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每日观察:关注Google Play与iOS热门应用的重叠率(5.29)

发布时间:2013-05-29 11:16:31 Tags:,,

1)Playnomics最近发布的玩家粘性报告显示(其数据取自2013年第一季度Playnomics游戏网络的5000万社交、休闲、手机游戏玩家),在170万非街机游戏玩家中,仅有1万3454人在游戏中付费,所占比例仅为0.77%(游戏邦注:Playnomics报告将玩家划分为街机游戏与非街机游戏玩家,将街机游戏定义为“提供短期和即时娱乐的游戏”,非街机游戏则是“含有关卡、战役和收集元素的游戏”)。

其调查的所有游戏总收益为59万239美元,有134名玩家对游戏收益贡献占比高达33%(19万2874美元)。

q1-2103-survey-1percent-payers(from playnomics)

q1-2103-survey-1percent-payers(from playnomics)

而这134名玩家在所有付费用户中仅占比1%左右,他们的最小消费额为693美元,最大消费额高达7400美元。

换句话说,这1%的玩家平均消费额高达1439美元,而所有付费玩家(包括那1%的高消费玩家)的平均消费额则是44美元。

2)据Techcrunch报道,Canalys最近发布数据显示,Google Play的“热门”免费和付费应用数量仍然落后于苹果iOS平台。

在2013年5月1-20日,美国前50名iOS热门免费应用中仅有32款出现于Google Play应用商店,前50名iOS热门付费应用中仅有29款出现于Google Play。

apps(from techcrunch)

apps(from techcrunch)

而Windows Phone和黑莓平台也鲜有与iOS、Android平台重叠的应用,在美国App Store和Google Play的前50名热门免费及付费应用中,仅有34%出现于Windows Phone store或BlackBerry World。

此外,Google Play也错过了一些iOS热门游戏,在其错过的18款iOS热门免费应用中,就有9款是游戏;其错过的21款iOS热门付费应用中,游戏也占据了12个席位。

3)据mobile-ent报道,继斥资11亿美元收购Tumblr的消息之后,雅虎日前再度宣布收购成立于2011年的游戏公司PlayerScale。

Yahoo-Acquires-PlayerScale(from news.talkqueen)

Yahoo-Acquires-PlayerScale(from news.talkqueen)

PlayerScale主要向发行商提供面向移动、休闲和社交游戏的跨平台软件工具,其支持渠道包括Android、iOS、HTML5、Flash和Unity,至今已帮助全球2600家开发商推出面向1.5亿玩家的4000款游戏。

4)据pocketgamer报道,Square Enix最近公布了2012-2013财报,指出该时期公司销售额为1480亿日元(15亿美元),但亏损也达到1.4亿美元。

square-enix-predicted-smartphone-2010-2015(from pocketgamer)

square-enix-predicted-smartphone-2010-2015(from pocketgamer)

该公司高级执行总经理Yosuke Matsuda指出,这要归咎于公司所依赖的盒装产品销售模式的结构性问题。因此Square Enix正准备通过三项举措扭转颓势,其一是重新考虑主机游戏的开发方式,将从原来的“大规模、长期开发”,通过Kickstarter和Greenlight等渠道转变为更敏捷和开放的开发方式。

其二是专注于智能设备。此前Square Enix一直将开发团队划分为主机团队以及智能手机、平板电脑和PC团队。现在则计划向智能手机和平板电脑发布之前登陆主机平台的游戏,并确保游戏的收益模式与游戏设计相统一。

其三是区域化发展,Matsuda称公司仍将继续投入全球性的产品,但也会考虑采用更为本地化的策略,因为公司已经愈发难以推出全球热门产品,主机游戏尤其如此。(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: How 0.0077% of players generate 33% of F2P game revenue

by Jon Jordan

Playnomics is one of those companies that’s tricky to pin down.

Of course, it crunches big data, and it throws out actionable data that helps player acquisition, segmentation, retention, and ultimately life time value.

Who doesn’t these days?

What’s somewhat different, however, is it looks at this value proposition through the lens of user behaviour.

Again, this isn’t new. We’ve had player types since the Bartle Test of Gamer Psychology in 1996, but things are obviously a lot more sophisticated now.

Define your terms

That’s the background for Playnomics’ Quarterly Player Engagement study.

Taking the data from “50 million social, casual and mobile players in the Playnomics game network” during Q1 2013, it looks to shed a light on the variation of behaviours in terms of game types, player types and geography.

One caveat to mention before we dive into it, however, is the company’s split between arcade and non-arcade games.

Adding a seemingly self-selection bias into the data, Playnomics defines arcade games as those “intended to provide short-term and immediate entertainment.”

Non-arcade games “often feature levels, campaigns and collectables”.

Go figure.

I can see what the company is trying to do, but it feels artificial nevertheless.

That’s more than a whale

Luckily, though, this division of game types doesn’t matter in terms of our Chart of the Week.

For the scary conclusion of the survey that of 1.7 million players (of non-arcade games) tracked during Q1 2013, Playnomics reckoned that only 13,454 spent any money in-game – that’s 0.77 percent.

The total revenue generated across all games was $590,239 and of that total, a mere 134 players accounted for 33 percent of that (or $192,874).

Of this 134 – roughly 1 percent of the total payer base – their minimum spend was $693, up to a maximum of $7,400.

Or put another way, this 1 percent of payers paid an average of $1,439 compared to an average of $44 across all payers (which includes the 1 percent).(source:pocketgamer

2)Google Play Still Missing Top App Titles From iOS, Many Of Which Are Games

Sarah Perez

Many of today’s tech companies and startups are still building their apps for iOS first, despite Android’s growing market share. The problem stems from a lack of in-house talent, fewer

Android-owning beta testers, technical hurdles, fragmentation issues, potential for revenue and more. And yet, there’s this general perception that when it comes to the size and scope of the two competing app stores, Google Play and Apple’s iTunes App Store are neck-and-neck. This is not the case.

Leaving the critical metric of revenue aside (Apple is stil reigning there), Google Play is still lacking a large number of the “top” applications, both free and paid.

During the first 20 days in May 2013, only 32 of the top 50 free iOS applications were available in the Google Play store, and only 29 of the top 50 paid applications were available in the U.S.

The data comes from Canalys, which last week offered similar findings illustrating how both Windows Phone and Blackberry’s app marketplaces were missing top iOS and Android applications.

Of the top 50 free and top 50 paid apps featured in the Apple App Store and Google Play in the United States (during the same time frame), the analysts found that only 34 percent were featured in either the Windows Phone store or BlackBerry World.

So one has to wonder what hope either BlackBerry or Windows Phone has, when even a platform as massive as Android struggles to keep up.

“The results show that Google still has some work to do itself to ensure that top iOS titles are making it into the Google Play store,” says Tim Shepherd, Canalys senior analyst, of the new findings.

In terms of the missing iOS apps on Android, he says, some are services — like Twitter’s Vine app or Twitter Music, for example — while others are utilities like flashlights or “emoji” apps, where the functionality is more important than the app’s name itself. Others still, like “Find My Phone,” are Apple ecosystem-specific.

In other words, you can try to make the argument that this data alone can’t paint a complete picture about the discrepancies between the two stores.

But drilling down further where brands and titles do matter, Google Play still came up short in a number of key areas. The standout category where Google Play is missing top iOS titles is games — 9 of the missing 18 apps in the top 50 free iOS titles were games, and 12 of the missing 21 paid iOS titles were also games. Included in this group were Draw Something 2, Robot

Unicorn Attack 2, and Sonic Dash on the free side of things, and Kick the Buddy: No Mercy and Teenage Mutant Ninja Turtles: Rooftop Run, among the paid apps. This seems to indicate that, as studios continue to build out their lineups, they too are often going iOS-first.(source:techcrunch

3)Yahoo acquires gaming company PlayerScale

by Zen Terrelonge

Will provide search engine with access to more than 150m social and mobile gamers.

Yahoo has followed up its $1.1bn Tumblr acquisition by purchasing 2011-launched PlayerScale. The company provides a cross-platform software tool that allows publishers to push games across mobile, casual and social platforms seamlessly.

PlayerScale’s supported  channels include Android, iOS, HTML5, Flash and Unity, and the company has helped more than 2,600 developers globally produced 4,000 titles to 150 million gamers.

Jesper Jensen, CEO of PlayerScale, said: “We are happy to announce the next big step toward our goal of building the best possible gaming infrastructure platform: we have been acquired by Yahoo!.

“Our goal has always been to help developers build the best possible games, without having to worry about building and scaling the infrastructure required to operate today’s biggest successes. In working with the folks at Yahoo!, it has become clear that we share this passion.

“We have spent the past four years growing a three-person startup into a product that powers games played by over 150m people worldwide and we are adding over 400,000 new users every day.

In the last four months alone, we have increased our daily user growth rate by almost sixty per cent. With Yahoo!’s backing, we can crank out awesome products and improvements to our platform faster than ever before. We will continue to support our existing product and deliver new services to help you grow and manage your success in cross-platform gaming — whether it’s casual, social or mobile.”(source:mobile-ent

4)Square Enix’s future profits based on thinking local, going open, plus smartphone and tablet success

by Jon Jordan

Square Enix announced its fiscal year 2012-2013 financials earlier in May.

Despite the relative success of console titles such as Tomb Raider, Hitman: Absolution, and Sleeping Dogs, the Japanese publisher is experiencing difficult times.

Sales were ¥148 billion (around $1.5 billion), but the company posted a loss of around $140 million.

And as senior executive managing director Yosuke Matsuda points out, this isn’t a one-off.

He says it’s “a structural issue within the package product sales model” that the company relies on.

Three new ways

So Square Enix is looking to turn things around via three initiatives.

One is to re-consider how it develops console games, switching from what Matsuda calls “large-scale, long-term development” that offers little contact with customers, to the more agile and open development available through channels like Kickstarter and Greenlight.

The second is focusing on smart devices.

Matsuda says previously Square Enix split its development teams into console-focused teams and smartphone, tablet and PC-focused teams.

Now, however, it’s looking to release games on smartphone and tablets that previously were released on console.

“Unlike now, we have published games on these devices [phones/tablets] such as remakes of our old titles or turning our old franchises into social games, but going forward, in addition to these efforts, we will create new game titles of similar type.”

Of course, the company points out it will have to ensure revenue models such as pay-per-download, F2P, DLC, and hybrids, are unified with the game design.

Think local

Square Enix’s third initiative is regionality.

It’s found that it’s now much harder to have global hits, especially with console games.

While Matsuda says the company will continue to invest in flagship titles on a global basis, across its portfolio of games it will look to take a more local approach.

Indeed, he says the industry will have to review the very definition of triple-A games.

The result of this three-way restructuring is that Square Enix hopes to achieve an annual operating income level of ¥25 billion (roughly $250 million).(source:pocketgamer


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