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每日观察:关注用户对手机游戏的投入情况(7.10)

发布时间:2013-07-10 10:47:33 Tags:,,,

1)Kantar Worldpanel最新报告显示,2013年3-5月iOS和Android设备销量差距进一步缩小。与去年同期相比较,Android设备销量几乎没有明显增长,而iOS销量却增长3.5%。该时期Android智能手机销量仍占比52%,而iOS销量却从原来的38.4%增长至41.9%。

Windows移动设备仍位居第三,在智能手机销量中占比4.6%,比2012年同期增长0.9%。

iphone5(from insidemobileapps)

iphone5(from insidemobileapps)

2)据mobile-ent报道,跨平台工具供应商Unity日前宣布其注册开发者已达200万,其中每月活跃使用Unity工具的开发者为40万。

Unity首席执行官及联合创始人David Helgason表示,在2005年Unity刚成立时还仅有数百名用户,现在其用户已遍及北美、欧洲、亚洲、拉美和俄罗斯。

Unity-logo(from game.zol.com)

Unity-logo(from game.zol.com)

3)据mobile-ent报道,EA Labels总裁Frank Gibeau在最近采访中表示,他认为“下一代“移动设备将呈现堪比游戏主机的视觉效果,在不远的将来,下一代平板电脑和手机画面性能将接近于Xbox 360或PS3设备。

他称过去用于主机的一些引擎技术,现在经过调整也可以用于增强平板电脑和手机的游戏性能。但他也提醒开发者注意,不要简单地将主机游戏移植到手机,而必须根据移动设备的触屏、声音和摄像机等功能重新设计游戏,不可将虚拟摇杆移植到平板电脑,因为这种控制方式在该设备上并不可行。

Frank Gibeau(from computerandvideogames)

Frank Gibeau(from computerandvideogames)

4)mobilephonechecker.co.uk最近针对2000多名英国人的调查结果显示,有65%受访者认为iPhone 6(或iPhone 5S)销量不会太乐观。

有59%受访者认为三星将成为英国最具人气的智能手机品牌,其拳头产品Galaxy S4所获得的成功就是明证。但值得注意的是,目前仅有14%受访者持有三星,22%是黑莓用户,34%是iPhone用户。

iphone6-iphone5s(from nowhereelse.fr)

iphone6-iphone5s(from nowhereelse.fr)

这些英国用户认为苹果新手机将“失宠”的原因如下:

*31%认为三星在手机市场持续增势,这会影响iPhone销量;

*26%认为苹果新手机可能会太贵;

*23%认为苹果现在的产品质量大不如前了;

*22%认为苹果新手机可能会同iPhone 5过于相似;

*19%认为人们现在已不像过去那样对新iPhone感到兴奋。

除此之外,还有49%英国人认为三星Galaxy S4 Mini将获得成功,而看好iPhone 5S或iPhone 6的受访者仅占比33%。

5)移动营销公司NativeX最近报告显示,用户对移动设备的使用习惯正在发生变化,他们对游戏的投放时间明显增长。

在过去9个月中,每次登录手机游戏并在其中至少投入10分钟的用户数量翻倍增长。

mobile-gaming(from thetechblock.com)

mobile-gaming(from thetechblock.com)

NativeX报告称在2013年第一季度,玩家每次在移动游戏中投入时间平均为3分钟37秒,而2012年第三季度的这一数据仅为1分钟27秒。

报告认为这种情况表明移动游戏市场日趋成熟,免费增值模式获得发展,移动发行商数量增长。

6)据pocketgamer报道,亚马逊高管Daniel Winner在日前的Develop大会上透露,亚马逊Appstore有16%用户在第一天就会付费购买内容,有些用户在游戏中投入时间越长,其消费额也就越高。

约有48%的亚马逊App Store用户,会在首次购买IAP内容之后1小时内再次消费。因此,游戏若能让玩家在购买IAP一小时之后继续投入其中,那就会有相当一部分用户会再次消费。

Amazon-Appstore(from talkandroid.com)

Amazon-Appstore(from talkandroid.com)

Winner还指出,虽然99美分的IAP看似更易产生更多笔交易,但若从实际收益上看,19.99美元的售价更容易胜出。因为用户若看到其中价值,他们就愿意付费购买高价内容。

他还指出亚马逊Appstore每用户平均收益约为iTunes平台的89%,远超过Google Play的水准(约为iTunes的23%)。(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)iOS gains on Android, sees an increase in sales in early 2013

Brandy Shaul

The gap between iOS and Android sales narrowed during the period of March to May 2013, according to a new report published by Kantar Worldpanel.

