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每日观察:关注用户在App Store检索应用的习惯(1.24)

1)据insidemobileapps报道,苹果日前宣布iTunes App Store至今已向开发者支付70亿美元收益,这意味着该应用商店目前总共已创收100亿美元,苹果从30%的抽成中获益30亿美元。

iTunes App Store仅在去年12月份就实现20亿次下载量,数周前已突破400亿次下载量;iTunes App Store目前拥有5亿帐号,用户遍及160个国家。据苹果SEC文件显示,App Store目前拥有77.5万款应用,但苹果首席执行官Tim Cook则指出该应用商店目前拥有80万款应用。

appstore-guidelines(from developer.apple.com)

appstore-guidelines(from developer.apple.com)

2)Tim Cook在苹果2013财年第一季度电话会议中指出,中国已经成为苹果第二大市场,该时期苹果在中国收益已达68亿美元,同比上年增长66%,比上季度增长26%。

在2012财年第四季度,苹果在中国收益为54亿美元,该财年第一季度收益为41亿美元。iPhone在中国销量也比上年双倍增长,实现3位数的增幅。

目前国际市场在苹果545亿美元的总收益中占比61%,即332亿美元。

apple-china(from thetelecomblog.com)

apple-china(from thetelecomblog.com)

3)据Venturebeat报道,苹果在2013财年第一季度收益达545亿美元,利润为131亿美元,该季度苹果设备总销量超过7500万部。

但这些数据仍然仅投资者略为失望。华尔街原先预测,苹果该季度收益应为545.8亿美元(苹果达标了,但并未超出预期),iPhone销量为5000万部(但实际销量为4780万部),iPad销量为2300万部(实际上仅为2290万部),iPod销量为1200万部(实际销量低于预期),Mac销量为500万部(实际销量低于预期)。

4)据pocketgamer报道,comScore欧洲高管Hesham AlJehani在伦敦最近举办的第十届移动游戏论坛上指出,2012年7月份欧洲五国(游戏邦注:这里指英国、德国、法国、西班牙和意大利)智能手机用户数量首次超越功能性手机用户,10月份访地区智能手机普及率达55%,投入使用的智能手机设备达1.32亿部。

其中Android发展最快,占比47%,iOS占比21%(稳定发展),Symbian占比17%(持续下滑),RIM占比8%(下滑),Windows占比5%(有所上升)。

从平板电脑来看,该市场发展甚为迅速,10月份平板电脑销量达2700万部,其中60%是iPad,该设备在网络流量中占比80%。

从游戏玩家来看,该地区月活跃用户为7200万(包括智能手机和功能性手机游戏玩家),日活跃用户约1800万,同比上年增长34%。

iPhone-Games(from cultofmac.com)

iPhone-Games(from cultofmac.com)

但值得注意的是,手机游戏的安装量仍然较低。34%游戏玩家在移动设备上安装至少6款游戏,有27%仅安装一两款游戏,而功能性手机用户安装的游戏数量更少。

2400万用户曾下载过游戏,有550万用户曾为游戏付费(同比上年增长14%);博彩、策略和纸牌游戏是最受欢迎的三种类型。

苹果用户付费意愿较高,iOS付费用户比例为53%,而Android付费用户比例仅为40%。

在欧洲前10大热门移动游戏设备中,iPhone和三星手机占据了8个席位。有2200万用户曾看过应用内置广告。

5)移动市场营销公司Surikate及GfK最近报告显示,英国每周有5220万人次访问苹果App Store,但有81%的英国访客不会浏览前50名之后的应用。

有86%英国用户在家检索新应用,仅有23%用户是在行走过程中浏览应用,22%在上班时浏览应用。还有11%的iPhone用户在卫生间查找新应用。

从应用曝光情况来看,82%的iPhone用户经济浏览App Store前25名应用,除此之外,三分之二用户是通过亲友推荐而发现应用,这表明口头传播确实是一个重要营销渠道。

85%的访客会根据App Store中的用户评价,应用图片以及售价来考虑是否下载应用。

其调查结果指出,应用是否跻身App Store前25名榜单甚为关键,因为有57%的iPhone用户根本不会浏览不在这一排名范围的应用。该报告其他结论包括:

App-Store-Top-25(from geekfori.com)

App-Store-Top-25(from geekfori.com)

*每名用户平均每周6次访问App Store;

*晚上6点至9点是用户访问App Store高峰期;

*跻身前25名是实现曝光度的最佳位置;

*有75%iPhone用户会下载此前从未听说过,但出现于前25名热门榜单中的应用;

*用户每次访问App Store的平均时长为11.5分钟;

*用户在手机上平均安装应用数量不超过30款(这里不包括iPhone预装应用)。

6)Developer Economics最近针对3460名移动开发者的调查报告指出,Android和iOS仍是多数开发者的优先考虑平台,而平板电脑在开发者中的支持率也正在追赶智能手机。

有48%受访者称iOS是首选平台,而Android的支持率则是44%,RIM的支持率也达到了38%,而Windows Phone和HTML5则远落后于这三者。

Platform-race(from VisionMobile)

Platform-race(from VisionMobile)

总体上,有86%开发者会首先针对智能手机开发应用,平板电脑支持率也在快速增长,其中以iPad最为典型。

从应用盈利方式来看,有38%开发者选择了广告,这一比例去比年调查时上升了5个百分点;谷歌AdMob仍是最具人气的广告平台,支持率高达65%。

但从盈利性来看,移动广告表现却最不理想,每款应用每月仅能通过广告创收1014美元。而订阅模式虽然并非最受欢迎的盈利工具,但盈利却最为可观,每款应用平均每月可创收2649美元。IAP及免费增值模式支持率及盈利性居于中间水平,这两种模式发展速度最快,都增长了7个百分点,如果两者相结合则可成为最具盈利性的创收服务。这也正是亚马逊最近扩展IAP支持范围的原因之一。(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)iTunes App Store has now paid out $7B to developers

Emanuel Maiberg

Apple announced on its earning call today that the iTunes App Store has now paid out $7 billion to developers. This means that the iTunes App Store has earned a total of $10 billion over its lifetime, with Apple earning $3 billion from a 30 percent cut of sales.

Apple also revealed that it broke its previous app downloads records, with 2 billion apps downloaded in the month of december alone.

The iTunes App Store now has half a billion account holders in 155 countries. As we’ve reported a few weeks ago, the App Store had recently exceeded 40 billion downloads. Apple’s SEC filing also showed a 775,000 figure of apps in total on the App Store, but later during the Q&A portion of the call, Apple CEO Tim Cook said that there are now 800,000 apps on the App Store.(source:insidemobileapps

2)Apple profits in Greater China jump 66% year-over-year to $6.8B, 26% quarter-over-quarter in Q1 2013

Scott Reyburn

Apple continues to show growth in China, reporting $6.8 billion in revenue in Q1 2013, a 66 percent growth year-over-year and 26 percent growth quarter-over-quarter.
“It’s clear that China is our second largest region from data that we’ve given you, and it’s clear that there’s potential there,” CEO Tim Cook said in Apple’s Q1 2013 earnings call.

In Q4 2012, Apple generated 5.4 billion and 4.1 billion in Q1 2012. Cook also said that iPhone sales in China doubled over the last year, with triple digit growth.

It should be noted that Apple changed the way it reports revenue for the China region, now lumping mainland China, Hong Kong and Taiwan into a category Apple now calls “Greater China.”

Looking at sales across the globe, international sales, which includes the wider Americas, Greater China, Japan and the rest of Asia Pacific, accounted for 61 percent of Apple’s overall revenue of $54.5 billion, translating to $33.2 billion.

Multiple sources earlier this month reported that Apple is possibly looking into a cheaper iPhone, which would be aimed at emerging markets like China.(source:insidemobileapps

3)Apple posts record revenue, profit, and iOS device sales: Analysts still disappointed

John Koetsier

Analysts just aren’t listening, so Apple turned up the volume and turned in a monster quarter. But it might not be monster enough for Wall Street.

For a company that is supposedly struggling, and whose stock price has shed almost $200 billion from its $700/share high in September, Apple did pretty well in the first quarter of 2013.

With the new iPhone 5, the iPad Mini, and the iPad 4 leading the way, Apple had  record quarterly revenue of $54.5 billion and record quarterly profit of $13.1 billion.

The only problem? Wall Street’s consensus numbers were $54.58 billion (Apple just beat that), 50 million iPhones (Apple actually sold 47.8 million), 23 million iPads (Apple just about made it, selling 22.9 million), 12 million iPods (under Street estimates), and 5 million Macs (well under Street estimates).

Still, the numbers compare very nicely to the same quarter a year ago, where Apple recorded $46.33 billion in revenue and a $13.06 billion profit on 37 million iPhones and 15.4 million iPads. Even more impressive: That quarter was 14 weeks long, while this year’s Q1 was only 13 weeks long. So normalized, Apple would have done even better.

“We’re thrilled with record revenue of over $54 billion and sales of over 75 million iOS devices in a single quarter,” said Apple CEO Tim Cook. “We’re very confident in our product pipeline as we continue to focus on innovation and making the best products in the world.”

All those iDevice sales have filled Apple’s full pockets even fuller. The company already had a hundred-billion-dollar cash stash, and this quarter, with $23 billion in total cash flow and average weekly revenue of $4.2 billion, will add to that amount.(source:venturebeat

4)MGF 2013: Mobile game market in EU5 is up to 72 million MAUs, 18 million DAUs

by Jon Jordan

Kicking off the 10th Mobile Games Forum conference in London, UK, was Hesham Al-Jehani from comScore Europe.

He gave a breakdown of the market numbers for the key five Europeans countries: UK, Germany, France, Spain and Italy.

The big news during 2012 was that July marked the first time that there were more smartphones than feature phones in the region.

By October, smartphone penetration was 55 percent, or 132 million devices.

This breaks down to 47% Android (still growing fast), 21% iOS (steady), 17% Symbian (falling), 8% RIM (falling) and 5% Windows (rising).

When it comes to tablets, the market is rising quickly, around 27 million tablets in October 2012, of which 60 percent are iPads. However, iPads account for 80 percent of internet traffic.

On the up

When it comes to the number of gamers, comScore puts that number at 72 million on a monthly basis. This includes feature and smartphone users.

Around 18 million play daily, up 34 percent year-on-year.

Still, according to comScore, there are a surprising low number of games installed on device.

34 percent of gamers had six or more games on device, while 27 percent had only one or two games installed; presumably these numbers are skewed lower by feature phone users.

24 million people have downloaded a game, of which 5.5 million paid for a game (up 14 percent year-on-year). Casino, strategy and card games are the top three genres.

Propensity to play is higher on Apple devices, with 53 percent of iOS users playing compared to 40 percent for Android users.

In terms of the top 10 most popular gaming devices in Europe, eight of them are either iPhones or Samsung phones.

22 million people had seen in-app mobile advertising.

The figures come from comScore’s monthly survey of 5,000 people in each EU5 country.(source:pocketgamer

5)81 per cent of UK App Store users don’t look beyond the top 50 apps

by Zen Terrelonge

Despite 52.2m visits being made each week.

More than 435,000 apps are set to hit the App Store in 2013, but will anyone notice them? Based on new research from mobile marketing firm Surikate and GfK, probably not. The report says that 52.2 million visits are made to the App Store every week, yet 81 per cent of UK visitors fail to browse past the 50 first apps.

Despite being mobile, 86 per cent of users search for new apps while at home, with just 23 per cent browsing on the move, though 22 per cent also browse at work. Meanwhile, 11 per cent of iPhone users search for apps while perched on the loo.

In terms of app discovery, 82 per cent of iPhone users usually browse the top 25 on the App Store. Beyond that, two-thirds of users have found apps via recommendations from friends and family, showing the genuine importance of producing a word-of-mouth-worthy title.

Apps must have a strong presence to secure loyalty among users, with 85 per cent of App Store visitors desiring strong reviews, images, and a reasonable price before they’re persuaded to download.

Jules Minvielle, Surikate’s founder and CEO, said: “Our research shows that getting an app ranked among the Top 25 or higher in the App Store Charts is crucial, as just over half of iPhone users (57 per cent) will not browse beyond the first 25 applications.”

Key stats:

* 6: is the average number of times a user accesses the App Store every week

* 6 to 9 pm: is the peak time for visitors on the App Store

* Top 25: is the place to be if you want your app to be discovered

* 75% of iPhone users claim they download apps they did not previously know about having discovered them in the Top 25 / Top Charts

* 11.5 minutes: average length of a user’s visit

* 30 or less: the number of apps an average user has on their phone (excluding those pre-installed on their iPhone)(source:mobile-ent

6)Android, iOS Top Developer Mindshare As Lead Platforms, But RIM’s Not So Far Behind, Finds Global Developer Survey

Ingrid Lunden

When it comes to developing for mobile platforms, Android and iOS — the top two mobile platforms by device sales worldwide — are also first in the mind of app makers. But surprisingly, beleaguered BlackBerry isn’t so far behind: an indication that, if RIM really connects on its new BB10 platform, it could have a shot at some kind of comeback, or at least the support of developers to make sure it has the content ecosystem to attract consumers.

The findings come from the Developer Economics report out today from the analysts at Vision Mobile, based on the their annual developer survey of some 3,460 mobile app creators worldwide (we’ve embedded it in full below). The report also found that tablets are getting closer to smartphones as a priority, and that HTML5 is seeing some progress. But developing for web apps in general is still suffering from the fact that it’s limited compared to native platforms when it comes to functionality.

Asked what platform developers considered their “lead platform” — which one they used first to develop apps — iOS remains in the top position, with 48% of users opting for Apple’s operating system, compared to 44% for Android. Although Android is in many countries the most popular smartphone platform, iOS’s leadership here could be because iPhone/iPad users are still considered by many to be the most engaged of users, and so it’s a good testing ground for new products.

What’s interesting, though, is that RIM is not that far behind the two as a main platform, with 38% of developers saying that this is the OS they develop for first before the rest. That was enough to put RIM into the “lead platform” category. The same cannot be said for Windows Phone and HTML5 — which are at least 10 percentage points behind these three. What’s telling, too, is that Symbian, which is still a platform that is being actively used in new handsets, has been relegated to the “gap filler” category with Qt, Adobe’s Flash and feature-phone friendly Java.

But that is not to say that RIM looms large in all developers’ roadmaps — far from it. Gauging priority across all platforms, the breakdown of native OS’s is closer to how they appear in worldwide market share. In other words, Android is the most important rising four percentage points to 72%; Apple’s iOS in number-two, falling five percentage points to 56%. RIM here is relegated to a distant fifth at 16%, behind HTML5 at 50% and Windows Phone at 21%. Microsoft’s OS performing better than RIM could be a reflection of all the work that Microsoft has done to get developers to the platform, but also signs that handset sales are picking up a little bit.

In other areas, Vision Mobile notes that tablets are slowly approaching the same level of importance to developers as tablets: overall, 86% of developers across all platforms say they develop first for smartphones; but the figure for tablets is close approaching, led by those working on iPad apps. This is interesting in that tablets are still far behind phones in terms of market penetration, but it’s clear that engagement on them is high enough that it merits disproportionate attention from content creators.

And when it comes to making money from apps, advertising continues to reign supreme, with 38% of developers opting for ads, up five percentage points on last year’s survey. Google’s AdMob remains the most popular ad network, with 65% opting for it first.

But when asked to report revenues, it turns out that mobile ads are the least lucrative of them all, bringing in only $1,014 per app per month. This might have to do with the popularity of mobile ads: both the most popular and the most niche apps rely on ads; those apps that are used by less people bring down the average. This reminds me, too, of what Rovio’s Mighty Eagle Peter Vesterbacka (and many others) have often said: that advertising only pays on apps if you’re a big player. Not unlike the economics of advertising on the internet overall.

At the other end of the spectrum, subscriptions are the least popular revenue generation tool, but they bring in the most money for developers, at $2,649 per app per month. Again, the high numbers may have to do with volume of users: there are  not that many using subscriptions, and a lot of the apps that will be implementing them are magazines, which are priced at similar levels as printed publications. However, this also shows that while subscriptions may not be the easiest to implement, those that have thought through how they might make their service subscribe-able are reaping the biggest rewards.

In the middle are in-app purchases and freemium services — whereby an app is free to download but you need to make purchases within it to unlock content (usually using in-app purchasing services). These two both grew the most of any revenue models — both up seven percentage points — and if you combined them together represent the most lucrative of all revenue generating services. This is another reason why it was so smart of Amazon yesterday to extend its own IAP API to apps for platforms beyond Android and Kindle Fire.(source:techcrunch

 

 


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