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每日观察:关注1月份iOS应用忠实用户获取成本(3.1)

发布时间:2012-03-01 09:56:38 Tags:,,

1)Fiksu最新报告指出,2012年1月份iOS忠实用户获取成本从1.81美元降至1.14美元,同比上月下降59%。报告还显示,这是自2011年5月份以来的最低值(游戏邦注:5月份的每用户获取成本为1.1美元),并称出现这种情况的原因是应用开发商在该时期大幅削减营销计划,预计将在2月份出现反弹。

index-loyal(from Fiksu)

index-loyal(from Fiksu)

同一时期的iOS应用下载量仍在持续增长,美国前200名免费iPhone应用在1月份平均每日下载量为679万次,同比12月份增长12%(当时平均每天下载量为604万次)。

index-competitive(from Fiksu)

index-competitive(from Fiksu)

2)手机游戏公司Gamevil日前宣布在智能手机平台实现1亿次应用下载量,比2011年8月份的5000万次下载量翻倍增长。

cartoon wars(from androidguys.com)

cartoon wars(from androidguys.com)

其主要热门下载产品包括《Zenonia》、《Baseball Superstars》、《Air Penguin》和《Cartoon Wars》等游戏,并计划在2012年发布40款新游戏。

3)索尼电脑娱乐全球工作室主管Shuhei Yoshida在近日的媒体采访中指出,公司有意将原有IP引进手机及Facebook平台,他认为掌机游戏领域并不一定要与手机或社交平台形成对立,因为后两者已成为人们的一种日常生活方式,传统与新兴游戏平台完全可以和平相处。

索尼之前已向Facebook发布一款取材于《inFamous 2》的社交游戏,计划向手机、社交游戏平台推出更多基于原有IP的新游戏。

Infamous Anarchy(from guzzle.it)

Infamous Anarchy(from guzzle.it)

4)在线盈利方案解决供应商Vindicia日前宣布旗下计费系统CashBox向手机平台开放服务,支持开发商使用该服务接收来自手机游戏和应用的收益。

CashBox支付服务原先仅支持在线游戏及社交应用,但现在已同移动支付公司Boku合作,通过让后者平台绑定CashBox,为智能手机及平板电脑用户提供服务。

CashBox在线支付服务客户包括Cryptic、动视暴雪等。

5)诺基亚最近发布数据显示:

*90%的诺基亚应用商店Nokia Store访问用户使用自己的本土语言;

*Nokia Store已向190个国家或地区开放服务;

*Nokia Store每日下载量超过1300万次;

*在48个市场中推出了运营商计费系统;

*采用了134家运营商的计费系统;

*80%的Nokia Store流量可转化为下载量。

Nokia Store(from Nokia)

Nokia Store(from Nokia)

6)近日,开源社区cocos2d-x.org发布了针对微软移动操作系统Windows Phone 7平台的游戏引擎,并将其正式命名为cocos2d-x for XNA,支持开发者采用C#语言开发Windows Phone游戏,而无需学习XNA绘图接口。该游戏引擎由cocos2d-x团队和OpenXLive合作开发,并获得iOS开发社区网站CocoaChina的支持。

Cocos2D-X for XNA(from csharp360.com)

Cocos2D-X for XNA(from csharp360.com)

Cocos2d-x是iOS最佳2D游戏引擎cocos2D-iPhone的跨平台版本,使用C++语言进行移植,使游戏一次编码即可跨平台运行,极大降低了游戏开发者的研发和维护成本。(本文为游戏邦/gamerboom.com编译,拒绝任何不保留版权的转载,如需转载请联系:游戏邦

1)User acquisition costs fell 59% in January as developers backed off holiday spending, Fiksu says

Kathleen De Vere

iOS user acquisition costs plummeted in January, falling from $1.81 to $1.14 per loyal user, a drop of 59 percent month-on-month according to Fiksu, a Boston-based company that helps developers find new users by mediating between ad networks.

The cost to acquire a loyal user (defined as one that opens an app three times) has not been this low since May of 2011, when the average cost was $1.10 per user.

Fiksu attributed the sharp decline in January marketing costs to developers shutting down their aggressive holiday marketing plans. Costs hit an all-time high in December as developers poured money into advertising to beat Apple’s annual App Store shutdown and ensure consumers were able to find their apps on Christmas Day, which turned out to be the single busiest day in history for app downloads.

While marketing costs decreased, download volumes continued to increase for the fifth month in a row. The top 200 free iPhone apps in the U.S. saw an average of 6.79 million daily downloads in January, a 12 percent increase over December’s previous record of 6.04 million downloads per day.

Although user acquisition costs are the lowest they’ve been in almost a year, prices may not rebound in February. On Jan. 31 Tapjoy cut its minimum bid to $0.10 and a week later Google switched AdMob to an AdWords style model, eliminating minimum bids and targeting fees altogether. Apple’s iAd, which was once marketed as a premium mobile advertising product has also slashed its minimum buy to as little as $5,000 for developers (not large brands, which reportedly have a minimum of around $100,000). Both Tapjoy and AdMob cited a mature marketplace as the reason behind their new pricing strategies at the Inside Social Apps conference earlier this month.