Compared to the same period last year, Android has seen very little growth, while iOS saw sales increase by 3.5%. Android still leads iOS with 52% of smartphone sales during the period, however, iOS increased from 38.4% to 41.9% of total sales year-over-year.

Windows continues to sit in third with 4.6% of sales, an increase of 0.9% over the same period in 2012.(source:insidemobileapps

2)Unity reaches two million registered developers

by Zen Terrelonge

And 400,000 are actively using the firm’s tools each month.

Cross-platform tools provider Unity has boosted its offerings lately, most recently teaming Microsoft for Windows Phone 8.

Although supporting consoles and PCs in addition to mobiles, the company is  focused on the latter and has added vibrating Immersion Haptics to its SDK, promised Tizen OS support and made mobile tools free.

So, it’s perhaps little surprise that Unity now boasts two million registered developers, which comes following passing the hallowed one million milestone just over a year ago.

400,000 devs are actively using Unity’s tools on a monthly basis, and the seven-year-old firm claims its greed-free approach to offering an array of tools is responsible for the success.

North America and Europe continue to adopt the solutions, while Asia, Latin America and Russia are also providing increasing usage.

David Helgason, CEO and co-founder, Unity Technologies, said: “In 2005 we started out with a few hundred users and the goal of making game development accessible to everyone across an increasing array of platforms and devices.

“We continue to dream big and innovate for our developers. We can’t wait to shed more light on our new initiatives and plans at this year’s Unite conference in Vancouver.”

Unity is offering a full development suite that comprises all add-ons for iOS, Android and BlackBerry 10 to mark the milestone.(source:mobile-ent

3)EA: New mobile games to rival PS3 and Xbox 360 graphics

by Zen Terrelonge

“Same ingredients, completely different meal.”

EA may have started as a traditional boxed games studio, but the company has attacked the mobile space with style.

Recent developments include embedding games onto ZTE smartphones to help it become a top three OEM, while mobile revenue hit $104m in its fiscal Q4.

And now, showing its love for connected devices, EA Labels president Frank Gibeau has told IGN that the “next wave” of mobile devices may rival the visual dynamics provided by games consoles.

He said: “In the near future, the next wave of tablets and phones will have nearly Xbox 360 or PS3 capabilities in terms of graphics.

“Some of our engine technology that used to be console-specific now can, with modifications, be able to power games on tablets and on phones in the near future. We’re just getting ready for that.”

However, Gibeau warns studios can’t simply drop and drag a console game onto mobile.

“You have to redesign the game. You can’t just bring it over and have a virtual d-pad on the tablet. It doesn’t work.

“You have to re-architect it around touch, voice, camera. Our teams are having a lot of fun with that, reimagining an experience on a tablet using the same graphics and assets in some ways, but completely remixing the meal. Same ingredients, completely different meal. That’s kind of the way we think about it.”

Story originally covered on sister site MCV.(source:mobile-ent

4)65 per cent of Brits expect iPhone 6 to be a steaming pile of rubbish

by Zen Terrelonge

Samsung is considered the real force to be reckoned with.

Apple is still the only smartphone maker that manages to encourage a cult-like frenzy around the launch of new devices, and the company is expected to be beavering away on two new handsets as we speak.

With that in mind, comparison site www.mobilephonechecker.co.uk surveyed more than 2,000 Brits to find a huge 65 per cent of them reckon the iPhone 6 (or 5S) will generate poor sales.

Samsung is the reason that shoppers have little confidence in Apple, with 59 per cent believing the South Korean company will become the most popular phone brand in the UK because of the
Galaxy S4′s success.

