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每日观察:关注英国儿童执行IAP交易的情况(5.9)

发布时间:2013-05-09 10:21:17 Tags:,,,

1)据pocketgamer报道,Halfbrick首席营销官Phil Larsen日前宣布,《水果忍者》全球下载量已突破5亿次,其中有2亿下载量来自中国市场。

该游戏在中国月活跃用户约5000万,但在中国盈利性并不如西方市场,Halfbrick打算向中国用户推出特定内容,并扩展周边产品业务。

Fruit Ninja(from itunes.apple.com)

Fruit Ninja(from itunes.apple.com)

2)微软最近针对英国家长的调查发现,这些受访者在智能手机和平板电脑帐单上平均多花了341英磅,因为他们的孩子执行了未经许可的IAP交易,英国未成年人在这种未经家长允许的IAP交易中投入超过3000万英磅。

14%有此遭遇的家长表示自己无力承受这种额外开销,34%家长现在移动设备藏在孩子够不着的地方,但却有17%家长仍将智能手机和平板电脑密码透露给子女,23.5%家长根本没有设置密码保护。

在这些家长的子女中,8岁群体的应用支出最高,平均达59.99英磅,36%未超过4岁的幼儿曾在未经许可的情况下执行IAP交易。

调查还显示,这些儿童每周玩应用和游戏的时间约3小时21分钟,每10个家长中就有一者放任孩子玩这些应用。除此之外,27%小孩登录家长的Facebook帐号,更新了父母的Facebook状态,还有20%曾使用家长Facebook帐号发贴。更令人担忧的是,10%儿童还曾通过家长帐号发布了冒犯父母老板的言论。

children_tablet(from conversation.which.co.uk)

children_tablet(from conversation.which.co.uk)

其他调查数据包括:

*孩子们最喜欢使用父母的移动设备玩游戏(占比70%),应用程序(47%),查看图片(35%)以及拍照(34%)。

*42%家长不知道孩子在应用中执行的交易会让自己的帐号被收费。

*18%孩子会在家长不知情时删除父母移动设备中的内容。

*23%家长的移动设备中存有仅自己可见的私密内容。

*13%孩子会在未经许可的情况下使用家长的办公手机。

3)Juniper Research最新数据预测,2013年移动内容收益将超过400亿美元,到2016年将上升至650亿美元。分析师称平板电脑用户购买更多游戏、视频和电子书,以及智能手机的运营商计费系统的需求增长,是移动内容市场扩大的主要动力。

mobile-content(from mediapoondi.com)

mobile-content(from mediapoondi.com)

电子书内容是平板电脑内容的最大收益来源,音乐和视频内容占据将近半数的移动内容收益。

4)据gamasutra报道,EA首席技术官Blake Jorgensen日前确认了公司最近的裁员消息,指出为缩减开支公司将裁减近10%的员工。这10%的裁员意味着EA将有900名员工面临失业。

EA-Layoffs(from finalcheckpoint)

EA-Layoffs(from finalcheckpoint)

5)据venturebeat报道,动视暴雪最近透露《魔兽世界》这款订阅MMO游戏在今年第一季度流失130万用户,目前仍有800万订阅用户,但远低于最高峰时的水准(1000万用户)。

World of Warcraft(from polygon.com)

World of Warcraft(from polygon.com)

《魔兽世界》是目前为数不多仍保持订阅模式的MMO游戏之一,即使是其竞争对手EA游戏《星球大战:旧共和国》也已经转向免费增值模式以留存玩家(游戏邦注:目前约有150万免费用户,以及50万月订阅用户)。

6)据gamasutra报道,独立开发商Spaces of Play已在2010年向iPad推出动作益智游戏《Spirits》,并向其他平台推出移植版本。该公司最近公布数据显示,这款游戏有28.3%的销量来自iPad市场,iPhone占比10.5%,而Google Play销量则占比21.2%,Steam销量占比仅为11%左右。

spirits(from ilounge.com)

spirits(from ilounge.com)

该游戏至今收益约36.6万美元(已扣除平台抽成),Spaces of Play认为这一情况表明Android确实是一个极具可行性的平台。(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)Halfbrick’s 200 million Chinese Fruit Ninja downloads generate 50 million MAUs

by Jon Jordan

Halfbrick’s Fruit Ninja has been downloaded over 500 million times globally.

And over 200 million of those have happened in China.

It’s a figure that’s generates around 50 million monthly active users in the country.

That’s according to Halfbrick’s chief marketing officer Phil Larsen, who’s been talking at the Global Mobile Internet Conference in Beijing.

Thinking local

Halfbrick works with local Chinese publisher iDreamsky to get its games onto the key operator app stores and local Android markets.

Of course, as many companies have found, strong downloads in China don’t equate to western-levels of monetisation.

Halfbrick is looking to roll out specific content for its Chinese players, however, with special themes and weapons being released next month.

It’s also extending its merchandising operations; something that’s proved very lucrative for Angry Birds developer Rovio in China.(source:pocketgamer

2)Kids’ unauthorised app purchases add £30m to parents’ phone bills

by Zen Terrelonge

A third of parents have now started hiding their smartphones and tablets. Presumably the rest of them have hidden their children.

More and more children access technology from an early age, with parents surrendering their smartphones and tablets to pacify their offspring. However, the trend means parents often experience bill shock, and the Office of Fair Trading is currently investigating the freemium app space to determine if the marketing is misleading kids.

Microsoft has now conducted a survey with UK parents to find that they’ve spent an average of an extra £341 on their smartphone and tablet bills. This comes as their kids have made unauthorised app and in-app purchases, totalling over £30 million nationwide.

The data, of course, is Microsoft’s way of making parents aware they can control bill shock with Windows Phone 8. Its Kid’s Corner feature allows parents to control what their children can and can’t access, with Jessica Alba demonstrating the tech at launch.

14 per cent of bill shock victims were concerned they couldn’t afford to pay their increased fee, while 34 per cent of parents now hide their mobiles from their kids. Surprisingly, 17 per cent share their smartphone and tablet passwords with their children, and 23.5 per cent don’t have a security password at all.

For parents suffering unauthorised purchases, eight-year-olds are running up the largest app costs at around £59.99, while 36 per cent of kids aged four and under have made purchases
without permission.

The data also shows that kids spend around three hours and 21 minutes a week playing mobile games and apps, while one in ten parents allow them to access whatever they like. Social media
accounts are also being accessed, with 27 per cent of youngsters updating a parent’s Facebook status and 20 per cent posting a tweet. More worryingly still, ten per cent have posted an
offensive comment about their parent’s boss.

Brett Siddons, head of consumer marketing for Windows Phone UK, said:  “Our research reveals parents are worried about the impact of app and in-app purchases on their bills and we understand the stress this can cause.

“With technology becoming more and more intuitive, it’s important that parents can trust in the technology they use and feel as safe as possible when handing over their smartphone and
tablet devices to their children.”

Additional stats show:

*    Kids are most likely to use games (70 per cent), apps (47 per cent), look at pictures (35 per cent) and take pictures (34 per cent) to entertain themselves on a parent’s phone/tablet

*    42 per cent of parents are unaware that you can make purchases within an app that can be charged to your payment method

*    18 per cent of kids have deleted content from a parent’s phone/tablet without them knowing

*    23 per cent of parents have sensitive or private content on a phone or tablet that only they are allowed to see

*    13 per cent of kids have used their parent’s work phone without their permission(source:mobile-ent

3)Mobile content revenues to pass $40bn in 2013 and hit $65bn by 2016

by Zen Terrelonge

Driven by operator billing and tablet owners’ hunger to purchase games, videos and eBooks.

Mobile content revenues are set to cross $40 billion this year and rise to $65 billion by 2016, according to new data from Juniper Research.

The analyst says the surge will be driven by tablet owners purchasing an increasing number of games, videos and eBooks for their devices, and a rising demand for direct operator billing initiatives on smartphones.

eBooks account for the largest revenue stream on tablets, with Amazon, Nook and Kobo book store apps performing as well as versions on standalone eReaders.

That said, there is a rise in the adoption of paid and free video apps, with music and video now accounting for almost half of all revenues, while gaming is set to migrate to tablets and away from traditional handheld games devices like the Nintendo 3DS and the Sony PS Vita.

Dr Windsor Holden, report author, Juniper Research, said: “While the availability of direct carrier billing is patchy, the various benefits which the mechanism offers – higher conversion rates, opportunities to monetise unbanked customers – suggest that deployments will rise significantly in the medium term.”(source:mobile-ent

4)EA confirms laying off 900 workers last quarter

By Kris Ligman

As Gamasutra reported yesterday, Electronic Arts CFO Blake Jorgensen confirmed (in a roundabout way) the scale of the company’s recent layoffs:

“Our cost reduction plans will reduce our overall headcount by approximately 10 percent.”

An EA source previously declined to confirm for Gamasutra the actual numbers involved in its layoffs, but did state that the 10 percent figure was likely overinflated. However, it appears that number was correct.

A 10 percent headcount reduction would place the number of laid off employees at around 900. Yesterday’s conference call to investors did not go into specifics of which areas of EA will be
and have already been most dramatically affected by the layoffs, although we know EA’s Montreal branch has already been hit hard.(source:gamasutra

5)World of Warcraft loses 1.3 million subscribers

Jeffrey Grubb

World of Warcraft is still the top subscription-based massively multiplayer online game in the world. But it has a bit of a leak.

Publisher Activision Blizzard revealed the fantasy role-playing title lost 1.3 million players in the first quarter of 2013. The game is still at 8 million subscribers, but that is significantly lower than its peak of 10 million subscribers.

“During the quarter, Blizzard’s World of Warcraft remained the No. 1 subscription-based MMORPG in the world, with more than eight million subscribers, although the game saw declines of
approximately 1.3 million subscribers, mainly from the East but in the West as well,” Activision chief executive officer Bobby Kotick said to investors during the company’s quarterly financial report.

The World of Warcraft is one of the very few MMOs that’s sustained its subscription model. Even major competition from Electronic Arts in the form of Star Wars: The Old Republic had to shift to a free-to-play model in order to keep people playing. That game has around 1.5 million free players and around 500,000 monthly subscribers.

“The subscriber declines in our World of Warcraft business [raises] concerns, as do continued challenges in the global economy,” said Kotick. “For these reasons, we remain cautious [about Activision's future].”(source:venturebeat

6)Porting to Android pays off nicely for another indie dev

By Kris Ligman

Independent developer Spaces of Play released its action-puzzle game Spirits onto the iPad in 2010. Since then, it’s been ported to a number of different platforms, with varying commercial success.

In a new blog post, “Spirits by the Numbers”, Spaces of Play provides readers with a specific breakdown of its revenue-to-date, and challenges some assumptions.

Spirits drew the bulk of its sales from its native iPad market (28.3 percent), with an additional 10.5 percent from iPhone sales. More significantly, its second largest market is Google Play, with 21.2 percent of sales.

“The saying that Android is not worth developing for compared to iOS does not seem to be true anymore,” says Spaces of Play.

Spaces of Play isn’t the only indie mobile developer who’s seen Android success. Terry Canavagh’s Super Hexagon performed well, Bertil Horberg’s Gunman Clive sold far better on the Google
Play store than on iOS and Capy’s Superbrothers: Sword & Sworcery was strong on Android out of the gate.

For Spirits, Steam sales accounted for only approximately 11 percent of Spirits’ revenue. “Steam is a tale others have told before: Sale promotions make the majority of the revenue.

However, nowadays a sale without any kind of feature can go very much unnoticed in the vast sea of great (indie) games available,” says Spaces of Play. “It’s great to have your game on

Steam to reach core gamers, but with 11.4 percent of the revenue it was not make-or-break for us.”

Overall, the game has generated roughly $366,000 to date, after platform-holder takes. “With our revenue being spread relatively evenly among different platforms, going multiplatform was a strategy that worked well for us,” says Spaces of Play. “The distribution of revenue amongst platforms looks different for every game, but we hope that sharing our numbers will give you at least one data point that might help you decide which platforms you should put your effort into.” (source:gamasutra


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