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每日观察:关注平板电脑用户对虚拟商品的投入(7.12)

发布时间:2013-07-12 11:57:48 Tags:,,

1)Magid和PlayFirst最新调查结果显示,69%平板电脑用户经常在设备上玩游戏,还有31%经常在游戏中购买虚拟商品。

去年平板电脑用户在虚拟商品上的平均投入为48美元,总数约9.14亿美元,将近智能手机用户的3倍(3.41亿美元)。

但这并不代表智能手机游戏不受欢迎,只是说明平板电脑比智能手机更适合作为游戏平台,其游戏虚拟商品消费额增长迅速。

ipad-gaming(from intomobile.com)

ipad-gaming(from intomobile.com)

Android设备游戏玩家仍在持续增长,而iOS在游戏玩家数量上仍然遥遥领先,iOS用户也更可能为游戏掏钱购买虚拟商品。

在过去12个月中,平板电脑游戏玩家平均下载近25款游戏,而智能手机游戏玩家平均下载20款游戏。

2)Gartner最新报告指出,今年第二季度PC出货量为7600万台,同比上年下降10.9%。

亚太地区的PC出货量已经连续5个季度出现下滑,欧洲、中东和非洲(EMEA)也已经连续两个季度出现衰退。

联想PC出货量在美国和EMEA地区出现强劲增长,但在亚太地区则明显下滑。

但惠普仍是美国、拉美和EMEA等关键地区的领军力量,但在亚太地区仍然较为弱势。

3)Jumio最近针对2000名美国用户的调查结果显示,有72%用户经常寸步不离智能手机。有12%用户将手机带进浴室,几乎每五个人中就有一者在教堂使用智能手机。

更值得注意的是,有半数受访者在开车时使用智能手机。55%美国人在开车时发短信或讲电话。

Smartphone-users(from pandithnews)

Smartphone-users(from pandithnews)

35%受访者承认自己在看电影时使用智能手机;已婚人士比单身者更可能保持手机解琐状态,也更少窥探他人手机。在单身群体中,有69%用户需要输入密码才能解琐手机,有42%承认自己曾查看他人的手机。

在已婚的智能手机用户中,仅有25%用户表示自己曾查看他人手机,略有半数以上用户为手机设置密码。

4)据Flurry报道,应用分析公司Flurry首席产品官Prashant Fuloria在最近的MobileBeat 2013大会上表示,中国智能设备数量已经超过美国,已有2.4亿台智能手机和平板电脑投入使用,但这还仅是中国人口的四分之一,这意味着移动领域在中国还有巨大的发展空间。

人们在一天中对应用的使用率并没有太大变化,但在深夜和凌晨时的使用人数会明显下降,也有些人会通宵达旦地使用应用程序。

拥有Android手机的妈妈用户玩游戏的时间在其投入所有应用的时间中占比53%,而在iPad的这一比例则是48%,在iPhone则是31%。

5)Eilers Research最近报告指出,Caesar Interactive Entertainment已经取代Zynga成为头号社交博彩游戏发行商。

social-casino-market-share(from Eilers)

social-casino-market-share(from Eilers)

Caesar Interactive Entertainment是全球最大赌博公司Caesar Entertainment(曾收购Playtika和Buffalo Studios等社交游戏工作室)旗下子公司,第二季度在整个社交博彩游戏市场份额达18.6%,而Zynga在该市场则占比15%。

Eilers预测2013年整个社交博彩游戏市场规模将达20亿美元,增幅为67%。

6)据venturebeat报道,Capcom最近进行业务重组,裁减了一批员工(但并未透露具体裁员人数),其高级副总裁Christian Svensson(曾负责掌管Capcom的北美和南美发行事务)也因此主动请辞。

capcom-logo(from screenrave.com)

capcom-logo(from screenrave.com)

Capcom是最近继动视、EA、Square Enix和Valve之后,又一家进行裁员的大型游戏发行商和开发商。(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)Tablet in-game purchases almost three times higher than smartphone

by Phil Tottman

61m gamers prefer the big screened sibling.

69 per cent of tablet owners regularly play games on their device with 31 per cent purchasing in-game virtual goods, a study from Magid and PlayFirst has shown.

The average spend for virtual goods is $48 each in the last year, which equates to around $914 million – nearly three-times the amount on smartphones which currently stands at $341 million.

This isn’t to say the the smartphone is unpopular when it comes to mobile gaming, as there is an average total of 54 million users, which is a 50 per cent year-on-year increase.

Mike Vorhaus, president of Magid Advisors, said: “We started seeing the emergence of the tablet as a huge gaming platform last year. Now tablet gaming growth is pushing big increases on in-game virtual goods spending and driving big revenue.

“The tablet is really the TV of video – the great majority of tablet owners love tablet gaming, and the tablet is becoming their go-to device for gaming.”

Android is continuously growing, however, iOS retains the lead in total number of gamers by a wide margin, with users more likely to pay for games and in-game virtual goods.

The average tablet gamer downloaded nearly 25 games in the last 12 months, compared to 20 games downloaded on a smartphone, so there isn’t much in it, but the tablet is showing no signs of slowing down. (source:mobile-ent

2)Mobile boom causes global PC shipments to plummet 10.9 per cent

by Phil Tottman

Cheap tablets replace low-end machines in the mature and developed markets.

PC shipments dropped by 10.9 per cent year-on-year in Q2 to 76 million worldwide, according to results from Gartner.

This is the longest duration of decline for PCs in the market’s history, with all regions showing a drop. The Asia/Pacific (APAC) PC market has shown five consecutive quarters of shipments decline, and Europe, the Middle East and Africa (EMEA) registering two consecutive quarters of double-digit decline.

PC manufacturers HP and Lenovo continue to compete for shares and sales. Lenovo regained the top position seeing a strong growth in the Americas and EMEA, however, experienced a significant decline in APAC with the biggest contributor to the decrease being China.

Even though Lenovo is ahead, HP still remains the market leader in key regions such as the US, Latin America and EMEA. And while it experienced significant weakness in APAC, the past quarter result suggests improvement of its performance there.

However with more and more affordable devices being released each year, it is only a matter of time before the notebook PC becomes entirely irrelevant.

Mikaki Kitagawa, principal analyst at Gartner, said: “In emerging markets, inexpensive tablets have become the first computing device for many people, who at best are deferring the purchase
of a PC. This is also accounting for the collapse of the mini notebook market.”(source:mobile-ent

3)Americans love their smartphones more than sex, showering, and church

John Koetsier

Apparently we love our smartphones. More, perhaps, than our significant others, God, or personal hygiene.

Nearly one in 10 American adults in a recent study admit to using smartphones during sex — jumping to a full 20 percent for younger adults aged 18-34. That’s not the only unorthodox time we use our phones: 12 percent of us have taken our phones into the shower (presumably in a plastic bag?), and almost one in five say they’ve used their smartphone in church.

Of course, that was just for checking their Bible apps. Right?

According to the 2,000-person study conducted by digital identity company Jumio, 72 percent of us are within five feet of our smartphones at all times.

“People view their smartphones as an extension of themselves, taking them everywhere they go,” Jumio’s marketing chief Marc Barach said in a statement. “And panic sets in when consumers are separated from their devices.”

More dangerously, despite the fact that most states have laws against talking or texting while driving, more than half of us use our smartphones while driving our cars. In fact, 55 percent of Americans text or talk and drive, according to the study.

Not quite as dangerous, but possibly more annoying, 35 percent of us admit to using our phones in a movie theatre.

Interestingly, when it come to privacy, married people are more likely to leave their phones unlocked — and less likely to snoop on others’ phones. Among single people, 69 percent lock their smartphone with a password, probably because 42 percent of them admit to snooping on someone else’s phone.

Married smartphone owners, by contrast, tend to leave their phones unlocked more often, with only slightly more than half protecting their phones. And only 25 percent of married respondents said they’d snooped on others’ phones.(source:venturebeat

4)Mobile app growth exploding, and shows no signs of letting up

Dylan Tweney

SAN FRANCISCO — The number of apps is exploding, driven by a huge uptick in the number of mobile devices — and people are using those apps all day long.

Flurry, a company that provides app developers with tools to measure how much people are using their apps, released data on “the state of the apposphere” today at MobileBeat 2013,

VentureBeat’s mobile industry conference here.

Flurry’s slides below show some of the data it’s collected on mobile app usage worldwide.

According to Flurry’s chief product officer Prashant Fuloria, the company now tracks 300,000 apps from 100,000 developers worldwide.

Those apps are on one billion devices, giving Flurry data on more than three billion app “events” each day. The company tracks events such as a customer starting up an app, making a purchase within the app, leveling up within a game, and so forth.

The company now collects data on 1.3 trillion different in-app events each month. The growth in app events that Flurry tracks matches the explosive growth across the board in mobile app usage.

“We’re seeing a tremendous disruption by mobile” as huge numbers of people move from the traditional web to mobile devices, Fuloria said. That’s being driven by the large number of mobile devices around the world — and there’s plenty of room for more growth.

For instance, China recently surpassed the U.S. with the number of smart devices, with 240 million smartphones and tablets in use. But that represents just a quarter of China’s population, which means potentially, there’s far more room for growth in China. Ditto in India, which has the same number of smart device users as Canada — but has 36 times the population.

Significantly, Flurry has found that app usage is driven by all kinds of apps across the board: productivity apps, games, lifestyle apps, social networking, and more.

People’s usage of apps doesn’t change much during the day, either. Although there’s a drop-off in the number of people using apps late at night and in the wee hours of the morning, some use apps around the clock.

“Some people never sleep,” Fuloria joked.

And the mix of what kinds of apps people use remains relatively consistent throughout the day. In other words, there’s no particular time when people site down for intensive gaming sessions; they are “snacking” on games — and all other types of apps — in pretty much the same proportions all day long.

Diving into one particular demographic, Flurry revealed that mothers also use a wide range of app types — including games.

Moms with Android phones spend 53 percent of their app-usage time playing games. On iPads, that’s 48 percent of their app time, and on iPhones, 31 percent.

In other words, Fuloria said, “Moms are gamers, too.”

In a panel discussion following Fuloria’s presentation, other mobile service providers focused on some of the challenges brought about by this explosive growth in app usage.

“It’s certainly experiencing explosive growth,” said Josh Williams, the president and chief science officer of Kontagent, regarding the app world. “But along with that, there are a lot of pain points for developers, and for existing businesses.”

For example, there’s a lack of standards and consistency in delivering mobile advertising. No one has yet found a truly effective ad format, and more innovation is needed.

As a result, while the advertising industry spends roughly $40 billion on web advertising each year, only $4 billion of that is directed to mobile ads, said Jeff Drobick, the chief product officer at Tapjoy.

“How do you take a traditional display ad and make it relevant without distracting the audience? That’s something we all struggle with every day,” Drobick said.

“You see a lot of innovation … but there’s still a lot of directly translating what’s happening on the web to mobile, and that’s a big part of the gap in mobile monetization today,” said Williams.

“We haven’t built the killer ad format for mobile yet,” Fuloria agreed.

Matt Gillis, an executive vice president at Millennial Media, pointed out that advertisers’ priorities aren’t necessarily aligned with the way people are actually using mobile devices.

For instance, many refer to the smartphone as the “third screen” after televisions and PCs.

Not so, said Gillis: “Mobile is the first screen. The tablet is the second screen.”

Gillis also noted that the pendulum has perhaps swung too far from the mobile web over to native apps. While native apps are clearly the best solution for some categories, such as games, they’re not necessarily what people want to use in all cases.

“The industry has intentionally pushed users to apps,” Gillis said, referring to those ubiquitous pop-ups on mobile websites directing you to download the company’s app. “The industry has gone overboard in trying to shift user behavior,” said Gillis.

According to Fuloria, that push is driven by the better experiences that apps offer — and by the increased engagement that companies see with app users.

I asked him if there were any drawbacks to that approach, given that apps offer none of the interoperability and open standards of the mobile web.

“Ultimately users will vote with their feet,” Fuloria said. “Better user experiences are going to win. And right now, those better experiences are — for better or worse — in mobile apps.”

“If they come to my mobile site, they are a visitor, whereas if they use my mobile app, they are a customer,” Fuloria concluded.

In other words, it looks like the push towards mobile apps shows no sign of letting up. It’s working for customers, for companies, and — with some hitches — for advertisers.(source:venturebeat

5)Caesar Interactive Entertainment surpasses Zynga in social casino games

Jonathan Espinosa

According to a new report by Eilers Research, Caesar Interactive Entertainment has displaced Zynga as the number one social casino game publisher as originally reported by VentureBeat.

Caesars Interactive Entertainment, as a subsidiary of Caesar Entertainment, is part of the world’s largest gaming company. It has built its social gaming portfolio with studio acquisitions such as Playtika and Buffalo Studios as well as through partnerships with Microsoft and Electronic Arts. With these acquisitions, Eilers Research reports that Caesars now holds 18.6 percent of the overall social casino market in the second quarter.

In comparison, Zynga holds 15 percent of the market share now. With Zynga focusing on real-money gaming in its latest shareholders meeting, losing the top spot may hold a lasting affect. However, it is taking steps to strengthen its offerings with the acquisition of Spooky Cool Labs last month.

The overall social casino market is expected to grow 67 percent to $2 billion total by the end of 2013 says Eilers. While the expected growth is encouraging, the market has the potential of becoming over saturated. It is possible for Zynga to quickly reclaim the top spot, but only time will tell.(source:insidesocialgames

6)Capcom cuts jobs as part of reorganization; senior vice president steps down

Jeffrey Grubb

Capcom is laying off an undisclosed number of employees today as part of a company reorganization.

This shake-up also has Capcom senior vice president Christian Svensson voluntarily stepping down.

“After nearly eight years, it is my final day at Capcom,” Svensson wrote on his Google+ page (as spotted by IGN). “This departure is not a bad thing for me, and it’s happening mostly because I’d suggested it during the early planning for today’s reorg. While I wish the company the best of luck, Capcom is going in a different direction, and the need for people at my level, relative to other areas, is lacking. Those who know me well know that I’ve been ready to go for quite some time.”

Svensson oversaw all of Capcom’s North and South American publishing efforts. He was also well liked in the fighting-game community for interfacing with that crowd regarding Capcom’s titles.

“Sadly, I’m not the only one affected by the reorganization today,” wrote Svensson. The former executive says that he wants to help those others find new work and is asking for help from the gaming industry to make “love connections.”

We’ve reached out to Capcom to determine exactly how many jobs it cut, and we will update this post with its response.

“As for my future, I’ve got a few interesting opportunities from a variety of sectors in the gaming market already lined up for consideration,” wrote Svensson. “About the only thing they have in common is that the level of authority will be more in line with the levels of responsibility than I’ve had the last several years, and they all have the potential to disrupt the gaming space in exciting ways.”

Capcom joins Activision, Electronic Arts, Square Enix, and Valve in the club of publishers and developers that have recently cut staff.(source:venturebeat


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