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每日观察:关注中国Android移动设备市场等消息(3.20)

发布时间:2014-03-20 11:13:50 Tags:,,,

1)据pocketgamer报道,中国分析公司友盟数据显示,2013年第四季度中国移动市场的前十大活跃Android设备中,三星占据6个席位,在中国市场份额达24%。

小米市场份额为7%,并且在前十大活跃设备中也占据4个席位。华为和联想市场份额分别为8%,如果忽略索尼、中兴、酷派和HTC,则不难看出其他Android移动设备制造商的市场份额甚至高于三星。

china-q4-2013-top-android-devices(from umeng)

china-q4-2013-top-android-devices(from umeng)

china-2013-oem-market-share(from umeng)

china-2013-oem-market-share(from umeng)

2)据pockegamer报道,腾讯最近报告显示2013年第四季度微信月活跃用户达到3.35亿,这意味着微信用户同比上年增长了121%,比上季度增长6%。

在同一季度腾讯的其他社交产品QQ以及QQ空间分别拥有8.08亿和6.25亿月活跃用户。

3)据gamezebo报道,越南开发者Dong Ngyuen曾在《滚石》杂志的采访中表示会考虑重新向App Store发布《Flappy Bird》,但并未给予准确答案。最近Ngyuen在Twitter网友的提问中确认了这一情况,但表示“暂时不会那么快。”

Twitter(from gamezebo)

Twitter(from gamezebo)

值得注意的是,苹果和Google目前已经拒绝接受名称中含有“Flappy”一词的游戏,此外Venturebeat最近文章也指出,苹果开发者协议中禁止第二次使用某款游戏名称,这可能也会成为重新发布《Flappy Bird》的阻力。

4)据gamezebo报道,雅虎日前推出了Yahoo!Games Network,其中包括分销、后端结构服务,以及IAP和广告游戏盈利系统,社交分享、托管和分析等功能。

Yahoo!Games(from gamezebo)

Yahoo!Games(from gamezebo)

雅虎还重新发布了原先的Yahoo!Games频道,针对网页、iOS和Android平台进行了重新设计。

雅虎针对后端服务抽成介于0%(如果日活跃用户少于5000人)至10%,以及通过该网站发布和销售的30%抽成。雅虎称其平台用户达8亿,其中有4亿为移动用户。

5)据《华尔街日报》报道,多数游戏问世第四年的收益比起前三年都会有所缩水,但《Minecraft》却是一个例外。

minecraft(from digitaltrends)

minecraft(from digitaltrends)

该游戏开发商Mojang在2013年收益达3.26亿美元,超过了2012年时的1.28亿美元。Mojang有超过90%的收益来自《Minecraft》销售额,它表明特定的游戏也能够突破不同平台的局限性找到用户。目前仅有《Candy Crush Saga》这种免费游戏翘楚,以及《侠盗猎车手5》这种AAA主机游戏收益明显超过《Minecraft》。

《Minecraft》开发者Markus Persson(目前已经不再积极介入游戏开发事务)在2013年通过这款游戏创收超过1亿美元。Mojang目前还在开发其他项目,但暂时还不会很快面世。

6)据gamesbrief报道,Fireproof Games工作室最近发布的信息图表指出了《The Room》和《The Room 2》的一些数据:

*该游戏从精简版到付费版的转化率为12%。

*iOS平台是主要的销售来源,Android和Kindle平台销量占比14%。

*《The Room》由4人团队历时8个月开发而成,开发成本为16万美元。

*《The Room 2》由9人团队历时9个月开发,开发成本为43万美元。

infographic(from Fireproof Games)

infographic(from Fireproof Games)

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)Chart of the Week: Samsung is #1 OEM in China but hardly dominant

by Jon Jordan

Chinese analytics outfit Umeng has been number-crunching.

It’s been looking at changes in its domestic market in terms of hardware and software during 2013 to discover the happening trends.

There’s plenty to digest – you can see the full report here.

Size is relative

One aspect worth picking up is just how fragmented the Android device market still is it.

In terms of the headlines, this doesn’t seem to be the case. Samsung makes six of the top 10 active Android devices and has a 24 percent market share overall.

Chinese OEM Xiaomi has a 7 percent market share and its devices fill out the remaining four spots in the top 10 active devices list.

Yet, Huawei and Lenovo actually have a higher market share – 8 percent – while even ignoring OEMs such as Sony, ZTE, Coolpad and HTC, a pie chart breakdown shows that “Other” OEMs have a significantly higher market share than Samsung.(source:pocketgamer

2)WeChat boasted 335 million monthly active users in Q4 2013

by Chris Kerr

WeChat was being used by 335 million users a month throughout Q4 2013 according to a report published by its parent company, Tencent.

If accurate, those figures mean that WeChat has seen its user base increase by 121 percent year-over-year, and 6 percent quarter-over-quarter.

In the same quarter Tencent’s other flagship social products, QQ IM and Q-Zone, had 808 million and 625 million monthly active users respectively.

This is important as both platforms are now key social networks for mobile gaming.

Embracing mobile

“During 2013, we achieved sustained growth in revenue and earnings, while further embracing mobile internet and starting mobile monetization,” said Mr. Ma Huateng, Chairman and CEO of Tencent.

“[We] enhanced our market-leading Weixin/WeChat app from a communications tool to a multi-functional platform, through initiatives such as smart phone games, Official Accounts, and Weixin Payment.

“We will further expand our mobile leadership via app distribution and O2O services; invest in long term opportunities such as online video, online payment and WeChat international expansion.”(source:pocketgamer

3)Flappy Bird is coming back, “but not soon”

By Jim Squires

Well that didn’t take long. It was only last week that Rolling Stone published an interview with Dong Ngyuen, the creator of Flappy Bird, that led to a fury of “will he/won’t he?” speculation about the game being returned to the App Store. When asked by Peter Travers if he Flappy Bird would ever take flight again, Nguyen responded “I’m considering it.”

But where Peter Travers failed to get a concrete answer, Twitter has now succeeded.

In response to a similar question by tweeter @painfullpacman, Nguyen has confirmed that Flappy Bird is indeed heading back to the App Store: “Yes. But not soon.”

It should be interesting to see just how well the bird manages to take flight once more after the fallout from the original. Apple and Google have both been rejecting games with “Flappy” in the title, and Nguyen may be surprised to find an uphill battle waiting for him on this front. Similarly, a recent article on VentureBeat argues that Apple’s terms of service might prevent him from using the game’s name a second time: “The SKU or name can’t be reused in the same organization.”(source:gamezebo

4)Yahoo! launches Yahoo! Games Network. Better late than never.

By Joel Brodie

When Yahoo! bought Playerscale last year, we were wondering when they were going to do with it (much like we’ve wondered what they plan to do with the other hundred startups they seem to buy every other week).

Today, Yahoo! launched the Yahoo! Games Network, offering distribution on Yahoo! and back-end infrastructure services to authenticate players, monetize games via in-app purchases and advertising, social sharing, hosting, and analytics across multiple platforms.

Yahoo! also re-launched its Yahoo! Games channel with a responsive design across the Web, iOS, and Android, re-designed Yahoo! Games classic games like Pool and Poker, and third party games including KingsRoad, Ballistic, Rise of Mythos, Bingo Blingo, and Vegas World.

The new Yahoo! Games homepage

For its back-end services, Yahoo! Is charging 0% (if less than 5000 daily active users) to 10% of revenues (it’s a pretty darn good deal) and 30% for distribution and sales via its web site.  Yahoo! claims its distribution reaches 800 million users, of which 400 million users are mobile.  But, let’s be honest — it’s questionable how many of those users are gamers.  If they were all gamers and on mobile, Yahoo! would be making a lot more money from mobile app advertising like Facebook does.(source:gamezebo

5)Minecraft developer made $326M in 2013

Jeffrey Grubb

Most games don’t make more money in their fourth year of existence than any of the previous three, but Minecraft isn’t like most games.

Minecraft developer Mojang of Sweden made $326 million in revenue in 2013, according to the Wall Street Journal. That’s up from $128 million in 2012. The block-building game’s continued success was the biggest driver of this performance — its sales made up over 90 percent of Mojang’s total revenue. Minecraft is now available and selling well on PC, Xbox 360, PlayStation 3, Android, and iOS. It shows that certain games can transcend the limitations of the different platforms to find an audience. Only games like the free-to-play behemoth Candy Crush Saga and triple-A console releases like Grand Theft Auto V performed significantly better than Minecraft.

Minecraft was the top-selling premium-priced game on both Android and iOS; its Xbox 360 disc version was the ninth best-selling game of the year at U.S. retailers; and its original PC version recently crossed 14.6 million total sales. Mojang confirmed that the PC version is still its biggest money-maker, accounting for 38 percent of its sales in terms of dollars. Xbox 360 and PS3 made up 30 percent together, and the mobile versions generated a quarter of its revenue. PlayStation 4, Vita, and Xbox One ports of Minecraft are due out this year.

Merchandising and the collectible-card battler Scrolls (which is still in beta testing) accounted for the remaining 7 percent.

As for Minecraft creator and Mojang co-owner Markus “Notch” Persson — who is no longer actively involved in the game’s development — made more than $100 million from Minecraft in 2013, according to the WSJ report.(source:venturebeat

6)Conversion rate from lite to premium

By Zoya Street

This extremely useful infographic contains all kinds of interesting data about the success of The Room and The Room Two. These points are particularly interesting:

12% conversion rate from lite to premium

iOS dominates their sales figures quite dramatically, with Android and Kindle representing just 14% of sales.

Not just one, but two people wrote in to criticise the historical accuracy of a pocket watch movement.(source:gamesbrief


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