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每日观察:关注Android手机在日本市场表现情况(10.31)

发布时间:2013-10-31 14:28:31 Tags:,,

1)据serkantoto报道,GungHo Online Entertainment最近发布第三季度财报显示,公司该季度销售额达4.24亿美元,但同比上季度下降5%,营业利润降至2.38亿美元,同比下降12%。

这是自《Puzzle & Dragons》去年底问世以来,GungHo收益和利润的首次下滑。

puzzle-dragons(from gungho)

puzzle-dragons(from gungho)

财报公布之后,GungHo股票下滑,降幅一度达到19%。

但该公司市值为93亿美元,超过数天前的情况。

2)Distimo最近发布报告指出,尽管游戏在所有应用下载量中仅占比36%,但在iOS平台总收益所占比例超过71%,在Google Play收益中占比高达89%。

苹果App Store在所有应用收益中占比65%,Google Play在过去6个月中也发展迅速,目前收益占比35%。

app store(from insidemobileapps)

app store(from insidemobileapps)

采用免费模式的游戏在App Store游戏应用收益中占比86%,在Google Play游戏收益中占比94%。

App Store中付费游戏在游戏收益中仅占比7%,Google Play中的付费应用在游戏收益中仅占比4%。而App Store中另外7%的游戏,Google Play另外2%的游戏则同时采用了付费下载与IAP两种运营模式。

其他娱乐应用在App Store总下载量中仅占比8%,在总收益中仅占比2%。社交网络应用在所有收益中占比3%。

尽管付费游戏收益逊于免费应用,但根据Distimo今年2月的报告,付费iPhone的降价在头天可以提升高达95%的收益,iPad付费应用也可能借此提升51%的收益。

3)Android应用发行商Animoca日前发布2013年10月数据对比了美国和日本Android设备普及情况,指出三星在日本地位已经被索尼超载,日本Android手机市场并没有特别出众的领先者,索尼Xperia A和三星Galaxy S III市场份额分别占据榜单前两个席位,前者占比5.9%,后者占比5.7%,索尼还有其他5款设备进入前10名,在前5名榜单中,索尼设备占据了三个席位。

top-phones-android-japan(from Animoca)

top-phones-android-japan(from Animoca)

值得注意的是,在今年3月数据中,三星Galaxy S III居于首位,索尼仅有2款设备进入日本市场前10名,索尼在过去两个季度中市场份额增长明显。

在3月份,索尼在日本市场份额仅为8.3%,三星则高达10.65%,而现在索尼市场份额已增长至16.5%,三星增幅则是13.8%(游戏邦注:索尼首席执行官Kazuo Hirai曾在路透社采访中表示,索尼智能手机销量在日本和欧洲占比达60%,索尼仍将关注日本和欧洲市场,并致力于成为仅次于苹果和三星的第三大智能手机制造商)。

top-device-usa(from Animoca)

top-device-usa(from Animoca)

但从美国Android市场来看,三星仍然最为领先,三星Galaxy S III、S 4和S II囊括前三名,占比分别为13.1%、5.2%和4.7%,三星Galaxy Note II位居第五名,三星Galaxy Centura与HTC Evo 4G、摩托罗拉Droid Razr并列第10名。

4)据pocketgamer报道,Glu Mobile日前公布第三季度(截止9月30日)财报显示,该时期公司收益为2170万美元,同比去年下降17%;净亏损为800万美元,去年同期则亏损360万美元。

其中《鹿猎人2014》表现出色,在下载量、DAU和单日收益均创下公司纪录。

5)据venturebeat报道,PlayFirst公司日前宣布提拔PC游戏《毁灭战士》开发者Tom Hall担任公司创意副总裁,共同领导工作室事务。Hall Will将负责监管PlayFirst游戏设计和美术部门的工作,并与公司产品及营销副总裁Becky Ann Hughes紧密合作。

Hall在今年4月份加入PlayFirst并担任创意总监,他是《美女餐厅》系列的超级粉丝,加入PlayFirst之后协助设计了《Cloudy with a Chance of Meatballs 2》。

cloudy_with_a_chance_of_meatballs_2(from hdwallpapers)

cloudy_with_a_chance_of_meatballs_2(from hdwallpapers)

6)据gamasutra报道,Valve日前宣布其数字平台Steam目前游戏和软件产品超过300款,用户突破6500万,在过去一年中的活跃帐号增长了30%。

该平台上线已达10年,在PC、Mac和Linux设备上的数字平台中仍保持强势地位,该公司计划于2014年如开首届开发者大会,并分布其进军室内游戏领域的首款硬件设备Steam Machines和Steam Controller。

Steam-logo(from withoutthesarcasm.com)

Steam-logo(from withoutthesarcasm.com)

7)Finances Online以及Ruby Media Corporation最近发布的信息图表指出,虽然Android手机在所有智能手机销量中占比64%,但iPhone这款手机就占比达26.3%。

目前苹果在美国员工为59万8500人,iPhone设计在美国加州,在中国装配,如果iPhone在美国装配,每台手机则需多付4美元成本,多付6亿美元的额外劳动成本,多付35%利润税,而选择在海外装配则仅需2%的利润税。

如果苹果选择在美国制造iPhone,则需耗费42亿美元成本。

85%的iPhone 5S是在中国装配,目前iPhone 5销量达8900万台,如果将这些iPhone 5头尾相接,其长度可接通中国深圳和苹果加州总部。(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

iPhone-infographic(from Finances Online)

iPhone-infographic(from Finances Online)

1)GungHo’s Quarterly Sales And Profits Drop, Stock Goes Limit-Down: What’s Next?

by Dr. Serkan Toto

GungHo Online Entertainment (3765), the company behind Japan’s biggest smartphone game Puzzle & Dragons, has published its financial report for Q3 (July-September 2013) yesterday.

And things are not looking as good as last quarter (note: there are no English-language documents available).

To be more concrete, GungHo’s sales in Q3 reached US$424 million (-5% quarter-on-quarter), while operating profit dropped to US$238 million (- 12%).

This is the first time GungHo saw these numbers drop after Puzzle & Dragons became a mega-hit in Japan late last year.

News site Social Game Info posted this graphic of how sales and profit developed for GungHo since 2010:

As a consequence, GungHo’s stock dropped like a rock and was down around 19% at one point, limit-down.

The company has a US$9.3 billion market cap, but that number was much higher just a few days ago. Just look at this graph to see how the stock price developed since October 24:

That’s how brutal Japan’s mobile gaming market can be: it’s strange though, as the dip in sales and profit shouldn’t have come as a big surprise to anybody in the industry over here. It

was known that Puzzle & Dragons is running out of steam, not only in terms of user growth. I don’t get it.(source:serkantoto)http://www.serkantoto.com/2013/10/31/gungho-shock/

2)Distimo, MEF: Games represent 36% of app downloads, 71% of revenue

Brandy Shaul

Mobile commerce company MEF and mobile apps analytics firm Distimo have today released a joint report on worldwide app store trends, finding that while games may only represent 36 percent

of all app downloads, they account for more than 71 percent of total revenue on iOS and 89 percent on Google Play.

The report found that the Apple App Store accounts for 65 percent of total revenues globally, regardless of app category, while Google Play has gained significant ground in the last six

months, now sitting at 35 percent.

As expected, the freemium games model (free app download with available in-app purchases) accounts for the most game-specific revenue, with 86 percent of game revenue in the App Store and

94 percent of game revenue in the Google Play store generated via that model.

Only seven percent of the game revenue in the App Store and four percent in the Google Play store is generated by pay-once-and-done apps. Another seven percent and two percent of the game

revenue in the App Store and Google Play store, respectively, is earned in apps that have both a paid download and available in-app purchases.

Other entertainment apps account for only eight percent of total downloads, and two percent of total revenues on the Apple App Store. The social networking category comes in sixth for total

number of downloads, but accounts for three percent of total revenue.

Even though paid games account for far less revenue than those in the free-to-play model, there’s still room for developers to boost revenues with that strategy. According to another

Distimo report from February 2013, a simple price drop of a paid iPhone app can increase revenue by up to 95 percent in the first three days after the price drop. That same strategy sees

increased revenue for iPad apps of up to 51 percent.(source:insidemobileapps)http://www.insidemobileapps.com/2013/10/30/distimo-mef-games-represent-36-of-app-downloads-71-of-revenue/

3)Animoca releases data on the top Android phones in the US vs Japan

Brandy Shaul

Android app publisher Animoca has today released data comparing the popularity of Android devices in the US and Japan. Based on Animoca’s data for October 2013, Samsung’s popularity in

Japan has not only been matched, but has been overtaken by Sony’s devices.

The Japanese Android phone market lacks a dominant standout, and instead sees Sony’s Xperia A and the Samsung Galaxy SIII sitting at Nos. 1 and 2 in terms of market share, at 5.9 percent

and 5.7 percent, respectively. Sony has five other devices in the Top 10, with three versions of the Xperia tying for the No. 5 spot.

This is in contrast to Animoca’s data from March 2013, which saw the top spot being help by the Samsung Galaxy SIII, and only two Sony devices in the entire Japanese Top 10. Samsung still

holds positions two and three with the Galaxy SIII and S4, but Sony’s push into Japan has seen its market share double in a little over two quarters, which is an amazing feat.

In March, Sony held 8.3 percent of the total market share according to Animoca’s Top 10, while Samsung had 10.65 percent. Fast forward to the present, and Sony has rocketed to 16.5

percent, while Samsung has increased to 13.8 percent of the market share in Japan.

While Sony has become the top dog in Japan, it isn’t even present on the US charts, which are still dominated by Samsung. The Galaxy SIII, S4, and SII hold positions 1-3, with 13.1

percent, 5.2 percent and 4.7 percent of the market share each, respectively. Samsung’s Galaxy Note II is in position five, while the Samsung Galaxy Centura is tied with the HTV Evo 4G and

Motorola Droid Razr in the 10th position.

This data shows little change from Animoca’s data from both March 2013 and November 2012, which both saw Samsung at the top of the charts with its ‘Galaxy’ devices.

According to Sony CEO Kazuo Hirai, Sony will eventually make its push into the US market, but not yet. “It’s not realistic to try to do everything at once. In the U.S. we’ll start

gradually,” Hirai told journalists earlier this month, according to Reuters. Instead, Sony will continue to focus on Japan and Europe, which account for 60 percent of Sony’s smartphone sales. Sony hopes its strategy will help it become the third largest smartphone maker in the world, behind Apple and Samsung.(source:insidemobileapps)

http://www.insidemobileapps.com/2013/10/30/animoca-releases-data-on-the-top-android-phones-in-the-us-vs-japan/

4)Glu Mobile sees Q3 FY13 sales down 17% to $21.7 million

by Jon Jordan

Glu Mobile (NASDAQ: GLUU) has announced its Q3 FY13 financials, for the three months ending 30 September 2013.

Revenues were $21.7 million, down 17 percent year-on-year.

The company made a net loss of $8 million, compared to a loss of $3.6 million 12 months ago.

In addition, Glu used $5.9 million from its reserves to fund operations during the quarter, compared to a total of $2.9 million during Q3 2012.

Taking aim

However, CEO Niccolo de Masi was upbeat.

The reason for this was the performance of Deer Hunter 2014, which has set download, DAU and single-day revenue records for the company.

It’s the first game to launch using Glu’s new GluOn social layer; a result of its acquisition of GameSpy Technologies in 2012.

During the quarter, Glu also raised a net amount of $14 million from a rights issue, expanded its operations in Asia, and published two thirdparty-developed titles.

Looking up

“Our third quarter results were boosted by the exceptional early performance of Deer Hunter 2014,” stated de Masi.

“As a result of this title’s momentum, we now expect record topline non-GAAP revenue and adjusted EBITDA profitability in Q4.”

Glu ended the quarter with cash and equivalents worth $27.7 million, up $5.3 million on three months ago.(source:pocketgamer

5)Doom co-creator gets promoted to cohead of Diner Dash studio PlayFirst

Jeffrey Grubb

Family-game studio PlayFirst is giving more responsibilities to one of the developers that created 1993′s violent first-person shooter Doom for PC.

The developer revealed today that it’s promoting Tom Hall to vice president of creative and to co-head of the entire studio. In these new positions, Hall will oversee the PlayFirst’s game design and art departments. He will also work closely with fellow co-head Becky Ann Hughes, who also acts as the company’s vice president of product and marketing.

“This was unexpected, humbling, and awesome all at once,” Hall told GamesBeat. “First off, it will help art and design really shine together, emboldening each other to make strong choices on both fronts. Beyond that, I want to work with the great folks here to move PlayFirst ahead in both design and company image.”

Hall first joined PlayFirst in April as creative director. He is a big fan of the company’s Diner Dash franchise of games that turn real-world jobs into arcade experiences. Since joining the company, Hall aided in the design of its adaptation of Cloudy with a Chance of Meatballs 2.

“Tom Hall is a natural creative leader,” PlayFirst chief executive officer Marco DeMiroz said in a statement. “He brings great energy and incredible design vision and skills to the team, and his promotion is a recognition of his major contributions to our success in a very short timeframe.”(source:venturebeat

6)Steam is now 65 million users strong

By Kris Ligman

Valve has announced that its popular Steam distribution platform –now home to over 3,000 games and software titles — has surpassed 65 million users, marked by a 30 percent growth in active accounts in the last 12 months.

“As the platform grows, our job is to adapt to the changing needs of both the development communities,” stated Valve president Gabe Newell. “In the coming year, we plan to make perhaps our most significant collaborations with both communities.”

Now in its 10th year, Steam holds a dominant position in digital distribution on PC, Mac and Linux, and its Greenlight feature has proven successful in getting many littler-known independent titles in front of a large audience. Valve plans to hold its first developer conference in early 2014, and Newell has spoken on the company’s intention to make Steam a truly open platform. On the product front, Valve revealed the first hardware to further its push into the living room space, Steam Machines and the Steam Controller.

“The main goal of Steam has always been to increase the quality of the user’s experience by reducing the distance between content creators and their audience,” said Newell.(source:gamasutra

7)INFOGRAPHIC: The life of the most popular gadget in the world

by Phil Tottman

Tracing Apple right down to the core: What the rest of the world contributes to the making of the iPhone.

The iPhone 5S and 5C sold a whopping nine million units in the opening weekend. Making it once again, the most popular device on the market.

Android phones as a whole answer for 64 per cent of all smartphone sales, however as a single device, the iPhone remains dominant with 26.3 per cent.

But where does it come from? Who puts all those itty-bitty pieces together to create such a loved gadget?

Well it’s a lot of people actually; in fact 598,500 are created by Apple in the US alone – that’s without the manufacturers and assembly teams in countries such as China, Taiwan, Malaysia, Singapore and the Philppines.

Not only that, but Apple also taps into rival companies for its leading technology contained in its devices. Samsung manufacture the A6 and A7 chips found in the iPhones, and Sony’s fingerprints are all over the iSight 8MP camera.

Even more proof that the iPhone takes the cake when it comes to device popularity – If you lay the total number of iPhone 5 units end to end, the 89 million devices to cover the distance from Shenzen, China to Cupertino, California.(source:mobile-ent


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