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每日观察:关注《Monument Valley》等获苹果设计大奖(6.4)

发布时间:2014-06-04 11:38:55 Tags:,,,

1)据pocketgamer报道,《Monument Valley》(ustwo)、《DEVICE 6》(Simogo)和《Threes》(Sirvo)三款游戏获得了本届苹果设计大奖,除了这三者之外,最近发布的《Leo’s Fortune》(1337和Senri)以及《Blek》(Kunabi Brother)也同样获此殊荣。

monument-valley(from pocketgamer)

monument-valley(from pocketgamer)

苹果设计大奖旨在奖励那些表现出色,在技术、创新和设计上有所突破的应用,本届大奖获得者还将赢得每一款最新苹果设备。

2)Newzoo最新报告预测,2017年全球游戏行业产值将超过1000亿美元,2015年手机游戏收益将超过主机游戏,实体零售游戏销量将在2015年大幅缩水,在美国市场份额将降至20%以下。

去年由于中国和移动市场的巨大发展,全球游戏收益达到755亿美元,预计到2017年该市场将增长至1029亿美元(复合年增长率为8.1%)。

mobile game(from images.131.com)

mobile game(from images.131.com)

2014年,苹果、King、Supercell和Gungho Entertainment游戏收益均有望超越任天堂;2014年全球游戏市场收益达815亿美元,在该市场增长的60亿美元收益中,亚太地区占比高达82%。

到2015年,智能手机和平板电脑游戏收益将超过主机游戏,在全球市场中占比超过27%。届时手机游戏收益有望达264亿美元,而主机游戏则是263亿美元。腾讯在2016年底的全球游戏市场份额预计将达10%。

到2016年,中国将超越美国,成为全球游戏收益最大的市场(250亿美元),出时全球游戏玩家将超过20亿人(2013年为16亿人),这一数据相当于全球60%的网络用户,以及32%的全球人口。其中玩家数量增长最快的当属平板电脑、智能手机和MMO游戏领域。

到2017年,手机游戏市场份额将上升至35%(收益为350亿美元),MMO游戏收益则与主机游戏相当(240亿美元),亚太地区在这一市场中的份额将达49%(505亿美元)。

2013年前十大发行公司在全球游戏收益中占比44%,苹果游戏收益为24亿美元(相当于任天堂的游戏软件销售额),而谷歌的游戏收益则相当于法国发行商育碧在2013年的收益。

3)游戏行业博客Gamesbrief最近总结的数据显示了手机游戏行业的一些重要收益情况:

*Chartboost于今年5月份发布报告显示,英国Google Pay平均每安装成本为0.94美元,法国iPad平均每安装成本则是2.79美元。

*Fiksu在4月份数据指出,至少开启三次应用的忠实用户平均CPA为1.52美元,iOS平均CPI为1.24美元,Android的这一数值则是1.31美元。

*Superdata在5月份显示美国手机游戏ARPPU(平均每付费用户收益)为21.6美元,中国手机游戏则高达32.46美元;美国手机游戏转化率为5%,中国手机游戏转化率则是2.9%。

*Playnomics在1月份数据则指出亚太地区在过去一个月内至少曾经消费一次的活跃玩家比例仅为0.11%,北美则是0.58%。

4)据serkantoto报道,东京手机游戏开发商Colopl日前宣布旗下游戏《Quiz RPG: World Of Mystic Wiz》(发布于2013年5月)于5月31日在日本下载量达2600万次(游戏邦注:今年初下载量为1700万次)。

colopl-quiz-rpg(from serkantoto)

colopl-quiz-rpg(from serkantoto)

该公司竞争对手GungHo Online Entertainment在5月27日称其热门应用《Puzzle & Dragons》(发布于2012年2月)下载量达2800万次。

《Quiz RPG》发展速度超过《Puzzle & Dragons》,仅历时18天其下载量就从2500万次增长至2600万次,而后者历时37天才将下载量从2700万次增长至2800万次。

5)据venturebeat报道,Zynga新首席执行官Don Mattrick走马上任后,该公司整个高层管理团队经历了一次大洗牌,而Zynga在此期间的员工规模也从两年前的3500多人缩水至今年第一季度的1991人。

FarmVille(from game.chinanews.com)

FarmVille(from game.chinanews.com)

Zynga最近流失的高层人才包括Travis Boatman(前移动部门高级副总裁,最近领域《Words With Friends》团队)以及Terence Fung(前收购主管),后者已加入Storm8并担任该公司首席战略官。Zynga前工作室总裁兼Ville游戏系列主管Steve Chiang也低调离职,接替其职位的是前微软成员Alex Garden。(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)Monument Valley, Threes and DEVICE 6 win big at Apple Design Awards

By Glen Fox

Games came out on top at Apple’s Design Awards – held last night WWDC in San Francisco – with App Store big-hitters Monument Valley, DEVICE 6, and Threes all picking up the accolades.

