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每日观察:关注Android用户的IAP消费水平(4.23)

发布时间:2013-04-23 11:04:41 Tags:,,,

1)移动支付服务公司Fortumo发布的Android数据表明,在2013年1月份通过Fortumo平台执行的100万笔IAP交易中,有96%来自Android智能手机,而Android平板电脑仅占比4%。

Android 4.0所占比例最高(33.9%),Android 4.1/4.2占比10.6%。

OS versions(from fortumo)

OS versions(from fortumo)

从不同国家的用户支付行为来看,马来西亚用户的平均消费能力最高,是巴西用户的4倍,从支付数量来看也是后者的3倍左右。而从用户平均每笔消费金额来看,土耳其用户最为领先。

payment behaviour(from fortumo)

payment behaviour(from fortumo)

2)据gamasutra报道,荷兰独立游戏工作室Vlambeer最近声称公司即将发布的游戏《Luftrausers》已被克隆,这款名为《SkyFar》的游戏已经登陆移动平台。

该公司已向苹果和谷歌发送邮件,要求这两家公司撤下这款使用了其游戏资产和截图的克隆产品,但也承认他们可能投诉无门,因为克隆产品的开发公司RubiqLab也许只是一个虚构名称。而RubiqLab则通过包括Kotaku在内的媒体否认《SkyFar》克隆了《Luftrausers》,声称Vlambeer仅仅是出于“嫉妒”而指责他人剽窃了自己的游戏。

SkyFar(from gamezebo)

SkyFar(from gamezebo)

Luftrausers(from gamezebo)

Luftrausers(from gamezebo)

3)据gamasutra报道,Minority Media联合创始人Vander Caballero在最近采访中表示,如果你是没有任何营销预算的开发者,此时有人要求与你进行独家发行合作,那就不妨欣然接受,因为这可能正是你的产品在市场露面的唯一途径。

Papo-and-Yo(from digitaltrends.com)

Papo-and-Yo(from digitaltrends.com)

Minority Media初作《Papo & Yo》上周刚结束在PlayStation Network的独家发行合作,并登陆Steam平台。Caballero称这款游戏在PSN是最热卖的游戏之一,开发成本为150万美元,目前已经收回部分投资成本,并将通过Steam平台赚取利润。

他认为在与索尼合作过程中,后者在游戏开发和发行方面均给予了极大的帮助,让游戏获得了更多曝光机会。

4)据venturebeat报道,Facebook Home在美国上线一周仅在Google Play实现50万次下载量,获得1.1万条用户评论,但平均得分仅为两颗星,其中有5800条用户评价仅给予一颗星。

Facebook-Home-Setup(from mashable.com)

Facebook-Home-Setup(from mashable.com)

而Facebook应用在Google Play下载量则介于1亿-5亿次,评价为4颗星。Instagram上线不到24小时也突破100万次下载量,上线6天实现500万次下载量。

Facebook Home缓慢的装载量可能与其支持的设备数量有关,另外它在4月12日就向美国用户开放服务,但在4月16日才进入国际市场。(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)Chart of the Week: Google Play sees 90% rise in revenue, but App Store still 2.6x bigger

by Jon Jordan

The days of arguing Apple or Android are long gone for most companies.

The mobile game ecosystem is now mutually embracing. When it comes to platforms, more is more.

Still, while Android powers ahead in terms of its install base, when it comes to cash, iOS still rules, both in terms of per user metrics and absolute revenue.

Hare and tortoise

Store intelligence outfit App Annie makes that point clearly in its Q1 2013 trends report.

While the number of downloads from Google Play are now around 90 percent of App Store downloads, Apple’s store generates 2.6 times the revenue.

Yet Google Play is growing fast. App Store quarterly revenue was estimated to have risen by around 25 percent quarter-on-quarter, while Google Play was up 90 percent.

Off platform payments

Mobile billing specialist Fortumo has also been delving deep into the Android ecosystem.

Significantly, it enables developers to hook up to carrier billing in 73 countries, so gets around the issues of Google Checkout and low credit card penetration in certain geographical locations, also for young people.

(Obviously, this means revenue from such companies, including the likes of Amazon, aren’t being included in App Annie’s estimates, suggesting it’s underestimating the overall worth of the entire Android ecosystem.)

Aggregated from 1 million IAP transactions from Android devices through its platform in January 2013, Fortumo sees the vast majority of sales activity occuring on smartphones – 96 percent compared to only 4 percent on Android tablets.

It breaks down Android fragmentation, which remains an issue.

Android 4.0 (Ice Cream Sandwich) boasts the biggest fragment, with Android 4.1/4.2 (Jelly Bean) on 10.6 percent.

Legacy OS Android 2.3 (Gingerbread) remains important with over a quarter of the tracked market, while ‘Other’ – presumably the likes of Froyo, Honeycomb and forked platforms such as Nook and exotic Asian OEMs – is the second largest.

And when, considering the payment behaviour in different countries. Fortumo also comes to some interesting conclusions.

Malaysian Android owners spend the most, more than four times Brazilians, although in terms of the number of payments, it’s just over three times.

And Turkish owners, by far, spend the most per transaction.(source:pocketgamer

2)Vlambeer’s games popular among players, cloners alike

By Kris Graft, Mike Rose

Vlambeer’s not only known for tight and focused games like Super Crate Box and Ridiculous Fishing. The Dutch independent game studio is also known for taking a stance against game cloning, which is all-too-common on mobile app stores.

The reason Vlambeer is so publicly anti-cloning is because Ridiculous Fishing spawned a clone, which released well before the actual Ridiculous Fishing, and that nearly tore the studio apart a
couple years ago.

Now it appears that another one of Vlambeer’s upcoming distinctively-styled games, Luftrausers, has been cloned and released on mobile.

Vlambeer’s Rami Ismail told Gamasutra over instant messenger that the studio has emailed both Apple and Google about game, which is credited to one “RubiqLab.”

“The basic consensus seems to be since [RubiqLab is] using our assets and using fake screenshots exactly like our game that we should just file a complaint,” he said.

Asked if he was planning to wait and hope Apple and Google would take the game down, he replied, “[There's] nothing I can do, really. [RubiqLab] is a one-project company — it might be virtual, we don’t know.

“There’s no sense in us wasting time and effort that we should be spending on [Luftrausers].”

RubiqLab has denied to outlets including Kotaku that the game was cloned from Luftrausers, and suggested that Vlambeer is probably just “jealous.”(source:gamasutra

3)When platform exclusivity is good for indies

By Kris Ligman

“If you are an independent you have zero marketing money. [And] if someone asks you for exclusivity and it’s going to help you to bring out your product into the market, I think that can be good.

Sometimes, I think it’s the only way to get something out.”

- Minority Media co-founder Vander Caballero

Minority Media’s debut title Papo & Yo, telling the idiosyncratic story of a boy escaping into his imagination in a Brazilian favela, arrived on Steam last week after months spent as a PlayStation

Network exclusive. Speaking with Kotaku, creative lead and studio co-founder Caballero remarked on exclusivity being good for one’s game.

“The PS3 release was one of the top sellers on PSN,” said Caballero. “[Papo & Yo] cost $1.5 million to make and we’ve already made part of our investment back. Hopefully, we are going to get the other part on Steam and make some profit.”

Caballero remains gracious toward Sony, with whom Minority Media established an exclusive deal in exchange for funding. “Sony really helped us to push the game out and make people know about it,” Caballero explained. “They really helped us in the development, too. It was an amazing relationship.” (source:gamasutra

4)Facebook Home over a week later: only 500K installs and a two-star user rating

Devindra Hardawar

San Francisco, CA Early Bird Tickets on Sale Facebook’s betting a lot on its Home Android skin — but it looks like users aren’t biting just yet.

Yesterday, more than a week after Facebook Home launched in the U.S., the app finally reached the 500,000 installation mark on Google Play, reports Benedict Evans.

In addition to the slow growth, users are also tearing apart Facebook Home in their reviews. The app now has a two-star average rating on Google Play after more than 11,000 reviews, mostly thanks to more than 5,800 one-star reviews.

In comparison, the core Facebook app has between 100 million and 500 million installations and a four-star rating on Google Play. Instagram’s app reached 1 million downloads in less than 24 hours (and 5 million downloads in just six days).

The slow adoption could be related to the limited amount of handsets that Facebook Home supports (even though it includes incredibly popular handsets like Samsung’s Galaxy S III), as well as Facebook’s slow rollout strategy. Home opened up to U.S. Android owners on April 12, but international users didn’t receive it until April 16.

Facebook could be stress-testing Home’s impact on its servers with the slow rollout as well, so there’s a good chance it’s not sweating the slow adoption.

Judging from the negative reviews I’ve seen, it seems plenty of users were enticed by Facebook’s Home attractive design but were just overwhelmed with the social network tapping into every aspect of their phone. I have a feeling this will be the general reaction to Facebook Home — it’s certainly pretty, but Facebook may be reaching too far by prioritizing social features over basic functionality like making calls and using other smartphone apps.(source:venturebeat


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