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每日观察:关注手机游戏转化率等行业数据(7.23)

发布时间:2013-07-23 11:36:41 Tags:,,

1)据《华尔街日报》报道,有消息称苹果最近正在研发屏幕尺寸更大的iPad。路透社曾在6月份报道中指出,苹果正在研发4.7英寸至5.7英寸的iPhone。

但观察者认为,就目前来看,苹果明年只能推出屏幕更大的iPhone产品(今年新iPhone将保持iPhone 5的大小和基本设计),但似乎没有什么必要推出更大的iPad(游戏邦注:Chitika最近调查指出iPad在所有平板电脑网页浏览中占比82%),7.9英寸的iPad Mini也成为更小型、更平价Android设备最大的市场威胁。

ipad-mini(from fastcompany)

ipad-mini(from fastcompany)

除此之外,更大的iPad重量也相对更大,并不适合用户长时间拿在手上。

2)据pocketgamer报道,移动工具供应商Burstly日前宣布前Rovio广告主管Jarkko Rajamäki加入公司,担任Burstly的业务开发副总裁。

burstly-logo(from bothsidesofthetable)

burstly-logo(from bothsidesofthetable)

Burstly的工具包括测试平台TestFlight,分析工具FlightPatch,以及应用盈利解决方案SkyRocket。

3)gamesbrief最近总结的移动行业相关数据显示:

*70%的Kongregate收益来自虚拟商品;

*Kongregate的前五大热门游戏中,有4款游戏68%的收益是来自500美元以上的单笔交易;

kongregate-logo(from edge-online.com)

kongregate-logo(from edge-online.com)

*永久性升级道具收益更多,易消耗道具在销售额中占比10-30%;

*曾玩游戏50多次的用户创造了84%的收益;

*《Bloons Tower Defence 5》在该平台发布时,其虚拟商品的最高售价为100美元,比《Bloons Tower Defence 4》高10倍,其ARPPU增加了108%。

*GREE公司高管Anil Darni指出,美国市场拥有更高的ARPPU(每付费用户平均收益),日本市场则有更高的转化率(10-15%);

*《Tribes Ascend》转化率为10%。

*Jussi Laakkonen在今年5月2日指出,Facebook移动应用广告CPI(平均每安装成本)为7.5美元。

*Supercell今年第一季度收益(《Clash of Clans》和《Hay Day》两款游戏)为1.79亿美元,DAU为850万,因为其两款游戏的ARPDAU(日活跃用户平均收益)为0.23美元。

*《CSR Racing》在所有iOS设备上的安装率将近10%,安装量约为6000万。

4)据mobile-ent报道,Facebook最近宣布其功能手机用户(以印度和菲律宾等新兴市场为代表)已超过1亿。

Facebook-for-every-phone-page(from jeffbullas.com)

Facebook-for-every-phone-page(from jeffbullas.com)

Facebook For Every Phone应用支持运行于3000多种售价低至20美元的功能手机,据Facebook所称该版本应用比其他Java应用和网站使用的数据更少,以便保证其可行性。

5)Digi-Captial最近发布的2013年第二季度全球游戏投资报告显示,游戏在所有手机应用使用率中占比43%,在平板电脑使用率占比67%,在所有应用收益中占比72%。

q2-2013-mobile-games-growth(from digi-capital)

q2-2013-mobile-games-growth(from digi-capital)

q2-2013-pvp(from digi-capital)

q2-2013-pvp(from digi-capital)

移动游戏收益比其他所有应用类型的总和还要高4倍左右。

这种收益增长主要得益于采用了PvP玩法的免费游戏。(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)Apple reportedly testing bigger iPad screens, on top of larger iPhones (but why?)

Devindra Hardawar

Is anybody really clamoring for a bigger iPad?

It’s not difficult to imagine that Apple is considering bigger screens for future iPhones — the 4-inch iPhone 5 seems downright tiny next to Android phones with 5-inch screens — but, for some reason, the company is also apparently looking into larger iPad screens, reports the Wall Street Journal.

Back in June, a Reuters report claimed Apple was looking into bigger iPhone screens around 4.7-inches and 5.7-inches.

At this point, Apple has no choice but to offer a bigger iPhone screen size next year (this year’s new iPhone is expected to stick with the iPhone 5′s size and basic design), but a bigger iPad seems less of a necessity. Apple’s 9.7-inch iPad rules the tablet world (a recent Chitika survey found the iPad accounted for 82 percent of all tablet web browsing), and the 7.9-inch iPad Mini is its answer to cheap and small Android tablets, its biggest tablet market threat.

I’ve also yet to come across a tablet larger than 10 inches that’s comfortable to use. A tablet is something you’ll be holding for extended periods, often with one hand. It doesn’t make much
sense to pack in a big screen, which adds weight and often makes it hard to balance tablets one-handed. Even if someone manages to build a light large-screened tablet, it would still be too awkward to be easily portable.

Large, unwieldy screens were one of my biggest problems with Microsoft’s 10.6-inch Surface slates, and they’re a problem I’ve had consistently with hybrid laptop/tablets, like the 13.3-inch

Lenovo IdeaPad Yoga.

Apple, like most companies, tests out plenty of product designs that never see the light of day. I’m hoping the company looks beyond a larger iPad towards something more useful down the line.(source:venturebeat

2)Burstly poaches Rovio’s advertising VP for new business development role

by Jon Jordan

Mobile tools outfit Burstly has announced Jarkko Rajamäki has joined the company.

Rajamäki takes up the newly-created position of VP of business development.

Previously he was head of advertising at Rovio for the Angry Birds franchise.

“The mobile app economy is constantly evolving and there are only a few players who understand the dynamics between monetisation and user experience, while truly supporting developers and publishers at all levels of an app’s lifecycle” he commented.

“I’m very excited to join the talented team at Burstly, and I look forward to helping the company drive the industry forward.”

Bursting forward

Burstly’s tools include testing platform TestFlight, analytics tool FlightPath, and app monetisation solution SkyRocket.

“Jarkko has made significant contributions in helping to scale one of the largest mobile media franchises of all time,” said Burstly CEO Evan Rifkin.

“We have no doubt he will play an integral role in furthering our efforts to provide pain-relief to developers and grow opportunities for publishers.”(source:pocketgamer

3)Latest data added to our free-to-play benchmarks

By Zoya Street

We’re long overdue an update on our benchmark stats. I spent last week combing through some of the tips that have been sent in, as well as collating the data I gathered at MobileBeat.

The state of monetisation

Games are among the easiest mobile apps to monetise, but other apps are finding it easier and easier to generate revenue. Users are increasingly comfortable spending money on mobile devices, and their engagement is high enough that advertising on mobile is leading to direct results for retail businesses.

“Last Black Friday, 16% of revenue came from mobile devices” — Prashant Fuloria, Flurry, at MobileBeat 2013

“Showing banner ads while user is actually in the store increases sales 22-30%” (I think this is bricks&mortar stores) – B. Bonin Bough , Mondelez International at MobileBeat 2013
As for virtual goods, Emily Greer of Kongregate has shared some useful information that all free-to-play game developers should bookmark, reread, and understand in the context of their own funnel.

70% of Kongregate’s revenue comes from virtual goods

Four of the top five Kongregate games have 68% of revenue coming from spends over $500

Permanent upgrades bring in more revenue. Consumables represent 10-30% of sales.

Users who have played a game 50+ times bring 84% of revenue

When Bloons Tower Defence 5 launched, its highest-priced virtual good was $100, 10x higher than Bloons Tower Defence 4. Their ARPPU increased 108%

Conversion rates

Conversion in Bloons Tower Defence dropped by 8%, but user rating increased, suggesting that there was little user backlash resulting from the expansion of the price range available on virtual goods.

US has higher ARPPUs, Japan has higher conversion (10-15%) — Anil Darni, GREE

“40% of shopping sessions happen on mobile, but you have a 75% drop-off before a purchase is made” — Aunkur Arya, Braintree

Tribes Ascend: 10% conversion rate (source: Gamasutra, July 2013)

CPIs

Average cost per install for Facebook mobile app ads is $7.50 (source: Jussi Laakkonen, 2nd May 2013)

ARPDAU

Supercell: Q1’13 gross revenue (Clash of Clans and Hay Day combined) was $179MM on a base of 8.5MM DAU, so that’s about $0.23 ARPDAU over both games (source: Quora)

Downloads

CSR racing is installed on nearly 10% of all iOS devices. That’s about 60 million installs. (Source: Torsten Reil, 10th June 2013)(source:gamesbrief

4)Facebook feature phone app for emerging markets hits 100m users

by Zen Terrelonge

Running on devices that cost as little as $20.

Facebook recently marketed itself as a powerful way for brands to reach consumers when people are on the move during summer, as usage via mobile is up 22 per cent in the UK and 18 per cent in the US.

And now, the company reiterates its ubiquity as it secures more than 100 million users of its Facebook For Every Phone app, which is used in emerging markets like India and the Philippines.

The app runs on more than 3,000 feature phones that can cost as little as $20, and contains information found on the smartphone app like News Feed, messages and photos.

Facebook boasts that the app is designed to use less data than other Java apps and sites to make it more affordable.

Ran Makavy, growth manager, Facebook, said: “Facebook For Every Phone is powered by technology created by Snaptu, an Israel-based mobile platform that I co-founded in 2007. We joined the Facebook Growth Team in California as part of an acquisition in 2011.

“Our small team relaunched Snaptu as Facebook For Every Phone in July of that same year, and grew the user base to where it is today. Snaptu’s platform uses the power of servers to accelerate and optimise the way mobile apps work, and is the key to providing a great user experience on low-end devices.”

Location-based social network Foursquare recently looked to acquire customers in developing countries by launching for Nokia feature phones.(source:mobile-ent

5)Eye on Asia: Japan, Korea and China are leading the mobile gaming charge, says Digi-Capital

High profit margins and PVP focus

by Jon Jordan

We all know that the mobile games business is growing fast, but what’s really interesting is how the growth clusters in particular sectors and territories.

Finding out these local anomalies is the sort of thing that investors like to do, which brings us to Digi-Capital’s Global Games Investment Review report for Q2 2013.

It looks at the overall growth of the games industry, breaking it down into its component parts to understand exactly what’s going on.

For example, while considering the mobile internet – a sector it predicts could be worth $11 trillion by 2025 – it points to the disproportional impact of games.

Big slice of a big pie

While games account for 43 percent of app usage on phones and 67 percent of use on tablets, this proportion is 72 percent when it comes to total app revenue.

Indeed, mobile games monetise 4 time betters than all other app categories combined.

This revenue growth has particularly been driven by free-to-play games that employ Player Versus Player gameplay.

East looking west

The companies currently taking advantage of this growth are based in Japan, South Korea and China.

Digi-Capital points to strong domestic markets, which can generate up to 20 million peak concurrent users, and firms operating with a more than 50 percent profit margin.

It’s this rush of revenue that’s handing such companies the potential to invest significant amount of money in the European and North American markets.

As Digi-Capital points out, 8 of the 10 largest M&A deals in 2012 were made by Chinese, Japanese or South Korean companies.(source:pocketgamer


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