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每日观察:关注Facebook第四季度财报等消息(1.31)

发布时间:2013-01-31 11:28:54 Tags:,,,

1)App Annie最新报告指出,2012年第三至四季度苹果App Store以及Google Play收益均显著增长,Google Play应用收益增幅明显高于App Store。但尽管Google Play收益同比上季度翻倍增长,其收益仍低于App Store。

App Store在第三季度至第四季度的收益增长了五分之一,11月至12月份收益增幅达35%(2011年11月至12月收益增幅为25%),App Annie认为不少用户收到的圣诞礼物是新iPhone和iPad,这是iOS应用下载量及其收益激增的重要原因。

google play reveune(from App Annie)

google play reveune(from App Annie)

第三季度至第四季度,iOS开发者最具盈利性的前五大市场仍是美国、日本、英国、澳大利亚、加拿大,这五个地区在苹果App Store收益中占比超过60%。中国市场发展甚为迅速,在10月份排名从原来的第8名上升至第7名,12月份又上升至第6名。

top publishers--google play(from app annie)

top publishers–google play(from app annie)

日本和韩国市场在这一时期占据Google Play将近半数收益,Google Play开发者最具盈利性的前三大市场分别是日本、美国和韩国,这三国收益比利最高的均是游戏产品。2012年12月份,有76%的美国应用收益来自游戏产品,日本市场的这一比例则是88%,韩国甚至高达95%。

从iOS应用下载量发行商排行榜来看,手机社交游戏开发商Storm8表现出众,从11月至12月,其排名由原来的第14名上升至第9名。

从iOS月收益发行商排行榜来看,EA于12月份再次登顶,日本游戏公司GungHo Online进步最大,从第6名上升至第5名。在Google Play前十大发行商月收益榜单上,日本和韩国公司占据了9个席位,法国发行商Gameloft是其中唯一的西方公司。

top publishers-iOS(from app annie)

top publishers-iOS(from app annie)

韩国开发商Naver Corp.所推出的Line应用在iOS、Google Play下载量及收益榜单上均名列前茅,该应用发布不足19个月就已突破1亿用户,它也是iOS和Android收益榜单前列唯一的非游戏应用。

2)据insidesocialgames报道,EA日前报告称公司在2013财年第三季度净收益为11.8亿美元,同比上年下降28.5%。

首席执行官John Riccitiello将这一结果归因于最近作品《荣誉勋章》表现不力,以及盒装游戏市场疲软的情况。

EA该时期基于非GAAP的销售额为11.8亿美元,净收益为1.76亿(去年同期为3.34亿美元)。

EA digital revenue(from EA)

EA digital revenue(from EA)

该财年EA数字游戏业务总收益为3.21亿美元(其中,移动游戏、包括掌机游戏所创收益将近1亿美元),超过去年同期时的2.74亿美元。EA指出移动游戏是该业务收益增长的主要动力,《The Simpsons: Tapped Out》该季度收益超过2300万美元。

EA growth trends(from EA)

EA growth trends(from EA)

3)据gigaom报道,Facebook日前发布的第四季度财报显示,该时期Facebook收益达15.8亿美元(游戏邦注:超过了分析师所预测的15.3亿美元)。从总体上看,该公司在2012年收益为50.9亿美元(2011年尚未上市时的收益为37.1亿美元)。

首席执行官Mark Zuckerberg在本周三表示,Facebook现在已然是一个移动公司,第四季度移动广告在Facebook广告总收益(13.3亿美元)中占比23%(第三季度占比仅14%),即3.05亿美元左右。

截止2012年12月31日,Facebook月活跃用户已达10.6亿(9月30日时这一数据为10.1亿),日活跃用户为6.18亿(9月份为5.84亿),移动平台月活跃用户为6.8亿(9月份为6.04亿)。

Facebook指出广告业务在公司总收益中占比84%,比去年同期增长41%。来自支付及其他收费业务的收益为2.56亿美元,但并未指出Facebook Gifts这一电子商务产品的具体收益情况。

facebook_mobile_ads(from mobile-marketing-statistics)

facebook_mobile_ads(from mobile-marketing-statistics)

4)据Techcrunch报道,Facebook第四季度在北美的每用户平均收益(ARPU)为4.08美元,在欧洲则是1.71美元,在亚洲为0.69美元,在世界其他地区则是1.71美元。

从广告收益来看,美国每用户平均广告收益为639美元,欧洲为374美元,亚洲为168美元,世界其他地区则是156美元。

总体来看,在2012年Facebook的50亿美元收益中,美国和加拿大所占收益为25亿美元,但这两个地区用户数量在所有Facebook用户中仅占比18%。

这里的问题在于,Facebook的新用户基本上来自收入不及美国的地区,其中许多用户所使用的设备可能无法接收到高质量的广告内容(游戏邦注:例如功能性手机就无法实现智能手机、PC设备的功能),并且他们在Facebook游戏中的投入也相对较少。他们也没有余钱购买15美元的Facebook Gift。

目前在Facebook每月10.56亿的月活跃用户中,美国月活跃用户为1.93亿,上一季度仅增长400万,比去年同期仅增长7.8%。其他地区的用户增幅比美国更高:欧洲月活跃用户为2.61亿,增长800万,同比去年增长10.5%;亚洲月活跃用户为2.98亿,新增2100万用户,其他地区月活跃用户为3.04亿,新增1600万,增幅为35%。

5)据pocketgamer报道,RIM首席执行官Thorsten Heins日前宣布公司正式更名为黑莓,以便使用统一名称更好地推广自己的品牌。

blackberry rebrand(from phonedog.com)

blackberry rebrand(from phonedog.com)

该公司目前在纳斯达克代号已更名为BBRY,在多伦多证券交易所的代号则更名为BB。

6)据gamasutra报道,Capybara Games以及Superbrothers推出的《Sword & Sworcery》在Google Play发布4周左右,目前下载量超过5万次(游戏邦注:其iOS版本发布于2012年3月,下载量为35万次)。

Sword & Sworcery(from gamasutra)

Sword & Sworcery(from gamasutra)

Capybara开发者Nathan Vella表示,该游戏在Android市场表现可圈可点,这一现象表明随着多种可行工具的问世,小型开发商向Android平台移植游戏也将成为一种普遍趋势。(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)App Annie: Google Play revenue doubles quarter-over-quarter, revenue growth led by Japan and South Korea

Scott Reyburn

Both of the top app stores — Apple App Store and Google Play — showed high growth in app revenue from Q3 2012 to Q4 2012, App Annie reports. Google Play, in particular, doubled app revenue from Q3 to Q4 along with a higher growth rate than the Apple App Store. Despite Google Play’s revenue doubling quarter-over-quarter, the Apple App Store gained more in absolute revenue, considering its larger revenue base. Apple is far and away the leader in app revenue, earning more than three-and-a-half times more revenue than Google Play in December 2012.

According to the company’s January 2013 App Annie Index, Apple App Store revenue grew by around one-fifth from Q3 to Q4, increasing revenues by 35 percent from November 2012 to December. In comparison, the Apple App Store’s revenue increased by 25 percent from November 2011 to December 2011. App Annie attributed users receiving new iPhones and iPads as gifts for the holidays that led to a spike in app downloads, and therefore, app revenue.

The top five most lucrative countries for iOS developers remained the same from Q3 to Q4. Starting from first to fifth is the U.S., Japan, the U.K., Australia and Canada. For the quarter, those five countries accounted for more than 60 percent of the Apple App Store’s revenue. China, in particular, is quickly moving up the top ranking countries by revenue on the Apple App Store list, changing from No. 8 spot to the No. 7 spot in October 2012, and from the No. 7 spot to the No. 6 spot as of December. It should come as no surprise as even CEO Tim Cook said in Apple’s Q4 2012 earnings call last week that China is its second largest region. The Cupertino, Calif.-based corporation has even been rumored to be developing a cheaper iPhone that would be aimed at emerging markets like China.

Japan and South Korea led the way for Google’s app store to double its revenue from Q3 to Q4, accounting for nearly half of Google Play’s app revenue in Q4. The three most lucrative countries for Google Play developers, in order from first to third, were Japan, the U.S. and South Korea. Coincidentally, all three of the same countries had the highest percentage of app money spent on games.

In December 2012, 76 percent of app revenue came from games among U.S. users. In Japan, it was 88 percent and in South Korea it was 95 percent.

After racking up 2 million downloads on Christmas Day, mobile-social game developer Storm8 was the only notable publisher to crack the iOS top publishers by monthly downloads chart, moving from the No. 14 spot in November 2012 to the No. 9 spot in December 2012.

On the iOS top publishers by monthly revenue chart, Electronic Arts reclaimed the No. 1 spot in December, with strong performance from its free-to-play title The Simpsons: Tapped Out. Japanese game company GungHo Online was the biggest mover, leaping six spots to the No. 5 spot. Earlier this week, we reported that GungHo’s Puzzle & Dragons is seeing massive success in Japan, and now the company is more valuable than Zynga. For Android, nine of the top 10 publishes by monthly revenue on Google Play were either Japanese or South Korean, French game company Gameloft was the lone Western publisher.

South Korean Naver Corp., developer of the messaging app Line, was the notable publisher on all four top publisher charts for iOS and Google Play by downloads and revenue. Line recently surpassed the 100 million user mark in less than 19 months. Line was also the top grossing non-game app worldwide for both iOS and Android, according to App Annie.

On App Annie’s top iOS game apps by monthly revenue chart, King.com’s Candy Crush Saga catapulted 28 spots from November to December, landing at the No. 5 spot.(source:insidemobileapps

2)EA reports $45M net loss for Q3 2013, made $79M from mobile titles

Mike Thompson

Today, Electronic Arts reported $1.18 billion in net revenue for its third fiscal quarter of 2013, down 28.5 percent year-over-year.

CEO John Riccitiello said the below-expected earnings was largely due to the disappointing performance with its recent Medal of Honor release, as well as the increasingly challenging packaged goods market.

The company revealed it saw sales of $1.18 billion, based on non-GAAP (generally accepted accounting principles) reporting. This is below the company’s guidance of $1.25 billion. Non-GAAP diluted earnings per share (EPS) were $0.57, while GAAP loss per share was $($0.15).

GAAP net loss for the quarter was ($45 million), up from ($205 million) in Q3 2012. Non-GAAP net income for the quarter was $176 million, down from $334 million in Q3 2012. EA said it expects digital revenue for the year to total around $1.6 billion.

Overall, the company’s digital revenue for Q3 2013 amounted to $321 million, up from $274 million in Q3 2012. Mobile, including handhelds, contributed approximately $100 million to this total. The company credited its mobile titles as the key reason for this growth, citing The Simpsons: Tapped Out as a particular highlight that generated more than $23 million during the quarter. No breakdown was mentioned for the company’s social games like The Sims Social, SimCity Social or JetSet Secrets.(source:insidesocialgames

3)Facebook beats analyst expectations, reports $1.58 billion in Q4 revenue

By Eliza Kern

Facebook released its fourth quarter earnings on Wednesday, beating analyst estimates and making significant gains in mobile, which was an important metric for the company this quarter. Facebook saw mobile daily active users exceed web DAUs for the first time.

Facebook announced $1.58 billion in revenue Wednesday for the company’s fourth quarter, beating analyst estimates of $1.53 billion. Overall, the company reported $5.09 billion in revenue for 2012, compared to $3.71 billion for 2011, when the company was not yet public. The company saw fourth-quarter earnings of $0.17 per share excluding one-time charges, compared to analyst expectations of earnings of $0.15 per share.

Facebook made crucial gains in mobile this quarter, one of the primary areas that has been used to evaluate the health of the company since its IPO last year. Facebook saw mobile daily active users (DAUs) exceed web DAUs for the first time in the fourth quarter.

“Today there’s no argument. Facebook is a mobile company,” CEO Mark Zuckerberg said on the earnings call Wednesday afternoon, stating strongly that while the company has made important leaps on mobile, it will not be developing the much-discussed Facebook phone.

The company saw a serious uptick in mobile advertising revenue, which made up 23 percent of its total advertising revenue in the fourth quarter, compared to 14 percent in the third quarter. Mobile is the most important game now for Facebook, as it was for the last earnings report. The company has worked to improve the speed of its native apps in 2012. Zuckerberg highlighted the speed of the company’s apps as a major area of improvement in 2012.

“Often, doing a good job is focusing on basic issues like performance and stability,” he said.

Over the past year, Facebook has focused tremendously on monetization through mobile advertising. COO Sheryl Sandberg emphasized that Facebook is the platform that marketers should consider when allocating their advertising dollars because of the company’s strength among mobile users, obviously contrasting the company to its ad rival Google.

“Facebook is a relatively new marketing platform, so proving that our ads are effective remains an important priority,” she said. “Marketers are realizing that our newsfeed is the most efficient and effective way to reach their customers.”

The company now has 1.06 billion monthly active users as of Dec. 31, as compared to 1.01 billion as of Sept. 30. The company has 618 million daily active users compared to 584 million on average in September, and mobile MAUs are at 680 million compared to 604 million as of Sept. 30.

The company recently released Graph Search, which will likely have its own monetization opportunities, and Zuckerberg was eager to emphasize that while it’s still a beta product, it creates serious long-term opportunities for the company. He took obvious digs at Google in emphasizing Facebook’s collection of personal data and connections that can be used in search, and said the companies had different goals:

“We’re just coming from a completely different place,” he said. “Our whole product is people and structured connections.”

Facebook has gone through a holiday season will the full roll-out of its e-commerce “Facebook Gifts” product. However, the company did not break out revenue from Facebook gifts in its earnings report, stating only that advertising made up 84 percent of revenue, up from 41 percent from the same quarter last year. And the company said only that it is working to figure out how to get people using Facebook Gifts more and making it part of the natural site experience. Revenue from payments and other fees (such as those connected with games) was $256 million, which saw essentially no increase over the previous year after adjusting for accounting changes in December.(source:gigaom

4)Facebook’s Revenue Per User In North America Is Now 3-4X Europe and Nearly 6X Asia (But User Growth In Its Cash Cow Is Slowing Down)

Ingrid Lunden

Facebook’s user base is growing much faster outside of the U.S. than it is in its home market, but it has a little problem: those users are continuing to generate far less revenue than U.S. consumers do for the company. Facebook noted in its Q4 earnings today that average revenues per user (ARPU) for the U.S. and Canada in the quarter were $4.08, compared to $1.71 in Europe, $0.69 in Asia and only $0.56 in the rest of the world. That makes for a disproportionate amount coming from the U.S.

The same goes for advertising revenues per users: in the U.S. users are generating $639 in advertising revenues, with about half as much, $374, coming from Europe, with $168 in Asia and $156 in the rest of the world.

Overall the U.S. and Canada accounted for about half of all of Facebook’s revenues, at $2.5 billion out of $5 billion, although it is only about 18 percent of the total user base.

The issue for Facebook is that its newer users are in countries that are less wealthy than the U.S., and many of them are accessing the service on devices that may not be able to receive high quality ads (ie feature phones rather than smartphones or PCs), and they will tend to spend less money on services like buying credits for Facebook games. And these users almost surely won’t have the money to spend $15 on a Facebook Gift, which raises serious questions about how this will scale longer term.

“We’re getting into some of the lower monetizing countries in Europe; they’re starting at a lower price point and bringing down the average,” Facebook’s CFO David Ebersman explained on the conference call. Later he noted that, in the context of games and gaming revenues, the U.S. and other mature markets are stalling in their growth. “We’re not growing the essence of this user base in the developed markets.”

Taking Facebook’s total monthly active user base of 1.056 billion users, in Q4, there were 193 million monthly active users in the U.S. about 18 percent of Facebook’s total user base.

That’s an increase of only 4 million on the previous quarter, and only 7.8 percent on the same quarter a year ago. The growth rates are much higher outside the U.S.: Europe had MAUs of 261 million, a rise of 8 million, and a rise of 10.5 percent on last year. Asia grew by 21 million users to 298 million over Q3. And the rest of the world grew by 40.6 percent on last year. Rest of the world was up by 16 million on Q3 to 304 million, and 35 percent on last year.

As the developing world transitions to smartphones, the question is whether Facebook will be able to ride that wave and get its newest members to change their behavior and become more valuable for the company.(source:techcrunch

5)RIM rebrands as BlackBerry ahead of BB10 launch

by Keith Andrew

Leading the announcements at RIM’s BlackBerry 10 unveiling in New York was the news that RIM is no more.

Instead, the company is rebranding itself as BlackBerry in an effort to better push its brand and solidify its business around the one name.

What’s in a name?

The announcement was made by CEO Thorsten Heins, who – to a typical assortment of whoops and hollars – revealed the name is to be adopted immediately.

Indeed, the company is now already trading under the ticker name of BBRY on the Nasdaq and BB on the Toronto Stock Exchange.

“Our shareholders are invested in BlackBerry, our employees work for BlackBerry, we are BlackBerry,” said Heins, cementing the shift change.

All attention will now shift to the new BlackBerry 10 devices – the BlackBerry Z10 and the BlackBerry Q10.(source:pocketgamer

6)After iOS success, Sword & Sworcery sees strong sales on Android

By Mike Rose

For some notable independent game developers, releasing an Android version of an iOS game has proven to be worth the effort. Maybe you should take a closer look at Android too.

Terry Canavagh’s Super Hexagon made a splash on Android earlier this month, while Bertil Horberg’s Gunman Clive has been selling far better on the Google Play store than on iOS — and there are more examples like these popping up.

And as it turns out, Capybara Games and Superbrothers’ Sword & Sworcery isn’t selling too shabbily on Android either. The game launched for Android about four weeks ago, and has already sold significantly more than 50,000 units on the Google Play store. The last official sales figures for the iOS version came out in March 2012, and stood at 350,000.

“Obviously the sheer number of devices helps Android game sales significantly, but that’s not all of it,” Nathan Vella of Capybara tells us. “I think Google has done a very good job making their Play Store a solid buying experience, and highlighting really quality games.”

He also notes that Android porting is on the uprise. “I think that smaller devs decided, more and more, to bring their titles to Android and this has helped the quality bar rise a few big notches,” he says.

It’s not just out of curiosity, either — porting your game to Android is becoming easier and easier, thanks to the variety of tools out there.

“I think that, more and more, companies are finding ways to make the process of going from iOS to Android easier – whether that’s via more experience or better tools/tech,” he adds. “The easier it is, the more likely people are to do it.”

“I still see a lot of significant challenges on Android – ones that don’t necessarily exist on iOS,” he warns, “but the fact that the market is proving that they will buy rad games makes dealing with those challenges worthwhile.”

Capy itself got help from mobile porting company Apportable — “without them, Android wouldn’t have happened,” says Vella — and the dev says that it’s a great idea to get another company to port your game to Android for you, as it frees up your time to work on other projects.

“Whether that means iOS first and Android later, or perhaps including Apportable early on to try to get the two platforms out closer together, I can’t say,” he concludes. (source:gamasutra


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