It also remains to be seen what the effect of Apple’s crackdown on download bots will have on Fiksu’s download index for next month. A long tolerated “open secret”, developers often used the service to propel their apps to the top of the free download charts.(source:insidemobileapps

2)Gamevil breaks 100m app download milestone

by Zen Terrelonge

Doubles results in the space of six months.

US-based mobile games publisher Gamevil has bagged itself 100 million app downloads via smartphones, which doubles from the 50 million milestone the firm celebrated in August 2011.

The Gamevil Partner Fund has $10 million set aside to break into the third party development market, offering other companies the opportunity to use its software.

The firm’s downloads have been driven by key titles including Zenonia, Baseball Superstars, Air Penguin and former ME App Of The Day, Cartoon Wars.

Gamevil also thanks its Japan HQ for the milestone too, receiving a 109 per cent growth overseas in 2011.

Kyu Lee, VP and head of Gamevil USA, says: “Reaching 100 million downloads is a landmark for any mobile gaming company and we are so thankful to have such a strong fan base that has followed us through our multiple titles.

“We look forward to another successful year as we work hard to release new games that are fun, challenging and entertaining.”

The company has 40 new titles lined up for iOS and Android, which will rollout throughout the course of 2012.(source:mobile-ent

3)Sony says it’s open to putting its IPs on social and mobile platforms

By Nadia Oxford

Gaming is becoming more and more fragmented thanks to the availability of multiple consoles, phones, and handhelds, to say nothing of all the free stuff that’s available on Facebook. It’s enough to make a game lover ask, “Why can’t we live in peace? Why can’t console engineers just put some of their exclusive IPs on mobile platforms?” Surprisingly, Sony has said, “You know what? That’s not such a bad idea.”

Earlier this week, Sony informed Industry Gamers that the company is open to the idea of bringing its IPs to mobile and Facebook. “That’s a really good question, and that I believe is totally possible,” said Shuhei Yoshida, the head of Sony Worldwide Studios. “We’ve been discussing [that possibility] and if you noticed, we released an inFamous-themed Facebook game at the launch of inFamous 2. So we are experimenting, and I don’t necessarily believe we’re competing against cell phones or social networks – because everybody uses Facebook and lots more people have cell phones and smartphones already. With people’s lifestyles, they’re always connected and engaged socially, so why not put our IP on there… or give some small experience [related to our IP] like you said?”

Yoshida’s inFamous Facebook example illustrates another point that he made to Industry Gamers: Sony could theoretically introduce new audiences to its established franchises by making relevant social and mobile games. Meanwhile, the deeper and more complex entries in the same franchises would be reserved for Sony’s consoles and its handhelds, like its new PS Vita.

Industry Gamers’ James Brightman wonders if the day is coming when we might see a similarly relaxed attitude from Nintendo, given that the “old guard” is under increasing pressure from investors to expand into mobile. Currently, Nintendo hovers over its IPs like a dragon hovers over its cache of gold, and it shows no signs of loosening up. Sure, Nintendo would earn every last dollar bill on Planet Earth if it released an iPhone-based Pokemon adventure, but at this point, it’s not happening.(source:gamezebo

4)Online billing service CashBox now supports mobile apps

by Tom Curtis

Newsbrief: Online monetization company Vindicia has added mobile support to its CashBox billing platform, allowing developers to use the service to accept payments via their mobile games and apps.

Traditionally, CashBox’s payment services only supported online games and social applications. To facilitate the service’s latest update, Vindicia has partnered with mobile payments company Boku, which will integrate CashBox into its existing platform for smartphones and tablets.

A number of major game publishers and developers already use Vindicia’s CashBox to power their online payment services, including Cryptic, Activision Blizzard, and more. For more information on Vindicia and its CashBox service, visit the company’s official website. (source:gamasutra

5)MWC 2012: Nokia Store over 13 million downloads a day

by Jon Jordan

Your view on Nokia’s resurrection is likely dependent on your geographical location.

For those of us growing up outside of North America, Nokia devices were our personal friends, at least until Apple and Google appeared on the scene.

In that context, we – at least, I – get a warm feeling to see a company that seemed to be doomed to failure with a new spring in its step. (Perhaps the same will be true for North Americans and RIM?)

Were’s Ville?

Will Nokia’s Windows Phone-powered Lumia range be enough to see a significant third place gained in 2012?

Who knows? But, if nothing else, the company is demonstrating it knows how to put together a great tradeshow stand.

A Mobile World Congress, its stand was very blue, full of marketing messages and staff wearing stripey shirts, colourful bobble hats and wacky glasses. The latter put a smile on our face.

The former are listed below.

•90 percent of visitors to Nokia Store use their local language

•Nokia Store available in 190+ countries

•Nokia Store attracts more than 13 million downloads a day

•Monetize your apps with operator billing in 48 markets

•Nokia Store offers operator billing from 134 operators for your apps

•80 percent of Nokia Store traffic converts to a download(source:pocketgamer


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