2）据Venturebeat报道，Kleiner Perkins Caufield & Byers（简称KPCB）合伙人Mary Meeker日前在D10大会指出，苹果App Store每日应用下载量为4600万次。
5）美国手机应用开发商Binary Hammer（游戏邦注：代表作包括《ChuChu Rocket》和《Boondock Saints》）总裁Bob Koon日前表示，他正在试验一个新的盈利模式。
该公司在《30/30》这款免费时间管理应用（将于6月7日登陆iPhone和iPad平台）中植入了“pay what you what”模式，推出了价值0.99美元、1.99美元和2.99美元这三种非易耗型IAP内容，用户如果觉得这款应用对自己有帮助，就可以自己选择要为开发商提供哪种价位的支持。
6）据All Things Digital报道，苹果首席执行官Tim Cook在最近采访中表示，苹果无意介入所谓的“传统游戏”领域。
7）据games.com报道，Halfbrick Studios执行制作人Luke Muscat和营销官Phil Larson在最近的GameSpot Australia视频采访中讲述了《水果忍者》这款手机游戏幕后的故事。
1）22% of US gamers play across PC, console, tablet and portable, and mobile
by James Nouch
Gaming market research firm Newzoo has described an alternative way to segment the games market.
This new model is based on the games and four possible screens – personal, entertainment, floating, and computer.
Newzoo argues that this approach is unmatched for showing single- and cross-screen growth opportunities.
Generally speaking, the entertainment screen is a consumer’s television (console-based), the personal screen is their mobile, and the computer screen is obviously their desktop or laptop PC.
The ‘floating’ screen could be a handheld console or tablet.
Newzoo’s research, based on its survey data, shows that 22 percent of America’s estimated 153 million gamers already use all four screens to play games.
That figure rises to 31 percent when you look specifically at gamers who pay to play games.
Newzoo reckons the US games market is worth $21.9 billion annually.
Break it down
With 91 percent of gamers playing on a computer screen, it’s currently far and away the most popular screen for gaming.
But the personal screen (mobile) is jostling for second position with the entertainment screen (TV), 67 percent of gamers play on their entertainment screen, while 59 percent play on their personal screen.
But despite attracting so many gamers, the personal screen accounts for only 8 percent of the money these 153 million Americans spend on their pastime.
It’s a disparity which points to growth, Newzoo says, and its notable that although only 31 percent of gamers play on floating screens (tablets/portables), they generated 50 percent more money than personal screens (mobiles).
But, why segment the gaming market this way?
Newzoo CEO Peter Warman explained, “Our clients need to look ahead and our new approach is aimed at inspiring our clients and sizing concrete opportunities in a way that still makes sense in five years.
“Naturally we will, in parallel, keep segmenting the market in the traditional way,” he concluded.（source:pocketgamer）
2）46M apps are downloaded from Apple’s App Store every day
Every day, 46 million mobile applications are downloaded from Apple’s App Store, according to Kleiner Perkins Caufield and Byers partner Mary Meeker.
Meeker spoke today about the ways Silicon Valley is changing almost everything we use in a staggering way the All Things Digital’s D 10 conference in Rancho Palos Verdes, Calif. Indeed, many of her slides included a picture of the way things used to be and the way Silicon Valley has changed it. For instance, one of Meeker’s slides showed a notepad for remembering things and making to do lists. On the other side of the slide was a picture of the Evernote application.
KPCB arrived at this conclusion after looking the App Store’s milestones. In October 2011, the company announced it had hit 18 billion downloads. Later, in March 2012, Apple announced 25 billion downloads.
Many of app developers say that it’s difficult to be found in the sea of billions of apps that live in the App Store. Crawling up to a “top 25″ spot on one of Apple’s app lists, is also difficult, and based on download numbers. Indeed, it seems this 46 million downloads a day is spread thinly amongst iOS apps, who celebrate hitting thousands of downloads, let alone millions.
But it also shows the major interest in smartphone applications. Smartphones are undoubtedly changing the way we communicate, the way we are entertained, the way we organize, the way we listen to music. Indeed, mobile usage itself is growing rapidly with 10 percent of Internet traffic coming from mobile. Monetizing apps is growing as well, but the revenue gained on the desktop still surpasses that of mobile.（source:venturebeat）
Just look at how fast the iPAD installed base is growing
Tweet Mary Meeker has released her annual review of Internet trends. I am still digesting it, but this chart leaped out at me. It shows how fast iPad penetration is ramping up compared to the speed of penetration for iPods and iPhones.
I am no Apple fanboy, but boy are they executing well on this one.（source:gamesbrief）
3）Meeker data: Mobile web growing fast, but monetization is piss poor
Of all the eye-opening stats that analyst and VC Mary Meeker dropped today with her annual Internet Trends report, one of the scariest for marketers and publishers was just how poorly mobile usage is being monetized.
In a world that is rapidly adopting smartphones, tablets, and everything in between, there is a serious disconnect between making money from users of those devices versus users of desktops and laptops. Frankly, it’s a little scary for those who make a living from the web.
First, the good news: People are rapidly adopting mobile devices and mobile Internet traffic is growing quickly. The total amount of Internet traffic coming from mobile now sits at about 10 percent versus 1 percent in late 2009. That means mobile devices are immensely popular and people are responding well to using phones to access web-based content.
And in India specifically, take a glance at just how quickly mobile adoption is overcoming desktop-based web growth.
But — and it’s a big but — the monetization on mobile web and mobile apps is absolutely terrible versus the desktop-focused web. It’s so much of a problem that it almost certainly will affect Facebook’s long-term growth prospects, which is one factor that weighed down its IPO. Also, take note that current comScore projections say the effective CPM per desktop user is $3.50 per person, but eCPM per mobile user is just $.75 per person.
Now, to be fair, mobile monetization has grown over time. Apps have especially have seen their compound annual growth rate (CAGR) rise.
While it’s encouraging to see the value of both mobile apps and the mobile web rise, it’s going to be a tough ride while marketers, publishers, and web-focused companies figure out how to keep those CPM rates going up.
At the All Things D conference today, where Meeker first presented these slides, she did note that some companies, especially Twitter, have done a good job at stepping up their game to monetize mobile.
“It’s early,” Meeker said. “The screen is small and the ad units haven’t been rolled out effectively yet. We’re still early in figuring out local and social, and I think we’re going to get there.”（source:venturebeat）
4）63 per cent of Brits delete apps after just one use
by Zen Terrelonge
But Facebook and Twitter are part of the in crowd, ranking as the most used.
The survey from comparison site GoodMobilePhones.co.uk shows app developers will need to work harder in order to secure consumer loyalty, as 63 per cent of Brits delete smartphone apps after one use.
Almost three-quarters have used apps just once, with gaming apps accounting for 61 per cent of apps that become neglected.
Meanwhile, 56 per cent use less than ten per cent of the apps on their device, while the average smartphone owner spends three hours per week using apps.
73 per cent use social networking apps Facebook and Twitter the most, with news apps securing 69 per cent popularity, though just seven per cent regularly revisit novelty apps.
Word of mouth and cost were contributing factors for downloading a new app, influencing 48 per cent and 32 per cent respectively.
Mark Owen, MD, GoodMobilePhones.co.uk, said: “It was very surprising to see that Brits, on average, use less than 10% of the apps on their phone, particularly considering several of them have probably been purchased.”
“It was also quite surprising to find out that the majority of smartphone users delete apps that they have only used once, but I guess people just don’t want their phones clogged up with apps they don’t use. It just goes to show that app creators have got to make sure they produce something that the users really want, otherwise their apps may just be deleted.”（source:mobile-ent）
5）Binary Hammer’s Bob Koon on relying on the generosity of time-pressed strangers
by Jon Jordan
US mobile developer Binary Hammer is best known for its work on the likes of ChuChu Rocket and Boondock Saints.
However, its next release is different.
Not only is 30/30 a free time management app, but according to president Bob Koon, he’s experimenting with a new monetisation method too.
30/30 works fairly simply in that you set up a series of timed slots so you can focus on, say completing a task in 30 minutes and then schedule 15 minutes of Facebook time.
You can set up multiple tasks in slots ranging from 1 to 60 minutes, and the in-app purchase system is similarly presented.
“The model is ‘pay what you want’. I ask the customer that if they find 30/30 useful, that they consider supporting it,” explains Koon.
“I also bypass the whole notion of unlocking content (there is nothing to unlock) and also waiting for receipts to verify with Apple as an anti-piracy measure. It’s pointless to fake a purchase such as this.”
Show your gratitude
There are three non-consumable IAP products.
$0.99 – Bundle of Thanks
$1.99 – Heap of Thanks
$2.99 – Boatload of Thanks
Koon says he spent some time coming up with the right descriptions, avoiding references to donations, which are limited to non-profit organisations under iTunes’ terms.
30/30 is due to be released for iPhone and iPad on 7 June.（source:pocketgamer）
6）Apple not interested in ‘traditional gaming’ says CEO Tim Cook
by Mike Rose
Apple is not interested in getting involved with what is perceived as “traditional gaming,” CEO Tim Cook said this week.
Speaking at the D10 conference, and as reported by All Things Digital, Cook explained that games have evolved past big-screen console gaming, and Apple is not interested in exploring that particular area of the market.
“I view that we are in gaming now in a fairly big way,” he said. “Gaming has kind of evolved a bit. More people play on portable devices. Where we might go in the future, we’ll see. Customers love games.”
However, he added, “I’m not interested in being in the console business in what is thought of as traditional gaming. But Apple is a big player today, and things in the future will only make that bigger.”
When asked whether Apple intends to focus on games on TV, he responded, “I think it could be interesting.” （source:gamasutra）
7）Fruit Ninja took three days to make, and nine other things you didn’t know
by Joe Osborne
It’s one of the games on iPhone and iPad that embodies pure, beautiful simplicity, so who knew Fruit Ninja had so much to hide? Developer Halfbrick Studios had executive producer Luke Muscat and marketing officer Phil Larson tell GameSpot Australia 10 things that we didn’t know about its mega-popular fruit flayer. Well … until now.
How about the fact that Fruit Ninja’s base concept of slicing flying fruit took a mere three days to make? (The rest of development was all about that gorgeous polish.) Did you know that Fruit Ninja is currently being played in hospitals as part of a study with Neuroscience Australia to help treat stroke patients? Oh, the things you never knew about your phone’s primary function.（source:games）
8）Infographic: apps ‘from 10,000 ft’
by Tim Green
12 per cent of puzzle apps are downloaded by Brits – one of many stats about the app market by genre and location.
In-app ad specialist inneractive is a bit of a specialist in infographics, and it’s just published a new one, which looks at which countries are downloading which apps – and which genres are driving most downloads.（source:mobile-ent）