However, just 14 per cent of respondents posses a Samsung at present, compared to 22 per cent for BlackBerry and 34 per cent for iPhone.

The top five reasons for Apple’s predicted flop, include:

1. Samsung increasingly dominating phone market, will affect iPhone sales (31 per cent)

2. Will be too expensive (26 per cent)

3. Apple doesn’t build the quality products it used to (23 per cent)

4. Will be too similar to iPhone 5 (22 per cent)

5. People aren’t as excited about new iPhone releases as they used to be (19 per cent)

Additionally, 49 per cent of Brits believe the Samsung Galaxy S4 Mini will be a success compared to 33 per cent for the iPhone 5S/6.

Apple, of course, may have something to say about the disbelievers, given that its recent iOS 7 update was touted as ‘the most significant iOS update since the original iPhone.’(source:
mobile-ent

5)Mobile gaming sessions rise to 3 minutes 37 seconds

That’s more than doubled say NativeX

by Matthew Diener

Mobile marketing firm NativeX reports that consumers’ mobile habits are changing.

Users are now engaged with games for significantly longer periods of time.

Based on the bite-sized nature of mobile gameplay, however, the number of minutes spent per session is still small compared to traditional console gaming.

That aside, NativeX notes that the number of users who play for 10 minutes or longer has doubled in the past 9 months.

Maturation of mobile

In terms of the base numbers, NativeX reports that in the first quarter of 2013, gamers spent an average of 3 minutes and 37 seconds per session, which is up from sessions of 1 minute and 27 seconds in Q3 of 2012.

The reason for the increased play sessions is, according to NativeX, the maturation of the mobile gaming market, the development of better freemium models, and an increase in the number of
mobile publishers.

Speaking on the matter, NativeX’s co-founder Robert Weber believe that, “More people are playing games for longer periods of time on smartphones than ever before… as a result, the average user engagement of mobile gamers has spiked within the last year.”(source:pocketgamer

6)Develop 2013: Half of all repeat IAPs are made within an hour of a previous purchase

by Keith Andrew

“Game publishing used to be an art,” opened Amazon’s Daniel Winner during his talk at Evolve at the Develop Conference in Brighton.

“Now, there’s so much data available to us all that publishing has become much more of a science.”

Winner, who is Amazon’s head of content acquisition and mobile initiatives contests, argued that there are many simple tricks developers can employ to ensure gamers both spend more in play, and spend more often.

Leading the line on this score was Amazon’s data on just when users are most likely to part with their cash.

A matter of time

“One of the key insights for us has been ‘time is money’,” offered Winner.

“While there are a lots of purchases after the intial purchases, some keep purchasing the longer they have the game installed. So, the longer they have the game, the more money they’ll spend.”

Indeed, on Amazon’s Appstore for Android, 16 percent of a customer’s value is realised in the first day.

“The point here is the need to engage customers early,” added Winner. “Then, try and get gamers to play in as long a session as possible.”

That’s because, based on Amazon’s numbers, almost half – 48 percent – of repeat in-app purchases are made within an hour of a player spending on a previous purchase.

Therefore, if you can keep gamers engaged for an hour after a purchase, a good portion of them will happily spend again.

The paying game

Likewise, offering a variety of different items in your game’s store rather than just a few is more likely to draw your players back for a repeat order at a later date.

Other ‘common sense’ strategies highlighted by Winner included the fact that, while a 99c in-app purchase may generate more in-app purchases by number, when it comes to actual revenue, a $19.99 price point often wins out.

“Customers are prepared to pay quite high price points if they see value in it,” said Winner.

“Also, over time, customers will pay much much more for IAP items. Over four weeks, for instance, the amount of money players are willing to pay for an in-app purchase increases by 60 percent.

“So, the lesson here is, start low and build higher as the player gets more engaged with your game.”

And, presumably, publish that game on Amazon’s Appstore.

Winner claims that the monetisation rate per user on Amazon’s Appstore’s is 89 percent of the figure developers enjoy on iTunes, and comes in at “many multitudes higher” than Google Play, which is 23 percent of Apple’s rate.(source:pocketgamer


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