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每日观察:关注三大主流应用商店应用更新率(8.27)

发布时间:2013-08-27 13:47:17 Tags:,,,

1)Adobe最近针对3000名欧洲用户的调查结果显示,在iPhone和Android手机之间,仅有23%受访者会选择iPhone。80%用户在家使用平板电脑,用户在平板电脑移动内容上的投入远超过智能手机。

多数用户表示他们在平板电脑上的投入时间更长,有26%每天使用该设备1-4小时,7%每天使用时间至少5小时。

user-tablet-vs-smartphone(from onbile.com)

user-tablet-vs-smartphone(from onbile.com)

77%兼有平板电脑和智能手机的用户主要使用设备是智能手机,但以平板电脑作为主要使用设备的用户比例也从去年的12%上升至23%。

60%受访者认为目前自己的移动体验一般,40%保持中立态度或者认为并不满意,可见移动网站和应用体验仍然有待提高。

2)移动测试服务StarDust最新报告显示了iOS、Windows Phone和Google Play三大主流应用商店的相关信息,指出在苹果App Store的61万7436款应用中,60%应用从未更新,用户评论不超过10条;在Google Play的48万4271款应用中,41%应用从未更新;Windows Phone有69%应用从未被用户开启。

总体来看,有半数应用从未更新,这意味着它们使用率并不理想,投资回报率也值得担忧。除此之外,多数应用是在发布2周内获得最多下载量及用户评价。平均每款iOS应用在发布头18天中获得80%的评价,Android和Windows Phone应用获得对应评价数量的时间更短,分别为16天和13天。

ios-app-updates(from ripley.za.net)

ios-app-updates(from ripley.za.net)

事实上,68%的Google Play应用下载量低于5000次。

平均每天就有2371款新应用问世,其中Android应用占比47%,iOS应用占比41%,Windows Phone应用比例为12%。平均每天有90名新开发者发布iOS应用,Google Play每天的新开发者平均数量为75。

值得注意的是,Android开发者对应用的更新频率更高,每天更新2341款Android应用,而iOS应用每天的更新量仅为806款。

出现这一情况的原因可能是苹果应用审核周期更长,因此一款iOS应用更新10个版本至少要2个月,而Android应用却仅需一个半月,Windows Phone更快,仅需一个月左右。

苹果App Store应用收益更高,该应用商店有半数应用为付费产品,而Android付费应用比例仅为32%,但Google Play收益仍然在双倍增长。

3)据insidemobileapps报道,迪士尼互动热门游戏《Where’s My Water?》开发者Tim FitRandolph最近在个人Twitter上发布的图片显示,游戏中的小鳄鱼以及一个“2”形状的水管,其搭配文字暗示着团队正在庆祝他们进入了另一个里程碑。

wheres-my-water-cookies(from insidemobileapps)

wheres-my-water-cookies(from insidemobileapps)

鉴于这款游戏在2011年9月进入iOS平台的情况,观察者推测这可能是该团队庆祝这款游戏两周年的举措;这款游戏先后推出了《Where’s My Perry?》和《Where’s My Mickey?》等衍生游戏,该系列在所有平台下载量已突破2.5亿次,因此也不排除迪士尼可能推出《Where’s My Water?2》这一续集的情况。

4)据pocketgamer报道,Rovio最近宣布将于9月19日向iOS、Android和Windows Phone推出《愤怒的小鸟:星球大战II》,该游戏售价为99美分,此外还将推出免费的Android版本。

ab-star-wars 2(from droid-life)

ab-star-wars 2(from droid-life)

该游戏将含有来自《星球大战》系列的30个角色,并推出与之相关的周边玩具,其售价范围介于5.99欧元至39.99欧元。玩家将这些玩具扫描到游戏中,还可以解琐更多角色。

5)据gamasutra报道,Quantic Dream首席执行官David Cage最近提到其即将问世的新作《Beyond:Two Souls》(将支持iOS和Android免费下载)游戏设计时指出,他一直认为“Game Over”是一种更像是游戏设计师而非玩家的失败。

Beyond Two Souls(from gametrailers)

Beyond Two Souls(from gametrailers)

他称玩家在《Beyond:Two Souls》中不会死亡,但游戏会根据玩家在游戏每个环节中的最终结果做出判断,令其进入成功或失败状态。

例如,玩家在游戏某区域中可能被敌人追杀,或者被捕,被抓获之后就要选择另一故事路径。这种扩展故事元素的理念也曾出现在Cage此前的游戏《暴雨》中。

Cage认为“Game Over”像是创造一种人为的循环,告诉玩家“你并没有按照我的方法玩游戏,所以你要受到惩罚,你得按照我的方法再玩一次才行。在动作游戏中,这种设计也许可行,因为它考验的是玩家的技能,但在故事驱动游戏中,这种设计并没有什么道理。”

6)电子游戏分析公司EEDAR最近发布信息图表指出(游戏邦注:其调查样本是3000名手机和平板电脑用户),三分之二(66%)的鲸鱼玩家是男性,鲸鱼(高消费用户)在所有移动游戏玩家中占比仅为5%。

但在所有手机游戏玩家中,女性占比56%,男性为44%。男性在非付费玩家中占比35%,在所有付费用户(包括鲸鱼玩家和其他付费玩家)中占比高达59%。

在所有受访进中,鲸鱼玩家在游戏(包括主机和掌机)中所投入时间最长;平均每名高消费玩家每周在游戏中投入26.5小时,其中有24%用于玩主机游戏。

whales(from eedar)

whales(from eedar)

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)55 per cent of Europeans prefer Android phones to iPhones

by Phil Tottman

Larger mobile spend is seen on a tablet than on a smartphone.

Only 23 per cent of Europeans would choose an iPhone over an Android device, which was more desired by 88 per cent of people asked, reports Adobe.

Results gathered from 3,000 people at the 2013 Mobile Consumer Survey showed that 80 per cent of tablet use happens in the home, most likely being the reason that more mobile spending is seen on tablet than on a smartphone.

Consumers reported that they spend a longer time on their tablet in one sitting, with 26 per cent using the device between one and four hours a day, and 7 per cent five or more hours.

The primary device for 77 per cent of people who own both a phone and tablet is the smartphone, however tablets are increasingly becoming the chosen gadget which is up from 12 per cent last year to 23 per cent this year.

I looks as though there is room for improvement in mobile sites and apps as 60 per cent reckon their mobile experience is average, and 40 per cent saying that they are neutral or not satisfied.

It looks as though developers in the mobile industry will need to pick their game up if they want to impress the audience – how they’ll do that, we don’t know. But no doubt someone will pull something out of the bag!(source:mobile-ent

2)700K of the 1.2M apps available for iPhone, Android, and Windows are zombies

John Koetsier

Sixty percent of the 617,436 apps on Apple’s app store have never been updated and have fewer than 10 reviews. Forty-one percent of the 484,271 apps on Google Play are in the same boat, and an astonishing 69 percent of Windows Phone apps are essentially sitting by the phone, lonely, waiting for the call that will never come.

This is how developers’ dreams are dashed.

Mobile testing service StarDust released a new study today that compares total apps, publishers, rate of new apps being added, monetization details, and more about the three main global app stores: iOS, Windows Phone, and Google Play.

In total, half of all apps will never be updated, a clear signal that they have not managed to reach a significant level of use — or a significant level of return on investment. In
addition, most applications will get the vast majority of reviews — and downloads, presumably — within about two weeks. The average iOS app gets 80 percent of its reviews in the first 18 days of its public life, and this is even quicker for Android and Windows Phone: 16 days and 13 days.

In fact, 68 percent of all Google Play apps are downloaded fewer than 5,000 times — a death knell for any monetization attempts.

The staggering odds have not deterred developers, however. On average, 2,371 new apps are published each and every day.

Forty-seven percent of them are published on Android, while 41 percent are published on iOS, and 12 percent of them are launched on Windows Phone. While more apps are being published on Android, more publishers still join Apple’s developer program and publish apps daily. 90 new developers publish an app on iOS daily, versus 75 on Google Play.

Interestingly, developers update much more frequently on Android: While every day 806 iOS apps are updated, 2,341 Android apps are updated.

“This can be explained by a common practice of Android developers who publish an update in order to position their applications into the top ranking,” StarDust said in a statement. “It also can be due to the fragmentation of the platform that requires more maintenance and regular patches.”

Another factor, almost certainly, is Apple must vet that iOS updates, adding days or weeks to the update process. This is probably why the average update cycle for apps with at least 10 versions is over two months on iOS but just a month and a half on Android. Windows Phone is the fastest-updating, at just over a month.

StarDust’s numbers on applications for each app store are lower than self-reported numbers as well as data from alternative sources. For example, Apple said back in June that 900,000 apps had been published on the iOS app store, while Google Play likely hit a million apps last month. I’ve asked the company for an explanation, but it is likely due to the subtraction of expired apps, which have not been updated to current operating systems, or have aged off the app store due to lapsed developer status, and so forth.

While Apple’s app store is still the revenue king, with half of all apps paid compared to 32 percent for Android, Google Play is still likely growing revenue twice as fast.(source:venturebeat

3)Did Disney just tease a Where’s My Water sequel?

Brandy Shaul

Disney Interactive’s hit mobile franchise Where’s My Water? might be headed for another expansion, as the game’s creator Tim FitzRandolph has tweeted an incredibly interesting image on his personal Twitter account.

The tweet alludes to a milestone within his team, and shows Where’s My Water? cookies with a “2” next to the game’s famous alligator Swampy.

The ‘2’ in the image could simply be in celebration of the game’s upcoming second birthday, as the original Where’s My Water? took iOS (and later Android, etc.) by storm when it first launched in September 2011. However, a more interesting assumption is that the developer has quietly teased a sequel to the original game in the form of “Where’s My Water? 2.”

Celebrating with the team – dug through another major milestone! #SwampytheGator pic.twitter.com/45XUlrdUKd — Tim FitzRandolph (@walaber) August 20, 2013

The Where’s My Water? franchise has been phenomenally successful for Disney, sparking multiple spin-offs in the form of Where’s My Perry? and Where’s My Mickey? The franchise has crossed 250 million downloads on all platforms, so it’s no surprise that Disney would look to continue the franchise’s success with an additional game, or even a true sequel.

Disney is staying quiet about the picture, but we’ll be sure to update if another Where’s My Water? game is ever revealed. For now, you can follow the growth of the Where’s My Water? apps on AppData, our tracking tool for social and mobile apps and developers.(source:insidemobileapps

4)Angry Birds Star Wars II will swoop onto iOS, Android, and Windows Phone on September 19th

by Chris Priestman

Can you smell bacon? Let’s just open the windows in here. Oh, what’s this flying in? More news about Angry Birds Stars Wars II, eh? Good stuff.

What Rovio didn’t mention about this much-anticipated physics-based puzzling sequel back in July was its price. Oh, and ALL of the target platforms.

Without further ado, then, we can confirm that Angry Birds Star Wars II will be available from September 19th on iOS, Android, and Windows Phone at a price of 69p / 99c. There’ll also be a free-to-play Android version.

Along with this confirmation news comes a brand-new trailer for the game. It features the voice of Ian McDiarmid, the voice of Emperor Palpatine in the original Star Wars films.

Angry Birds Star Wars II will feature over 30 characters from the Star Wars universe. Many of those will be sold as “Telepods” toys, which will be available for purchase between £5.99 and £39.99.

By scanning these toys into the game, you will unlock more characters.

So, start anticipating joining the “Pork Side” on September 19th.(source:pocketgamer

5)In story-driven games, ‘Game overs’ are a failure of game design, says David Cage

By Mike Rose

“I’ve always felt that ‘game over’ is a state of failure more for the game designer than from the player.”

- Quantic Dream CEO David Cage discusses game design in his upcoming title Beyond: Two Souls.

Talking to Joystiq, the creator explained that players won’t be able to die at all in Beyond: Two Souls, but rather, you’ll either end up in a successful state or a failure state depending on the endless result of each section of the game.

For example, in one area of the game, the player will either be able to escape from enemies on a train, or be caught and then have to deal with an alternative story path in which they are caught. The idea expands on story elements that Cage has explored in his previous games, including Heavy Rain.

Discussing “game over” scenarios, he said, “It’s like creating an artificial loop saying, ‘You didn’t play the game the way I wanted you to play, so now you’re punished and you’re going to come back and play it again until you do what I want you to do.’”

He continued, “In an action game, I can get that – why not? It’s all about skills. But in a story-driven experience it doesn’t make any sense.”

Cage also revealed this week that Beyond will feature a two-player co-operative mode, in which one player controls an entity attached to the main protagonist. What’s notable is that the second player will be able to control this entity via a mobile app.

The Beyond Touch app will be free to download for iOS and Android devices, and Cage says that he is hoping to reel in more casual players to play the game.(source:gamasutra

6)The biggest spenders on mobile? Men who like console games

By Kris Ligman

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Video game analytics firm EEDAR has released some interesting new statistics on mobile game users — including a few which may just overturn some of our preconceived notions and biases about the mobile audience.

According to EEDAR’s recently released report drawn from data on 3,000 mobile and tablet users, two-thirds (66 percent) of the biggest mobile spenders (“whales”) are men. The report qualifies this audience as the top 5 percent of those paying toward mobile titles.

Overall, women and men were more or less evenly split across the general mobile audience, 56 percent female to 44 percent male. However, men composed just 35 of non-paying players, and 59 percent of all paying players (“whales” or otherwise).

There are a few other things to keep in mind. “Whales” among the respondents were more likely to spend more time playing games overall, including for console and handheld. On average, big spenders on mobile devoted 26.5 hours of time to games per week, with around a quarter of that time (24 percent) spent on consoles. So while this reaffirms the notion that many players are heavily invested across multiple platforms, it also flies in the face of the idea that mobile is a necessarily “casual” market.

“It is a fair statement that a portion of our top mobile spenders are part of the core console gaming community,” EEDAR’s Jesse Divnich tells GamesIndustry International. “It’s not surprising. Core gamers have been conditioned to spend money on traditional games and it is fair to assume this habit carries with them into… other gaming verticals.”

“They likely view it as an investment, as most hobbyists do,” Divnich continued. However, Divnich noted the “stigma” against mobile monetization — especially in-app purchases — may be driving many big spenders on mobile to avoid labeling themselves as such.(source:gamasutra


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