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每日观察:关注2011 Q4全球平板电脑出货量(3.15)

1)据Apple Insider报道,Piper Jaffray分析师Gene Munster最近预测,苹果新款iPad发售首天的销量将达100万部,首个季度的销量将超过1000万部。

new-ipad(from ibtimes.com)

new-ipad(from ibtimes.com)

Munster还指出,就算iPad在本季度(截止3月底)销量低于1000万部,那也有可能在6月份出现反弹。

2)IDC最新数据显示,2011年第四季度全球平板电脑出货量达2820万部,同比上年增长185%;该季度亚马逊Kindle Fire出货量达470万部,占比16.8%,成为市场份额仅次于iPad的第二大平板电脑设备。

iPad在第四季度出货量为1540万部,超过第三季度的1110万部。但iPad的市场份额已从第三季度的61.5%下降至第四季度的44.6%。

tablets shipments(from IDC)

tablets shipments(from IDC)

从总体上看,Android平板电脑市场份额已从第三季度的32.4%增长至第四季度的44.6%。

不过苹果iPad仍将是近期最热销平板电脑,预计该设备在2016年的出货量将达1.982亿部。如果单从出货量来看,Android平板电脑可能会在2015年超过苹果iPad,但iPad到2016年仍将保持其市场收益的领先地位。

3)据GamesIndustry International报道,Epic Games首席执行官Tim Sweeney日前表示,他认为掌机设备在游戏领域中仍占据重要地位,掌机与平板电脑的最大区别在于,前者可运用100或200瓦功率,而平板电脑只会运用1-2或者3-4瓦功率,这正是后者运行性能的局限所在(游戏邦注:据报道,Epic总裁Mike Capps看好平板电脑发展前景,其观点与Sweeney并不一致)。

xbox360-ring of death(from games)

xbox360-ring of death(from games)

他还指出,平板电脑可能还需要6-8年的时间(或者说经历3、4代硬件升级后),方有望赶上目前最高端桌面电脑或掌机设备的运行性能。

4)休闲游戏网站Itsmy日前宣布推出基于云的跨浏览器、智能手机和平板电脑的HTML5游戏发布平台Game Cloud。该服务将于五月份与欧洲主流运营商合作上线,支持用户一次性付费并在多种设备上玩同款游戏。

itsmy_starts_mobile_cloud_gaming(from html5gamedevs.com)

itsmy_starts_mobile_cloud_gaming(from html5gamedevs.com)

该公司首席执行官Antonio Vince Staybl表示,Game Cloud将成为开发者绕过应用商店直接向用户销售HTML5游戏的渠道,已计划采用多种运营模式,为用户提供每日、每周、每月或无限量玩游戏等类型的服务。

5)据techcrunch报道,有知情者透露纽约开发商OMGPOP计划根据旗下热门手机游戏《Drawing Something》制作一档电视节目,但并未明确节目类型。

draw-something-centaur(from games)

draw-something-centaur(from games)

但该公司首席执行官拒绝回应这一传闻,仅表示《Draw Something》在Android平台下载量占总下载量的三分之一,该游戏每日广告印象达10亿次左右。

6)FrugalDad最近根据Technet报告制作的信息图表回顾了手机应用市场在过去数年的发展历程(详见下图)。

图表信息显示,2007年iPhone和2008年App Store的问世,是整个手机应用领域的重大事件。

谷歌应用商店Android Market在2008年面世也为手机应用领域带来深刻影响,该应用商店付费产品占比43%,免费产品占比57%,而App Store付费产品占72%,免费产品占28%。

2011年最受欢迎的智能手机应用类型包括游戏、天气、购物和地图等,而最热门应用冠军则是《愤怒的小鸟》,第二梯队是Facebook、Skype,第三梯队是《愤怒的小鸟:里约》、谷歌地图、iBooks,第四梯队是《愤怒的小鸟节日版》、《水果忍者》、《会说话的汤姆猫》和Twitter。

app economy(from FrugalDad)

app economy(from FrugalDad)

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)iPad launch sales could top 1 million according to Piper Jaffray

by Keith Andrew

Apple could sell as many as 1 million third generation iPads on day one according to the latest investor note posted by Piper Jaffray.

Analyst Gene Munster claims the total could be hit when iPad hits shop floors on 16 March – a number that would represent more than a three-fold rise on the total Apple shifted when the very first iPad launched almost two years ago.

It’s a winner

In all, Apple Insider claims Wall Street expects more than 10 million iPads to be sold in its debut quarter, with a tenth likely to be sold in the device’s first 24 hours.

Even if such lofty targets aren’t met, Munster adds it wouldn’t necessarily be bad news for those at Apple.

“That said, if iPad sales are less than 10 (million) in (the March quarter), we see it as a win-win given investors will attribute the miss to a slowdown ahead of the new iPad and start to anticipate a strong rebound in the June-12 quarter,” he added.

As a comparison, Launch estimates for iPad 2 came in between 400,000 and 1 million units sold, with Munster himself pegging weekend sales at around the 500,000 mark.(source:pocketgamer

2)Kindle Fire cuts iPad’s worldwide tablet share down to 55% in Q4 2011, claims IDC

by Keith Andrew

The launch of Amazon’s Kindle Fire may not have slowed iPad sales, but Apple’s share of the tablet market is nonetheless slipping according to the latest figures published by IDC.

In a fourth quarter that saw 28.2 million tablets shipped worldwide – a year on year increase of 185 percent – Amazon stole much of the limelight with what IDC has branded an “impressive debut ” after 4.7 million Kindle Fires hit the shop shelves.

That’s 16.8 percent of all tablets shipped during the quarter, putting Amazon’s device in second place behind the market leading iPad.

