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每日观察:关注2012年中国手机游戏玩家将达1.92亿(7.6)

发布时间:2012-07-06 11:02:44 Tags:,,,

1)Prosper Mobile Insight最新调查结果显示,10个手机用户中就有7人每天至少在智能手机或平板电脑上一次网。有51.1%用户仅使用移动设备查看邮件,45.3%仅在移动设备上搜索内容,42.3%通过移动设备与Facebook好友联系。

mobile-internet-users(from blazevideo.com)

mobile-internet-users(from blazevideo.com)

34.4%用户仅使用基于移动网络的即时通讯服务,29.6%使用手机银行,25.4%通过移动网络购物,14.8%在移动设备上使用Twitter。

11.2%用户表示自己会关注赞助性广告和链接内容,10%会观看内容播放之前或之后的视频广告,8.8%受访者则愿意观看一般视频广告。

51.3%受访者声称手机视频广告更受欢迎,因为它们更引人注意;34.5%表示手机视频广告比一般广告更有趣,30.4%用户表示他们至少会看一段视频再点击其他内容。

2)市场调研公司Niko Partners最近预测,2012年底中国手机游戏玩家将达1.92亿,其手机游戏玩家规模将超过PC玩家(中国PC游戏玩家届时将达1.8亿)。

chinese-mobile-games(from venturebeat)

chinese-mobile-games(from venturebeat)

预计在未来5年,中国手机游戏收益将从2011年的6亿美元增长6倍。据其所称,3G使用率、智能手机销量,以及玩家对手机娱乐内容的需求是推动中国手机游戏收益上升的主要动力。手机及网页游戏是今年中国游戏市场的两大热词,但中国手机游戏市场目前尚未出现占主导优势的公司。另外,许多中国用户拥有多部手机,但他们仅在其中一部手机上玩游戏。

3)据pocketgamer报道,《Instapaper》开发者Marco Arment最近表示近日在苹果App Store更新的应用刚启动就会崩溃。据其所称,有不少用户反映《Instapaper》于7月3日上线的4.2.3版本出现了这类问题,即使他们删除并重新安装应用也无济于事。

apple-bandaid(from venturebeat)

apple-bandaid(from venturebeat)

除了《Instapaper》之外,包括《愤怒的小鸟太空版HD》免费版本等20多款最近更新游戏也出现了同样情况。向苹果发送邮件并通过Twitter指出这一问题后,Arment发现自己的应用开始恢复原状,但仍不明确究竟是因为苹果修复了系统,还是因为这只是一种暂时性的数据缓存问题。他建议开发者再等数天再发布更新内容,以免遭遇同样处境,给用户留下不良印象。

4)市场调研公司Interpret最近报告指出,虽然仅有3-5%美国、英国、法国、德国和澳大利亚玩家较了解云游戏,但在得知云游戏概念后,多数西方玩家都表示欢迎这一服务理念。

onlive(from venturebeat)

onlive(from venturebeat)

52%的美国数字玩家自称“非常有兴趣或多少有些兴趣”体验云游戏服务,澳大利亚玩家的这一比例则是49%,法国用户的这一比例为36%,德国用户则是29%。

5)据《中国时报》报道,亚马逊将于今年7月或8月份发布新款Kindle Fire,该设备由台湾企业广达电子制造(游戏邦注:它也是原Kindle Fire设备制造商),亚马逊已准备好200万台准备发布的新设备。

kindle fire 2(from cellphoneforums.net)

kindle fire 2(from cellphoneforums.net)

观察者认为谷歌将于7月中旬推出的7英寸Nexus 7平板电脑(售价199美元,运行Android 4.1)可能与亚马逊新设备进行正面交锋,因为两者都锁定200美元以下的低端平板电脑市场,谷歌和亚马逊都希望通过硬件设备推动软件内容销售。

6)据venturebeat报道,EA及旗下开发商Playfish日前宣布《模拟城市社交版》结束“公开测试”阶段,正式在Facebook上线,该游戏粉丝目前已超过75万。它是EA试图挑战Zynga热门游戏《CityVille》的重磅产品,《CityVille》在Facebook上线21个月后至今仍有2760万MAU,现在是Facebook排名第三的社交游戏。

simcity-social(from venturebeat)

simcity-social(from venturebeat)

据AppData数据显示,Facebook头号游戏开发商Zynga目前掌握2.46亿MAU,EA则是4120万,目前EA最大的社交游戏是《模拟人生社交版》(MAU为1530万)。

7)法国发行商Gameloft日前宣布《蜘蛛侠》手机游戏《The Amazing Spider-Man》自6月28日上线以来,已进入72个国家/地区(包括美国、英国、加拿大、德国、法国、意大利、俄罗斯和巴西等)的App Store游戏营收榜单前5名,但目前暂无法得知该游戏在Google Play平台的表现情况。

the amazing spider-man(from intomobile.com)

the amazing spider-man(from intomobile.com)

8)Tawkon及inneractive最近发布信息图表显示(游戏邦注:其调查结果取自检测手机辐射情况的Android应用Tawkon所搜集的数百万个Android设备日常数据):

虽然中国是个巨大的移动市场,但中国Android用户平均每月的手机通话时间仅250分钟,落后于美国(450分钟)和意大利(375分钟)。但在通话时间前5名国家(另外两个是法国和希腊)中,中国是唯一的非西方国家。

值得注意的是,用户在打电话期间对手机配件(包括蓝牙耳机、麦克风等)的使用率高于屏幕上的内容,美国用户的这一使用率为32%,瑞典为47%,英国为29%。

android_use_infographic(from tawkon)

android_use_infographic(from tawkon)

9)数字营销解决方案供应商UberFlip最近发布信息图表指出,已有48%开发者在使用HTML5技术,49%美国手机用户希望通过浏览器而非原生应用获取内容。

目前已支持HTML5技术的浏览器和平台包括Google Chrome(市场份额为24%),火狐(23%),IE 9(9%),Safari(4%),Opera(2%),iPhone/iPad(4%),谷歌Android(2%)。

预计到2015年,将有80%的手机应用完全或部分采用HTML5技术,79%手机应用开发者计划在不久的将来使用HTML5技术。

html5_marketing_infographic(from uberflip)

html5_marketing_infographic(from uberflip)

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)Two-thirds of mobile users only complete web actions via their devices

by Zen Terrelonge

Desktop ditching data shows brands need to embrace mobile ads, specifically video-based ones.

The survey from Prosper Mobile Insights shows seven out of ten mobile users complete at least one web-based activity on their smartphone or tablet in favour of traditional PCs, whether at home or on the move.

That’s equivalent to 51.1 per cent only using mobiles to check their email, 45.3 per cent completing mobile-only web searches, and 42.3 connecting to friends on Facebook.

Further demonstration for the rise of the post-PC era comes as 34.4 per cent use mobile-only instant messaging services, 29.6 per cent use mobile banking, 25.4 per cent complete shopping actions and 14.8 per cent use Twitter.

Pam Goodfellow, consumer insights director, said: “With consumers opting for mobile devices instead of computers for many online activities, marketers need to hone in on their targets in the traditional as well as the mobile ad space.

“Retailers need to know which types of ads their customers are most receptive to, as some may pay more attention to mobile banner ads, sponsored stories, and videos.”

11.2 per cent of consumers say they pay attention to sponsored story ads and links, ten per cent watch video-based ads that play before or after content, and 8.8 per cent are happy to view general video ads.

51.3 per cent say mobile video ads are favoured because they’re more likely to grab attention, 34.5 per cent say they’re more enjoyable than standard ads, and 30.4 per cent of mobile users say they can’t click away without watching at least some of the footage.(source:mobile-ent

2)On the move: Mobile gamers now outnumber PC players in China

Dean Takahashi

The number of mobile gamers in China is expected to hit 192 million by the end of this year, according to market researcher Niko Partners. This means that the number of mobile gamers now likely exceeds the number of PC players in China.

The number is part of a five-year forecast that Niko has prepared. Mobile game revenue in China is expected to grow sixfold from $600 million in 2011 to a few billion dollars in the next five years. China is expected to have 180 million PC games by the end of this year.

“Niko projects fast growth in mobile games revenue in China led by the rising adoption of 3G usage, soaring sales of smartphones from a wide array of vendors, and the desire to play entertaining, inexpensive games on these smart mobile devices,” said Lisa Cosmas Hanson, the managing partner of Niko Partners. “Mobile games and web-browser games are the two buzzword segments in China’s games market this year, and Chinese game companies are racing to deliver their games on multiple platforms to satisfy gamer demand in every way possible.”

Cosmas Hanson said that the Chinese mobile game market has no clear dominant company yet. Social casual games are popular now, while mobile hardcore games are just getting started. Also, many mobile users have more than one mobile phone, but they play games on only one of them.(source:venturebeat

3)App Store issue causing newly updated apps to crash on launch

by James Nouch

A problem with Apple’s App Store is causing newly updated apps to crash upon launch.

The issue was discovered by Instapaper creator Marco Arment, who received a deluge of tweets and emails from the app’s users once version 4.2.3 went live on 3 July.

Customers reported the app had begun to crash on launch, with the issue unable to be fixed by deleting and reinstalling the application.

The cause

“This didn’t make sense – obviously, Apple had reviewed it, and it worked for them,” detailed Arment on his blog.

“My submitted archive from Xcode worked perfectly. But every time I downloaded the update from the App Store, clean or not, it crashed instantly.

“Lots of anxiety and research led me to the problem: a seemingly corrupt update being distributed by the App Store in many or possibly all regions.”

Instapaper isn’t the only affected app, either. Arment has compiled a list of more than 20 recently apps that seem to be crashing on launch, including Rovio’s Angry Birds Space HD Free.

Take heed

Shortly after emailing Apple and tweeting about the issue, Arment found that Instapaper was once again working as it should, although he’s been left unclear as to whether the app was fixed “because I made noise, or simply because time passed, which may, for instance, expire a cache with the bad data.”

Arment does have some words of warning for those prepping updates right now, though.

“If you’re a developer, and you have a non-critical update pending release, I suggest waiting a few days for this to presumably get sorted out before releasing it.

“Because if this happens to you, all of your most active users, the people who will install updates within hours of them becoming available, will be stopped in their tracks.

“They’ll think you’re careless, incompetent, and sloppy for issuing a release that doesn’t work, and they’ll leave you a lot of angry 1-star reviews.”(source:pocketgamer

4)Study: Westerners like cloud gaming, despite not knowing what it is

Evan Killham

Gamers in Western countries like the idea of cloud gaming services like OnLive and Gaikai – which replace current disc-based distribution with a system in which media streams directly to a user over a network – in spite of low awareness, according to the a twice-annual international study released today by Santa Monica-based market research firm Interpret.

The study (called “GameByte”) found that only three to five percent of gamers in countries like the U.S., the United Kingdom, France, Germany, and Australia are familiar with cloud gaming, but liked what they heard once it was explained to them. According to GameByte, 52 percent of U.S. digital gamers said they were “very or somewhat interested” in trying out a cloud service, with Australians only slightly less favorable at 49 percent. The concept also appealed to 36 percent of French consumers and 29 percent of Germans.

GameByte’s findings follow closely upon news of PlayStation 3 maker Sony’s purchase of Gaikai earlier this week, which Interpret considers a well-timed move.

“This acquisition is well aligned with Sony’s transition from a hardware-centric to network-centric company,” said Michael Cai, Interpret’s vice president of research. “Furthermore, Sony stands to capitalize on its established relationship with young male gamers — in Western countries, males 13-34 comprise one-third to one-half of those very interested in trying a cloud gaming service.”(source:venturebeat

5)Amazon reportedly prepping Kindle Fire 2 for launch within weeks

by James Nouch

Amazon is readying a new Kindle Fire for launch in July or August 2012, according to a report by China Times.

The device is being manufactured by Quanta – the Taiwanese company that handled the original Kindle Fire – with the site suggesting Amazon has already ordered 2 million units in preparation for launch.

No regions have been named for its debut, but with Kindle Fire currently US only, speculation suggests its successor could see Amazon attempt to make a mark overseas.

The budget battle

Talk of a new Kindle Fire follows the unveiling of Google’s first banded tablet, Nexus 7, announced during the firm’s I/O conference in San Francisco.

The 7-inch $199 tablet is powered by Android 4.1 Jelly Bean and will begin shipping in mid-July – potentially putting it squarely up against any new device from Amazon.

Indeed, whether Amazon’s plans for a Kindle Fire successor have been accelerated by the unveiling of Google’s Nexus 7 is currently unclear, but the two tablets are set to target the same end of the market.

The Nexus and Fire share a sub-$200 price tag, and both Google and Amazon hope to generate revenue through on-device content rather than hardware sales.

The existing Kindle Fire is outclassed on a technical level by its new rival, however, meaning all eyes will be on the tablet’s specs should China Times’ chatter prove true.(source:pocketgamer

6)EA goes after CityVille with today’s launch of SimCity Social

Dean Takahashi

In a bid to unseat Zynga’s CityVille game on Facebook, Electronic Arts has launched SimCity Social today.

The new city-building simulation game represents the culmination of a large team of developers at EA’s Maxis and Playfish game studios, and it’s EA’s big counterattack against Zynga’s CityVille, which has 27.6 million monthly active users and is still the No. 3 game on Facebook 21 months after its launch.

The game is an interesting experiment since EA is launching a more casual version of SimCity for Facebook at the same time it’s readying its new SimCity, a more traditional, $60 PC game, for launch in 2013. EA views the titles as targeting different audiences, where SimCity Social could target a broader audience — a new generation of urban planners — that could eventually try out the $60 game. The risk, of course, is that the social game might reduce demand for the $60 title.

“SimCity Social will entice a new generation of urban planners with its easy-to-use tools that allow anyone to expand and grow their own unique sprawling metropolises and watch as it comes to life in fun and unexpected ways,” said Jami Laes, the vice president of Global Studios for Playfish. “SimCity Social is about playing with your friends. Whether you do that with kindness by helping put out a fire or through mischievous acts like helping a criminal escape, the decisions you make with your friends will determine how the story of your cities plays out.”

Zynga and EA are in a big struggle for the emerging social games market. Zynga is No. 1 with 246 million monthly active users, according to AppData. EA has 41.2 million monthly active users, and its biggest game is The Sims Social, which has 15.3 million monthly active users. This is pretty far below its peak last year.

With SimCity Social, the player doesn’t follow a linear path. Cities evolve as a direct result of player-driven choice, allowing for more creative freedom than a game that leads you directly down a path. As mayor, the player deals with unforeseen problems like fires, crime, and pollution. The fun part of the game is making decisions to solve those issues. Players can also compete on a social level, creating friendly or competitive relationships with other cities. The Facebook game already has more than 750,000 fans.

EA plans to integrate advertiser Dunkin’ Donuts into the SimCity Social game; players can gift coffee and donut “boosts” to friends during the game.(source:venturebeat

7)Gameloft and Marvel prove partner power as Spider-Man soars up App Store

by Keith Andrew

Having renewed its Spider-Man license with Marvel at the start of June, French publisher Gameloft has taken to the wires to herald the series’ latest smartphone success, The Amazing Spider-Man.

The game – which naturally ties into Sony Pictures’ movie of the same name – has hit the top five grossing games in a total of 72 countries since it launched on 28 June, including the US, UK, Canada, Germany, France, Italy, Russia and Brazil.

Partner power

“We are delighted that the The Amazing Spider-Man has been met with such great enthusiasm,” said Gonzague de Vallois, Senior Vice-President Publishing at Gameloft.

“Our production teams have invested heavily in making sure to offer both fans of Gameloft and the Spider-Man franchise a fully immersive experience into the super hero’s world with a completely open 3D environment and stunning graphics.”

There’s been no word on the game’s performance on Google Play, though Marvel claims to be pleased with the game’s “robust, action-packed” nature.

“That Spider-Man continues to draw fans and mobile gamers into his web is testimony to the strength of the continuing partnership between Gameloft and Marvel Entertainment,” added senior VP of games and digital distribution at Marvel Andreea Enache-Thune.

The two companies previously teamed up to develop 2011′s Spider-Man: Total Mayhem for iPhone, Android and Xperia Play. (source:pocketgamer

8)INFOGRAPHIC: How are Android devices used?

by Mike Shaw

Data from Tawkon has some revealing statistics.

Ever wondered which country talks the most? (America). Or who boasts the lowest battery consumption? (Taiwan).

The infographic below was created by Tawkon – an Android app that measures how much radiation your phone is emitting; and the company inneractive – a mobile app monetisation exchange.

The information is based on Tawkon’s data for Android devices and was gathered from Tawkon’s millions of daily data points over a period of several months.

Amit Lubovsky, VP of business development and marketing, Tawkon, says: “At Tawkon, we like to think of ourselves as the seatbelt of the mobile phone.

“Mobile radiation is a hot topic and it is too early to know how serious of a problem it is. We say ‘why not talk responsibly using Tawkon?’”(source:mobile-ent

9)INFOGRAPHIC: Everything brands and marketers need to know about HTML5

by Zen Terrelonge

Apps built from the web-based tech can run on 70 per cent of browsers across phones, tablets and desktops.

Digital marketing solutions provider, UberFlip, has made the HTML5-focused to show how companies can use the tech to make cross-platform campaigns at low costs.

HTML5 runs on smartphones, tablets, and desktops, and 80 per cent of developers are expected to use the platform to produce web apps in the next three years, avoiding the restrictions produced by the likes of iTunes.

Neil Bhapkar, director of marketing, Uberflip, said: “HTML5 has helped companies such as Ford, Vimeo and the Financial Times save costs.

“In addition, they can seamlessly distribute content across different devices, and give readers a much more app-like user experience through the browser. HTML5 also prepares marketers for future devices in a mobile market that is still in flux.”(source:mobile-ent


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