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”中等级别“的iOS游戏盈利性(6.25)

发布时间:2012-06-25 10:16:15 Tags:,,,

1)据BGR.com报道,芬兰开发商Remedy Entertainment日前透露其付费游戏《Death Rally》仅跻身iTunes付费应用前200名,但每月却能创收35万美元,这表明iOS游戏即便无缘榜单前10强之列,也仍可让开发者获得可观收益。

Death Rally(from insidemobileapps)

Death Rally(from insidemobileapps)

该公司执行副总裁Aki Järvilehto表示,这款售价0.99美元的游戏进入iPhone或iPad应用榜单前5强之列时,每天收益超过5万美元;其余时候每月收益多在5万至35万美元之间波动(游戏邦注:据AppData数据显示,该游戏过去一个月中在付费榜单的最高名次仅是188名)。

但该游戏收益并非完全来自0.99美元的售价,而是其中的IAP销售,其价格介于0.99至39.99美元之间,它的预付款与IAP销售收益分别占60%和40%。

据称GREE也曾在五月份透露其收购的Funzio公司每月收益超过500万美元,但其iOS游戏却甚少跻身营收榜单前20名。

2)法国发行商Gameloft日前宣布其iOS通用版游戏《Asphalt 7: Heat》(售价0.99美元)发布2天就在17个国家的付费iPhone应用榜单登顶,并成为51个国家的头号iPad付费应用。

Asphalt7(from itunes.apple.com)

Asphalt7(from itunes.apple.com)

从付费游戏榜单来看,该游戏在47个国家的iPhone平台居首,在57个国家的iPad平台称雄。

3)据games.com报道,Gameloft和孩之宝日前宣布进行授权合作,将由Gameloft开发和推广基于“My Little Pony”和“Littlest Pet Shop”品牌的手机及平板电脑游戏。EA之前已针对Littlest Pet Shop推出iPhone游戏,但这些新游戏将在本年末由Gameloft发布。

my-little-pony(from games)

my-little-pony(from games)

4)手机游戏开发商ngmoco日前宣布将于7月18日关闭《We Farm》、《We City》和《Pachinko》这三个游戏项目,这三者的IAP及虚拟货币功能已经失效(不过用户仍可使用之前购买的虚拟货币),并且不再向App Store用户提供下载服务,但该公司并未透露关闭这三款游戏的具体原因。

We-Farm(from theappera.com)

We-Farm(from theappera.com)

5)德国社交游戏公司Wooga日前通过其官方博客指出,HTML5开发技术仍存在许多局限性,他们将放弃这一平台转向开发iOS原生应用。

据其所称,Wooga在《Magic Land Island》这款HTML5游戏的开发过程中发现,该技术包含在线与离线玩游戏、针对移动设备的动画与音效等方面的问题。与此同时,Wooga将宣布推出《Magic Land Island》的开源版本《Pocket Island》(游戏邦注:据pocketgamer报道,这款游戏去年10月发布,玩家人数为130万,而该公司另一款iOS游戏《Diamond Dash》玩家超过1800万,前者发布第二天的用户留存率仅5%,而后者每天留存率高达50%),邀请其他开发者对其进行优化,以便推动HTML5技术的发展。

Magic Land Island(from Wooga)

Magic Land Island(from Wooga)

该公司联合创始人及首席技术官Philipp Moeser表示,HTML5仍有成为变革性技术的潜力,但在那一天到来之前,他们不会向其投入过多精力。

6)英特尔最近调查报告指出,44%的美国手机用户表示自己在外出旅行时不能没有手机,其中女性表现尤为明显,其比例高达82%,而男性用户的这一比例为73%。

mobile phone(from travelerstoday.com)

mobile phone(from travelerstoday.com)

有77%受访者称出行时没带手机远比结婚时忘了戒指更让人抓狂,46%受访者称自己曾为了找电源而忘了个人卫生(18-29岁群体的这一比例高达63%),曾在厕所和饮食店四处找电源。

64%受访者曾为了给平板电脑、笔记本或电话腾出空间而放弃电吹风、化妆用品、防晒霜和鞋子等物品。

7)据彭博社报道,有匿名人士透露微软最近公布的Surface平板电脑可能仅支持Wi-Fi网络。

观察者称尽管不少用户购买了支持3G/4G的iPad,但仅有6%的iPad数据流量来自这种移动网络,而Wi-Fi数据流量占比高达89.3%(游戏邦注:这是Localytics三月发布的调查报告数据),这意味着缺乏3G/4G网络支持并不一定会成为用户购买Surface的阻力。

fatcat(from venturebeat)

fatcat(from venturebeat)

虽然微软在上周并未透露Surface售价,但据TheNextWeb报道,低端的32GB Windows RT平板电脑售价可能是599美元,而Windows 8 Pro平板电脑售价则是999美元。

从低端售价来看,三星10英寸的Galaxy Tab 2设备售价为399美元,苹果16GB的iPad 2售价为399美元(仅支持Wi-Fi),只支持Wi-Fi网络的新iPad售价也不过599美元,与32GB Windows RT平板电脑价格相当,但后者却没有新iPad的Retina Display功能。

而如果从高端售价上看,售价高达999美元的Surface设备潜在竞争对手就是UItrabooks,而后者售价介于799-899美元。有人认为,如果说3G/4G不会成为Surface的竞争软肋,那么相对较高的价格也很可能成置其于不利的市场地位。(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)Remedy: A paid iOS app can earn $1M without ever hitting the top 10

Kathleen De Vere

Finnish developer Remedy Entertainment has revealed its paid game Death Rally can earn up to $350,000 in revenue per month just by being in the top 200 of the iTunes paid app charts, illustrating the iOS app store can be extremely lucrative — even when a developer’s game isn’t a top 10 hit.

According to figures Remedy executive vice president Aki Järvilehto provided to BGR.com, the company’s gross earnings exceed $50,000 per day when the $0.99 game breaks into the top five of the iPhone or iPad app charts. Outside of those situations, the game’s revenue fluctuates between $50,000 and $350,000 a month, a surprising figure considering AppData shows Death Rally’s highest chart position within the last 30 days has been No. 188 on the paid app charts.

While the app is paid, not all of Death Rally’s earnings can come from its up-front purchase price, since we know from analytics company Distimo it only takes about 3,500 downloads a day to hit the top 25 on the paid app charts in the U.S. The game’s earnings are boosted through optional in-app purchases, which range in price from $0.99 to $39.99.

It’s the same tactic German developer App Zap uses in its game Kick the Buddy, which is also paid with optional in-app purchases. Last year App Zap told us users who pay to download a game are much more likely to make an in-app purchase than ones who got a game for free. Overall, Remedy reports Death Rally’s earnings are typically split 60/40 between its up-front price tag and in-app purchases.

These new figures shed light on exactly how much money a developer can earn on iOS. While we know a top-grossing app can earn anywhere from $2 to $5 million a month, it’s become increasingly apparent even games in the middle and bottom levels of the charts earn substantial monthly revenues. In May, GREE revealed Funzio was earning more than $5 million in revenue a month, despite the fact its iOS games rarely rose above the No. 20 spot on the top grossing apps chart. According to Järvilehto an app can now gross over $1 million  just by maintaining a chart rank within the top 200 for a year.(source:insidemobileapps

2)Gameloft highlights importance of iPad gaming as Asphalt 7 hits #1 spot in 51 countries

by Jon Jordan

A lot of companies now talk about the iPad as being a console replacement.

And Gameloft has provided a graphic example why.

It’s just released Asphalt 7: Heat for iOS as a universal build.

Priced 99c, within two days it’s been the #1 top paid iPhone app in 17 countries.

However, it’s been the #1 top paid iPad app in 51 countries.

Go faster stripes

Of course, this doesn’t necessarily mean more downloads or revenue is coming from iPad than iPhone. There’s much more app competition on iPhone than iPad for one thing.

That’s shown in terms of being the #1 paid game (as opposed to app), it gained that position in 47 countries for iPhone and 57 countries for iPad – a more equal distribution.

But for games that push graphical quality in the way Asphalt 7: Heat does, large screen devices such as iPad 2 and iPad 3 are clearly the more natural place to play.(source:pocketgamer

3)Gameloft to bring My Little Pony and Littlest Pet Shop to iOS / Android

by Brandy Shaul

Bronies rejoice! Gameloft and Hasbro have today announced a licensing partnership that will see Gameloft developing and marketing mobile and tablet titles for the My Little Pony and Littlest Pet Shop brands. While Littlest Pet Shop already has a mobile presence in the form of a pet-simulation iPhone app released by Electronic Arts, these future games are set to be released by Gameloft before year’s end.

Unfortunately, any details concerning the genres or designs of these new games are still under wraps, but we can only imagine them to contain some of the cutest graphics on either the iOS or Android platforms (let’s face it, the source material for both is downright adorable).

“Creating highly inventive and accessible digital play experiences based on our world-class brands continues to be at the core of Hasbro’s mission and we envision Gameloft to be a key player in the ongoing execution of that global strategy,” said Mark Blecher, Senior Vice President of Digital Media and Marketing at Hasbro, via a post on the official Gameloft Blog. “This agreement brings together Hasbro’s powerhouse girls’ brands with one of the industry’s preeminent mobile game developers which will take My Little Pony and Littlest Pet Shop play to an entirely new level of fun.”

We’ll make sure to stay on top of this news, and will let you know more about these games as we learn more! Stay tuned!(source:games

4)Ngmoco pulls the plug on three games next month

by Brandy Shaul

Supporting the theory that all good things must come to an end, ngmoco has announced the closure of three of its iOS titles: We Farm, We City and Pachinko. If you still have any of these games on your device(s), you’re welcome to continue playing them, but come July 18, the servers for all three will be shut down for good, making each unplayable.

In terms of premium currency and in-app purchases, the stores for the three games have already been disabled, but previously purchased premium currency can still be spent. Likewise, the games are no longer available to download on the App Store, so only current players can see the games through to their finales.

No specific reasoning was given for the closure of these three games, but we can only assume that it comes down to the almighty dollar (or in this case, the lack thereof). If more details are released about these three games in particular, we’ll make sure to let you know.(source:games

5)Wooga drops HTML5 development, but believes it still has a future

by Mike Rose

German social game maker Wooga has spoken candidly about its experience with HTML5 development, stating that it is moving away from the platform to focus on native iOS apps since “the technology is not there yet.”

Wooga was approached by Facebook in 2011 and asked to develop a HTML5 game for the launch of the social network’s HTML5 mobile platform. The studio launched Magic Land Island later that year, but a combination of issues with HTML5 meant the game never reached its full potential audience.

“Whilst the benefits of an open platform future are clear for games developers, it became clear halfway through Magic Land Island’s development cycle that the technology wasn’t yet ready for mainstream exposure,” the company explained on its official blog.

As a result of the limitations of HTML5 development, including issues with online and offline play, animations and sounds for mobile devices, Wooga has decided to move away from HTML5 development and concentrate on native iOS development.

However, before bowing out of the HTML5 space, the studio has released an open source version of Magic Land Island called Pocket Island, and is asking that other developer attempt to improve on it, as a means of pushing HTML5 forward.

There is still a future in HTML5 games, says the studio, and it’s time will come – however until that point, Wooga will be focusing its efforts elsewhere.

“The mobile app market is a billion dollar business that HTML5 could significantly disrupt,” adds Philipp Moeser, Wooga’s co-founder and CTO. “It has the potential to be a complete game changer, but the technology is not there yet.” (source:gamasutra

5)Wooga’s HTML5 project Pocket Island goes open source

by Keith Andrew

Social gaming specialist Wooga has announced its making HTML5 release Pocket Island open source in order to encourage and inspire the development community.

The game, which originally launched on Facebook’s mobile app platform as Magic Land Island, is now freely available to all, with the firm looking to power HTML5 development forward by allowing others to make the most of the game’s APIs.

Helping HTML5

Indeed, while Wooga isn’t waving the white flag in regards to HTML5, the company admits there’s a big gap between the performance of native releases on smartphones and web-based games that utilise the standard.

Since launch in October, 1.3 million people have played Pocket Island. That compares to the more than 18 million downloads iOS release Diamond Dash has amassed.

Comparing the two titles further, Wooga claims 5 percent of users come back to play HTML5 release Pocket Island the following day.

Diamond Dash, it’s stated, boasts a 50 percent day to day retention rate.

Time will tell

Wooga’s move comes weeks after Glu CEO Niccolo de Masi claimed it’ll be five or ten years before HTML5 is a viable platform for developers working on big mobile releases.

“With some of the most talented software engineers in the industry working on the project here at Wooga, we’re confident that the community will find lots to learn within Pocket Island and use our experience to progress the technology even further,” said co-founder and CTO Philipp Moeser of the move.

“HTML5 certainly has the potential to be a complete game changer, but the technology isn’t there yet.”

Pocket Island has also been launched on the App Store so – in Wooga’s words – “curious engineers can experience the game’s most recent iteration” before taking on the code behind the HTML5 version.

Developers are also encouraged to post their code on Pocket Island’s official GitHub page. (source:pocketgamer

6)Mobiles are more important to Americans than wedding rings

by Zen Terrelonge

Don’t tell the bride.

A new summer travel survey from Intel claims US mobile owners are left teetering on the brink of insanity when it comes to being without their devices, as 44 per cent admit to feeling anxious when travelling without one.

This is higher for women than men, with 82 per cent and 73 per cent, respectively.

Some cases were so extreme, that 77 per cent said losing a mobile during travel is more stressful than it would be to lose their wedding ring.

Meanwhile, 46 per cent would neglect personal hygiene in favour of finding a power source, rising to 63 per cent for 18-29 year-olds (young adults), as they scour toilets and eateries to find electricity.

64 per cent would also leave hair dryers, toiletries, sunscreen and shoes behind in order to make room in their case for the tablet, laptop or phone.(source:mobile-ent

7)Wi-Fi-only Microsoft Surface isn’t a setback, but a $999 price could hurt

Tom Cheredar

Microsoft’s recently announced Surface tablet may only be available with Wi-Fi connectivity when it launches later this year, according to a Bloomberg report that cites  unnamed sources familiar with the matter.

The Surface already faces heavy competition from Apple’s iPad and Android-based tablets from Samsung and Motorola, all of which have pricier 3G/4G-enabled models in addition to Wi-Fi. If Bloomberg’s report is correct, then Microsoft likely decided it wasn’t worth trying to compete with the high-end level devices.

That’s probably a very smart move for Microsoft’s first-generation tablet. While plenty of people may purchase a 3G/4G-enabled iPad, studies have shown that they don’t take advantage of it — regardless of if they pay the extra monthly data bill to a wireless carrier. A mere six percent of all data usage on iPads came from cellular data, while Wi-Fi data accounted for 89.3 percent, according to a Localytics report released in March. That said, anyone thinking of buying a Surface isn’t going to be put off by the lack of 3G/4G functionality.

But there could be other reasons Microsoft decided against a 3G/4G Surface model. First off, it would have had to negotiate with wireless carriers prior to the announcement, which would have increased the the chances that news of the device would have leaked. That’s a minor factor, because if partnering with carriers on Surface data plans was crucial to the company’s strategy, it wouldn’t have paused. The more likely explanation is that the low-end model Surface’s retail price is already higher than the competition.

Microsoft didn’t announce the Surface’s retail prices during its launch event earlier this week. Yet, TheNextWeb is reporting that pricing will range from $599 for the low-end 32GB Windows RT model to a whopping $999 for the Windows 8 Pro model. For that kind of money, shoppers will be looking at spec sheets to determine if it’s worth the price when there are cheaper options out there.

Let’s start with the low end. Samsung’s 10-inch Galaxy Tab 2 is $399, and Apple’s least expensive tablet is the $399 Wi-Fi only 16GB iPad 2, which doesn’t have the gorgeous Retina Display or optimum hardware inside. If you want a Surface, you’ll already have to justify spending $200 more. And remember how everyone was in love with the Surface’s seamless integration with Windows 8 desktops earlier in the week? Well, these consumers probably won’t have a Windows 8 PC, so that’s not really a selling point. Apple’s Wi-Fi only iPad 3 runs $599, which is comparable to the 32GB Surface in price, but the Surface lacks the pretty Retina Display.

Now let’s turn to the high-end Wi-Fi only Surface for $999, which could potentially face competition from lower-priced, super portable Ultrabooks. There are a few advantages to having a tablet, sure. But how many shoppers will go with the unknown, more expensive option when presented with the choice between a $999 Surface or a $799 -$899 Ultrabook.

Do you think the Microsoft Surface will face tougher competition because of the rumored $599/$999 retail prices and lack of 3G/4G data? Let us know in the comments.(source:venturebeat


上一篇:

下一篇: