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每日观察:关注Rovio游戏MAU达2.63亿等消息(1.12)

发布时间:2013-01-12 11:10:34 Tags:,,,

1)据pocketgamer报道,继圣诞假期突破3000万次下载量之后,Rovio日前再次宣布旗下游戏MAU在12月时达到2.63亿,超过10月份时的2亿。

该公司在2012年5月宣布下载量达10亿次,因此目前总下载量可能已达15亿次。

Angry_birds(from kklala.com)

Angry_birds(from kklala.com)

在MAU上唯一能够与之匹敌的只有Zynga,该公司虽然在2012年挫折不断,但据AppData数据显示,截止12月28日Zynga游戏仍有2.71亿MAU,但低于12月7日时的2.93亿,这意味着Rovio很可能在2013年1月份超过Zynga。

2)据pocketgamer报道,日本社交游戏巨头DeNA旗下热作《Rage of Bahamut》至今下载量已达1000万次,该公司在2012年股价也同比上年增长42%。

DeNA于近日宣布更改原先的企业logo,将之前采用两种颜色的严肃字体更改为更为“非正式、有趣而活泼”的字体,并在新logo左侧增加了一个笑脸(游戏邦注:其美国子公司ngmoco的企业logo之前就有类似设计,即ngmoco:))。

DeNA-logo(from pocketgamer)

DeNA-logo(from pocketgamer)

该公司在世界各地的18个工作室也开始统一名称,更改为DeNA+地区的称呼,例如ngmoco成为DeNA旧金山工作室;此外该公司的Bidder在线零售服务也更名为DeNA Shopping,Skygate则更名为DeNA Travel。

3)据serkantoto报道,DeNA与雅虎日本于2010年成立的合资公司Yahoo Mobage在2012年底的用户突破1000万(2012年3月为700万用户),Yahoo Mobage平台目前的竞争并不激烈,仅供应200多款不同的游戏,这一数据仅相当于Mobage日本智能手机平台社交游戏的10%左右。

celebration(from serkantoto)

celebration(from serkantoto)

4)据games.com报道,SuperData首席执行官Joost van Dreunen最近表示,电子游戏行业可能走向类于1983年时期的崩溃境地。

他指出在1983年时,街机游戏的成功让许多企业家产生了将更多游戏引向起居室的念头,一时间雅达利、Magnavox和Intelivision等制造商推出了大量游戏主机设备,这种现象造成了市场分裂现象。而今的CES 2013展会同样表明,有许多大型公司争先推出诸多新型游戏硬件(游戏邦注:如Nvidia Shield、Steam Box、Ouya、Ganestick以及其他多种游戏掌上设备),这可能会造成市场分裂现象,并对游戏质量造成消极影响。

a multitude of gaming systems(from games)

a multitude of gaming systems(from games)

这一现象可能导致开发者为迎合多种新设备的需求而制作游戏,重演80年代时开发商瞄准多个设备发布游戏这一幕,但这并不利于制作质量稳定可靠的游戏。

5)据serkantoto报道,日本社交游戏开发商GungHo日前宣布,日本热门智能手机游戏《Puzzle & Dragons》截止2012年12月31日下载量达600万次。

Puzzle & Dragons(from yimg.com)

Puzzle & Dragons(from yimg.com)

该游戏于2012年2月登陆日本iOS平台,在9月份登陆Android平台,并于11月份向美国App Store推出英语版本。

这款游戏历时310天实现600万次下载量,如果从调研公司MM Research的数据来看,截止2012年底日本智能手机流通量为4000万部,因此该游戏的600万次下载量已经算是小有成就。(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)With 263 million MAUs, Rovio is poised to take Zynga’s crown as world’s most popular games outfit

by Jon Jordan

The scale of mobile success just got bigger.

Following from the news that Rovio had over 30 million games downloaded during the Christmas week, the Finnish giant has now announced its monthly active user base during December hit a record 263 million.

This is up from around 200 million MAUs in October.

They’re spread across the more than one billion games it’s had downloaded on iOS, Android, Windows Phone, BlackBerry and various other web, Facebook, PC and console platforms.

Actually, it announced one billion downloads in May 2012, so it’s probably 1.5 billion now, but who counts the odd half billion these days?

Slip sliding away

The only other games company that can compete on that scale is Zynga.

Despite its troubles in 2012, it continued to rule the industry in terms of DAUs and MAUs: according to AppData, it had 271 million monthly active users on 28 December.

However, that figure was down 23 million compared to the 293 million MAUs recorded on 7 December, suggesting that at this rate Rovio will have overtaken the fast-sinking Facebook publisher sometime in January. (source:pocketgamer

2)DeNA rebrands with new logo and mission to ‘delight and impact the world’

by Jon Jordan

As we’ve previously pointed out, 2012 was a good year for DeNA.

The Japanese social mobile giant saw international top grossing success with Rage of Bahamut (now up to 10 million downloads), while its share price was up 42 percent year-on-year.

So time to celebrate and rebrand.

It’s out with the stern, two-toned lettering, replaced with what experts describe as a ‘more informal, funny and bouncy’ font.

And in keeping with its new marketing tag, ‘Delight and Impact the World’, the company has also incorporated a smile into the logo: perhaps it was inspired by its US subsidiary ngmoco – formally ngmoco:).

Applied logic

Other changes see the company’s 18 offices around the world renamed as DeNA ‘location’.

Hence ngmoco becomes DeNA San Francisco, sitting alongside DeNA Mountain View, DeNA Shenzen, DeNA Santiago… you get the picture.

Meanwhile, outside of its core games business, DeNA has renamed its Bidder online retail operation to DeNA Shopping, while Skygate becomes DeNA Travel.

The company is also talking up the features it will roll out for its Groovy social music business in Japan (previously Discodeer), which it acquired in late 2011.(source:pocketgamer

3)PC Social Gaming Platform Yahoo Mobage Passes 10 Million Users

by Dr. Serkan Toto

Stuck between consoles and mobile devices, PC gaming has never played a big role in Japan. The same has been true on the social front where Japanese makers focused on phones from the get-go, often leaving out the PC side altogether.

One notable exception is Yahoo Mobage, a social gaming platform that is exclusively available on the PC and the biggest of its kind in this country (the other is the one Mixi provides, but that service is essentially mobile as well).

The joint venture between DeNA and Yahoo Japan was established in 2010 and passed the 10 million user mark at the end of last year, DeNA announced yesterday (Yahoo Mobage hit 7 million users in March 2012).

To celebrate the milestone, DeNA and Yahoo set up a special campaign site that lists up various prizes players can win in the next few days.

What’s interesting about Yahoo Mobage is the relatively low level of competition: the site currently still offers only 200 different games, just around 10% of what Mobage proper is offering to Japanese mobile users at the moment.(source:serkantoto

4)The great video game crash of 2013? It could happen

by Libe Goad

As the 2013 Consumer Electronics Show comes to an end this week, one thing’s apparent — there’s a video game console free-for-all happening that, SuperData CEO Joost van Dreunen says could result in another video game crash, similar to the one that we witnessed in 1983.

“In 1983 the success of arcade games led a bunch of forward-thinking entrepreneurs to say, “Wow, wouldn’t it be great if I could bring these games to the living room?” What resulted was a cluster of consoles from Atari, Magnavox, and Intellivision, amongst others, that so disastrously fragmented the market that we saw a 97% fall in game revenues. This week, CES 2013 is here with a lot of big players in the games industry unleashing new gaming hardware. It seems eerily similar to thirty years ago.”

Now with the buzzworthy Nvidia Shield, Steam Box, along with the Kickstarter darlings Ouya and Gamestick, along with at least a dozen other game-centric handheld devices, van Dreunen says there is the potential for massive fragmentation, which will have a negative impact on the quality of games.

“The danger is that developers will clamor to build for all these new devices, creating an atmosphere like that of the early ’80s aimed more at pushing out a title to every device than making solid games.”

van Dreunen then backtracks, saying that the the next Xbox, PlayStation, et al, might not lose their grip on the gaming public just yet, thanks to their exclusive blockbuster games, which have yet to find any serious 1:1 competition in mobile games.(source:games

5)Smartphone Game Puzzle & Dragons Hits 6 Million Downloads

by Dr. Serkan Toto

Japan’s most successful platform-free smartphone game Puzzle & Dragons is in the news again: the title, a mix between RPG and puzzle game, racked up 6 million downloads by December 31, 2012, maker GungHo is reporting.

Puzzle & Dragons was launched in Japan on iOS in February and on Android in September. An English version was released in the US App Store in November.

Japanese blog Social Game Info is pointing out that the game needed just 310 days from launch to reach 6 million downloads. It boasted 3 million on November 5, added another million on November 22 before hitting 5 million downloads on December 12.

To put that 6 million milestone into context: research firm MM Research Institute says that the number of smartphones in circulation in Japan stood at about 40 million units as of the end of 2012, so this is a pretty handsome number.

The accelerated growth during last fall can be attributed, to a big part, to increased marketing spend: maker GungHo rolled out two TV commercials in October and November, and that strategy tends to work very well with social games, at least in the Japanese market (more on that here).(source:serkantoto


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