in PC and console game demand in the coming year, with large majorities expecting increased interest in mobile/handheld and casual games. (source:gamasutra

9)Global social network advertising revenues to hit $10bn by 2013

by Zen Terrelonge

But LinkedIn’s growth has begun to slow with a three per cent share.

Data analyst eMarketer claims the majority of global social network advertising revenues will go towards Facebook, while Twitter comes in second place with a much smaller share.

The US market will generate just under half of the total at $2.74 billion.

Meanwhile business network LinkedIn will claim three per cent with $140.8 million, according to the report.

eMarketer also claims despite the LinkedIn’s ad revenues tripling in two years, the growth is now slowing down.

Clark Fredricksen, rep for eMarketer, said: “LinkedIn’s made it pretty clear that the horse they’re riding is their recruiting business. But they make a handy chunk from advertising for sure.”

The report reveals 8.8 per cent of US advertising dollars and 6.9 per cent of global advertising spending is going toward social networking sites, which will increase to 11.7 per cent and 9.4 per cent, respectively by 2013.(source:mobile-ent

10)6waves Lolapps launches Ravenskye City social game (exclusive)

Dean Takahashi

Hoping to extend a social game franchise, 6waves Lolapps is launching its new Ravenskye City game today.

The game is an expansion of the existing Raven series of games that have been a major hit for 6waves Lolapps. If it takes off, then 6waves Lolapps will have a more predictable way of maintaining its audience via franchise sequels. That’s very similar to the way console game companies extend the audiences for their games.

The expansion, which will be available for users today on Facebook, shows that the social game industry is evolving and becoming more mature. Other social game companies such as Zynga have followed the same tactic. By pursuing this strategy, Lolapps has been able to raise more money, double the size of its development team, and attract some key talent from traditional video game companies.

6waves Lolapps has more than 17 million monthly active users, according to market analyst Appdata. Its top game, Ravenwood Fair, has more than 4.5 million monthly active users. That’s down from its all-time high of 11.9 million monthly active users, so it’s time to give the game a shot in the arm.

Back in April, the company launched its Ravenstone Mine expansion for the original game. But Kavin Stewart, co-founder (pictured at top on the right) said in an interview that the development team is trying to make some big improvements in the game play for the new title. With the older games, you spend a lot of time “grinding,” or doing repetitive tasks to level up, such as chopping down 300 trees.(source:venturebeat

11)The Sims Social: 50 Days In and Gunning for CityVille’s Top Spot

By AJ Glasser

As of figures tracked by our AppData traffic monitoring service today, The Sims Social enjoys 65.6 million monthly active users and 9.8 million daily active users. In the last seven days, the game has lost a little over half a million in DAU — which brings it down a total of 1.4 million from its all-time high in that category. Meanwhile, MAU has continued to grow, though at a much more modest 3% gain for the past week compared to the 9% growth experienced the week prior.

The Sims Social soft-launched in mid-August to a fairly large audience that was already aware of the game through extensive press coverage. Additionally, the game’s Page actively recruited fans by incentivizing its overall number of Likes with content reveals. By the game’s official August 19 launch date, The Sims Social already had 4.8 million monthly active users and 2 million daily active users. The first 30 days saw steady growth in MAU and overall growth in DAU punctuated by two sharp spikes in early September.

We cannot know for sure how much of The Sims Social’s early growth was due to advertising or user acquisition activities facilitated by Nanigans. We do know that while Nanigans is currently involved with the game, in early August EA Playfish denied that its partnership with the service provider included The Sims Social. We also know that EA updated its PC Sims series such that when users loaded up the game, an ad for The Sims Social appeared in the Game Launcher window.

If EA Playfish can keep MAU going and at the very least hold DAU steady throughout October, it has a real shot at toppling CityVille, assuming Zynga doesn’t do anything to flood its juggernaut with new traffic (e.g. launching an expansion or sequel, name-dropping the game in IPO announcements, etc.). The way things are going, however, it’s unlikely that The Sims Social will ever see the massive all-time traffic highs of 101.2 million MAU and 21.5 million DAU that CityVille enjoyed in its heyday. At best, The Sims Social can hope to take home the top spot in the leaderboards with just around half of that.(source:insidesocialgames


上一篇:

下一篇: