gamerboom.com订阅到鲜果订阅到抓虾google reader订阅到有道订阅到QQ邮箱订阅到帮看


发布时间:2013-05-14 10:22:11 Tags:,,,

1)据Android Police报道,谷歌最近被泄露的文件显示,谷歌正在开发一种令Android游戏更具社交性的服务Google Play Games。

该服务类似于苹果iOS平台的Game Center,它将成为Google Play Services v3.1.36的一个部分,含有多人模式、积分排行榜、成就管理以及云储存功能。

Google-Play-Games(from geeky-gadgets)

Google-Play-Games(from geeky-gadgets)



nexon-q1-2013-earnings(from Nexon)

nexon-q1-2013-earnings(from Nexon)


3)据serkantoto报道,日本热门智能手机游戏《Puzzle & Dragons》开发商GungHo日前在大阪证券交易所市值上升至1.54万亿日元(151亿美元),甚至超过于任天堂市值(1.53万亿日元,即150亿美元)。


(游戏邦注:《Puzzle & Dragons》目前注册用户达1300万,约占日本总人口的10%,在4月份创收达1.13亿美元)

Puzzle & Dragons(from

Puzzle & Dragons(from









5)据insidesocialgames报道,德国社交及手机游戏开发商Wooga日前宣布旗下寻物解谜游戏《Pearl’s Peril》是公司目前发展最快的游戏。

该游戏上线仅24天就收获100万日活跃用户(DAU),而Wooga另一款热门游戏《Diamond Dash》于2011年3月16日上线时,历时47天才达到100万DAU。

据AppData数据显示,《Pearl’s Peril》目前月活跃用户(MAU)总数也达到540万。

PP_Infographic_Portrait_Final(from Wooga)

PP_Infographic_Portrait_Final(from Wooga)


《Pearl’s Peril》的第一天留存率比网页版《Diamond Dash》高50%,第七天留存率也比后者高80%。

6)Strategy Analytics最新数据显示,从2012下半年的情况来看,屏幕大小介于4.2-4.7英寸的智能手机最受用户青睐。


Blu-Tank-4.5(from gadgetsreviewspecs)

Blu-Tank-4.5(from gadgetsreviewspecs)









1)Google to launch ‘Google Play Games’ platform services for game developers

Dean Takahashi

Google is evidently serious about making games easier to discover on the Android platform. Android Police reported Saturday that it received a leak of a full document describing the new Google Play Games service that makes Android games more social.

The platform is much like Game Center on Apple’s iOS platform. Google Play Games, which will be part of Google Play Services v3.1.36, will have multiplayer functionality, leaderboards,
achievements, and cloud game saves. By offering these services as a part of its platform, Google will offload that work from game developers. It will also make Google Play games more viral, since players will be able to share their game achievements with friends and engage those friends in the game via a social chain reaction. Developers have been calling for such a platform
for a while, and rival platforms have emerged to offer the same thing, such as the iOS-Google Play cross-platform service coming from OpenKit.(source:venturebeat

2)Nexon posts strong Q1 2013, revenues up 46% Y-o-Y to $437.3M, net income up 17% to $149.7M

Scott Reyburn

Nexon logoFree-to-play online gaming giant Nexon today posted year-over-year revenue growth of 46 percent to 44.4 billion yen ($437.3 million) and 15.2 billion yen ($149.7 million) in net
income for the first quarter of 2013, which ended March 31. The South Korean game developer is well known for its free-to-play massively multiplayer online role-playing game MapleStory.

“We are pleased that our first quarter results exceeded the high end of the outlook we provided last quarter, primarily due to better-than-expected performance in China and strong results

in Korea, as well as a favorable currency environment,” said Seungwoo Choi, president and CEO of Nexon, in a statement. “Additionally, the acquisitions of Gloops and inBlue have positioned us as a major player in mobile, adding significant revenue to our business. Content updates to our major PC games were well-received by players around the world, particularly a tier 1 update for Dungeon&Fighter in China. We also successfully launched FIFA Online 3 in Korea during the quarter, and the game is showing strong performance in terms of both user metrics and revenues.”

The burgeoning Chinese market was the strongest for Nexon this quarter, seeing the country account for nearly half of its revenue. South Korea, which is where Nexon was founded in 1994,
contributed to a quarter of the company’s revenue. Revenue from North America was a blip on the radar for Nexon, which only generated 1.4 billion yen ($13.8 million).

The Tokyo-headquartered company plans to launch Dragon Girls in Korea on messaging app KakaoTalk’s game platform and Guardian Break (Royal Tactics) in North America, both apps will be designed for its respective native audience, further expanding growth opportunities.

For Q2 2013, Nexon’s guidance for revenue from mobile is between 6.8 billion yen ($67 million) and 7.5 billion yen ($73.9 million). Nexon management expects performance from existing titles in Q2, including those released in Q1, to continue to gain momentum toward the second half of 2013.(source:insidemobileapps

3)Puzzle & Dragons Maker GungHo Reaches US$15 Billion Market Cap – More Than Nintendo

by Dr. Serkan Toto

I’ll say it again: if there is one mobile game out there right now that people in Japan will remember in 10 years, it’s Puzzle & Dragons.

The game, which boasts 13 million registered users in this country (10% of the population), has generated US$113 million in sales in April.

Since late last year, maker GungHo’s market cap at the Osaka Stock Exchange kept rising and rising until – at about US$10 billion- making the company worth more than Mobage operator DeNA, GREE, and Zynga combined.

And today, GungHo shares (ticker: 3765) jumped limit-up by 300,000 yen to 1,342,000 yen (+28.8%) in just a few minutes of trading, until the stock was bid-only.

As a consequence, the company’s market cap now reached 1.54 trillion yen, which translates to US$15.1 billion. With this number, GungHo topped Nintendo’s market cap of US$1.53 trillion yen (or US$15.0 billion).

The US$15.1 billion market cap is also higher than that of Nikon, Fujitsu, Isuzu, Sanyo, All Nippon Airways, Sharp, or Mitsubishi Motors.

It’s a new world we live in.

Other market caps (Monday, May 13 at 11:30am JST):

•GREE: US$2.8 billion

•DeNA: US$3.6 billion

•Zynga at US$2.6 billion

•Electronic Arts: US$6.7 billion

•Activision Blizzard: US$16.7 billion

GungHo’s new owner SoftBank can be very happy.(source:serkantoto

4)GREE hit with another round of layoffs

Scott Reyburn

Japanese mobile-social gaming juggernaut GREE recently laid off around 30 employees from its San Francisco office, according to GameIndustry International.

“We have recently aligned GREE’s U.S. studio to focus on creating the next generation of mobile social games,” said Anil Dharni, chief operating officer of GREE, in an official statement. “This shift in focus has been clearly demonstrated by the success and growth of our games. As part of ensuring that we are operating as efficiently as possible, we have made the difficult decision to reduce our work force. The employees leaving today have made great contributions to our success and we wish them all the best.”

In December 2012, GREE restructured its company, letting go 25 people, mostly from GREE’s social networking platform OpenFeint team. GREE announced the closing of OpenFeint a month prior to the layoffs. GREE acquired OpenFeint in April 2011 for $104 million as part of the Japanese company’s efforts to expand into Western markets.

Stay tuned to Inside Mobile Apps for GREE’s Q3 2013 earnings tomorrow.(source:insidemobileapps

5)Pearl’s Peril is Wooga’s fastest-growing game to date

Emanuel Maiberg

German social and mobile game developer Wooga today revealed that its latest hidden object game Pearl’s Peril is its fastest growing game to date.

Pearl’s Peril reached one million daily active users (DAU) in 24 days. Diamond Dash, a simple arcade-style game reminiscent of the older casual game Collapse and Wooga’s biggest hit, reached one million DAU 47 days after it was released on Match 16, 2011.

Wooga says that Pearl’s Peril continues to grow steadily. This is also evident in our weekly roundup of the fastest-growing Facebook games by MAU, which this week showed that the game added 305,741 MAU and a 6 percent gain for an estimated total of 5.4 million MAU.

Wooga says that 10 percent of Pearl’s Peril’s total players were acquired with paid advertising, with the rest finding the game organically or through viral features like cross promotions and social requests. Social features like leaderboards and achievements users can share to their Timeline have also increased user retention and growth, Wooga said.

Pearl’s Peril features episodic content and is more focused on story than other Wooga games. Wooga told us about this investment in storytelling in February, when it revealed that Steve

Elliot Altman was writing Pearl’s Peril. Wooga believes that this was a focus that paid off, with Pearl’s Peril showing 50 percent higher one-day retention and 80 percent higher seven-day retention than Diamond Dash on the web (Diamond Dash was also released as a mobile title).

You can read Inside Social Games’ favorable review of the game here.

Wooga released the following information along with an infographic included bellow, which contains more details about the game’s popularity.(source:insidesocialgames

6)4.5-inches is the most preferred smartphone screen size

by Zen Terrelonge

In It’s all about the size, not how you use it.

In the second half of 2012, smartphone owners were most likely to be interested in devices with a screen size measuring between 4.2-inches and 4.7-inches, according to Strategy Analytics.

4.5-inches came out as the most popular screen size, which is an increase from 4.3-inches in 2011. Comparatively, prospective smartphone buyers were more interested in smaller screens than existing users, while males prefer size ahead of females.

Brand also plays a factor in the decision of screen size preferences, but most respondents showed a desire for their next handset to sport a larger screen than their existing one.

Samsung is renowned for introducing large-screened phablet devices and recently unveiled the Galaxy Mega, while phabet shipments are set to spike 136 per cent year-on-year.

Paul Brown, director in the Strategy Analytics User Experience Practice (UEP), said: “As consumer acceptance of smartphone sizes increases, many smartphone manufacturers are making larger and larger products. The intention of many manufacturers to drive screen size up has been very clear over recent months, and there is the potential for ‘phablets’ at the lower end of the size scale to become more mainstream – especially as manufacturers work to maximize the ratio of screen to overall size, therefore providing a larger screen on a smaller form factor.”

Kevin Nolan, VP for the User Experience Practice at Strategy Analytics, added: “As screen size increases, the way in which consumers interact with the device also needs to be considered.

Larger devices are harder to interact with one-handed, and so it is important for user-interfaces, and especially on-screen key placements, to be designed to allow for easy interaction.”(source:mobile-ent

7)Indian mobile web users spend over two hours a day using their device

by Zen Terrelonge

Demographic is becoming more receptive to second screen use, m-commerce and more.

Mobile advertising network InMobi has released new data from its Mobile Media Consumption Report for India, which shows that mobile web users in the region are spend nearly a third of their media consumption time being on mobile devices, at 2.25 hours a day.

It shows that the trend of second-screen use is rising, with 63 per cent of users actively spending time on mobile devices while watching TV, up from 26 per cent in 2012, while 57 per cent users engage in social networking while watching the box.

Meanwhile, 79 per cent of Indian mobile web users plan to use m-commerce in the next 12 months, while 65 per cent of Indian mobile web users claim they’re as comfortable with mobile ads as they are with TV or online ads.

Additionally, 80 per cent noticed mobile ads on their smartphone, while 48 per cent of users experience these ads in mobile apps specifically.

Phalgun Raju, VP and GM for India and Southeast Asia at InMobi, said: “The tiny mobile phone has overtaken the mighty TV in India from a media consumption perspective. With over 850 million active mobile connections in India, the mobile marketing channel presents marketers an unprecedented opportunity to engage with the always-connected consumers. The onus is now on brands and content agencies to create compelling, engaging mobile rich media to capture consumers’ attention.

“The Indian app market is showing strong growth, as smartphone penetration continues to accelerate with lower and lower price points and mobile consumers turn to apps. Our research shows that on an average 7.1 apps are actively used by Indian consumers over a 30-day period. This has huge implications for both publishers and advertisers as they seek to garner an audience for their offerings and monetise through advertising.”(source:mobile-ent