Widening the field

Indeed, IDC notes Kindle Fire hasn’t been able to halt iPad’s overall growth, with 15.4 million units shipped in Q4, up from 11.1 million units the previous quarter.

Instead, Amazon’s ability to grow the market means that, in conjunction with Samsung’s range of Galaxy Tabs, there are simply more Android devices out there, causing iPad’s market share to fall from 61.5 percent in Q3 to 44.6 percent in Q4.

“Amazon’s widely-reported entry into the media tablet market with a $199, 7-inch product seemed to raise consumers’ awareness of the category worldwide despite the fact that the Fire shipped almost exclusively in the US in the fourth quarter,” said research director of mobile connected devices Tom Mainelli.

“As a result, products across the pricing spectrum sold well, including everything from Apple’s premium-priced iPads (which start at $499) to Pandigital’s line of Android-based, entry-level tablets (which start at $120).”

Future focus

Kindle Fire’s success means Android-based tablets now account for 44.6 percent of the market, up from 32.4 percent in Q3.

IDC expects Android’s share to continue to grow in the coming quarters, with former also ran webOS disappearing from the picture completely thanks to TouchPad’s demise and BlackBerry’s PlayBook holding its 0.7 percent share.

Apple’s iPad, however, will remain the best selling device for some time to come, with annual tablet shipments as a whole jumping to 198.2 million in 2016.

“As the sole vendor shipping iOS products, Apple will remain dominant in terms of worldwide vendor unit shipments,” added Mainelli said.

“However, the sheer number of vendors shipping low-priced, Android-based tablets means that Google’s OS will overtake Apple’s in terms of worldwide market share by 2015. We expect iOS to remain the revenue market share leader through the end of our 2016 forecast period and beyond.”(source:pocketgamer

3)Epic CEO: Consoles have ‘six to eight years’ before mobile catches up

by Joe Osborne

There seems to be some conflicting opinions within Gears of War maker Epic Games. During an interview with GamesIndustry International, CEO Tim Sweeney commented in depth on the role of consoles moving forward in the games world. Contrary to Epic president Mike Capps, Sweeney thinks that consoles still do, and will continue to, play a role in gaming.

“The big difference between a console and a tablet is the console can consume 100 or 200 watts of power, while the tablet consumes one or two or three or four watts. That’s really the limiting factor of performance there,” Sweeney told GamesIndustry International. “Just on the grounds of the laws of physics, you’d have to think it is three to four hardware generations, or six to eight years before the current highest end desktop or console performance you can achieve becomes achievable on tablets.”

Sweeney, the guy who created the Unreal Engine (the technology behind a lot of the most popular console and PC games), can get technology heavy. What he seems to mean is that, while the new iPad can reportedly best the top consoles in graphics and memory, it simply can’t garner enough power to do it effectively. This could be why we’ve yet to see, say, something like Skyrim on an iPad.

That said, casual and social gaming are where the buku bucks are right now for little investment–it’s how Zynga built an empire that rivals big-time publishers EA and Activision. And since consoles are no longer the hot spot for such money makers, the prevalence of consoles could stand to suffer in the future.(source:games

4)Itsmy to launch cloud-based HTML5 service Game Cloud

by Keith Andrew

Casual games portal Itsmy has announced it is to launch a cloud-based HTML5 games distribution channel, spanning browsers, smartphones and tablets.

The new platform, dubbed Game Cloud, will initially be rolled out with the cooperation of carriers across Europe this May, with external mobile browser games currently in beta testing.

In the cloud

The platform, which will enable users to pay once for a game they can play across multiple devices, will then go live in full in early summer.

“The itsmy Game Cloud is finally a way to sell HTML5 games directly to the consumer and to bypass app stores or marketplaces,” said CEO Antonio Vince Staybl.

“Together with our partners we have now the absolute control to monetise and distribute the games, interact with gamers and scale the game cloud.”

Game Cloud is also set to employ various business models to provide consumers with either daily, weekly, monthly or all-you-can-play access, as well as game category bundles. (source:pocketgamer

5)Draw Something could debut on TV screens, as in a game show? [Report]

by Joe Osborne

Draw Something has made a big stink in mobile social gaming recently. We’re talking “10.2 million daily players in two weeks” big. So big, in fact, that TechCrunch has learned that New York-based developer OMGPOP looks to create a TV show based on the breakout hit mobile game. TechCrunch’s nameless sources make no mention of a game show, but really, what else could it be?

If OMGPOP opts to create a TV show based on the game, it would only confirm that casual game makers are in it to milk their hit brands for all they’re worth. And really, who could blame them? Just look at Rovio and Angry Birds: The Finnish developer looks to make a full-blown feature film based on the wingless buggers. Even Gaia Online looks to make a Monster Galaxy flick.

While OMGPOP CEO Dan Porter refused to comment on the rumor, he did reveal some interesting statistics about Draw Something to TechCrunch, like how Android now makes for a third of all downloads, thanks to performance boosts. That and the fact that Draw Something makes a killing in advertising these days, to the tune of 1 billion impressions daily. If this game is going anywhere, it’s up and outward.(source:games

6)Infographic: The Radical Growth of the App Economy

by Zen Terrelonge

A look at the first smartphone that retailed at $900 in 1993, to the iPhone revolution and beyond.

Last month, TechNet revealed that the US mobile app market has generated almost 500,000 jobs, while  the iPhone’s 2007 launch is highlighted as the main driver behind apps and smartphones taking off.

Now, FrugalDad has created an infographic on the back of Technet’s report, looking at the very first smartphone, the most popular apps and  developments within the market across the past 20 years.(source:mobile-ent


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