The Apple Design Awards celebrates apps that demonstrate excellence, and raise the bar in technology, innovation, and design. The winners represent the cream of the crop in terms of app design.

The awards are held yearly, with the winners receiving an Apple Design Award trophy. This year’s lucky winners also received one of every current Apple device, on top of the trophy.

An eye on iOS

Amongst the winners were the recently released Leo’s Fortune by 1337 and Senri, Blek by Kunabi Brother, puzzle champion Threes by Sirvo, the multi-award winning DEVICE 6 from Simogo and Monument Valley from UK-based design specialist ustwo.

The awards show was held after Apple’s keynote speech, during which the next instalment of the firms’ mobile operating system was announced – iOS 8.

Monument Valley

Apple CEO Tim Cook detailed that big changes were coming to the App Store with iOS 8, and chief among these was the reveal of App Bundles. Developers and publishers will soon be able to bundle several of their games together at a single, discounted purchase.

Another new feature of interest to developers is TestFlight integration, which lets developers freely invite App Store users into an open beta test of their game. This free service could potentially limit the need to soft launch games in the future.

There is no exact release date for iOS 8 as of yet, though Cook did state it will release “this fall”. (source:pocketgamer

2)Global game business is booming, but physical store sales may ‘evaporate’ by 2015

Dean Takahashi

The global games business will grow to more than $100 billion by 2017. But there will be great turmoil as mobile games will generate more revenue than consoles on a global business as early as 2015, and physical store sales will “evaporate” in 2015, dropping below 20 percent of the market in the U.S., according to market researcher Newzoo.

Each year will bring us new disruptions for the game market, as traditional console and PC games give way to digital games on mobile and online platforms. How companies strategize around these changes will determine the winners and losers, according to Peter Warman, chief executive of Newzoo.

“Established names in the games industry are in for a surprise, especially by mobile challengers from both East and West,” he said. “Console manufacturers and developers will be tested, with an entire industry segment set to take a hard look at the future. Everything is fair game for disruption.”

Much of the global growth will happen in Asia, Eastern Europe, the Middle East, and Latin America.

Last year, global revenues of $75.5 billion exceeded expectations as China and mobile drove huge growth. From 2013 to 2017, the global games market is expected to grow 8.1 percent compound annual growth rate per year to $102.9 billion in 2017.

In 2014, Apple, King, Supercell, and Gungho Entertainment are expected to generate more game revenues than Nintendo, in terms of game software sold. First-quarter results verify that this prediction is on track. And the Asia-Pacific region is expected to account for 82 percent of the $6 billion in global game market growth, as the market reaches $81.5 billion in 2014.

By 2015, smartphones and tablets will generate more game revenue than console games, with more than 27 percent share of the world market. At year end, mobile games are expected to be $26.4 billion, compared to $26.3 billion for console games. China’s Tencent recently reported 40 percent growth in the first quarter from a year ago. If it continues to grow at its current pace, it will have 10 percent of the global game market by the end of 2016. That’s not accounting for any new acquisitions.

And physical sales will evaporate in 2015, dropping below 20 percent of the market in the U.S. In 2013, U.S. physical game sales were just over 30 percent of the total U.S. game market. The decline will escalate if publishers choose to embrace the advantages of digital-only releases. Store merchandise will shift toward exclusives, game credits, and Skylander style toy-game hybrids.

By 2016, China will overtake the U.S. as the world’s biggest games market with $25 billion in revenue, and the number of global gamers will surpass 2.0 billion, up from 1.6 billion in 2013. That 2 billion number is about 60 percent of the total global online population and 32 percent of the world’s population. The fastest-growing gamer segments will be tablet, smartphone, and massively multiplayer online games.

And by 2017, the mobile game market share will rise to 35 percent, or $35 billion in revenue. Global massively multiplayer online game revenues will equal those of consoles at $24 billion. And the Asia-Pacific region will be 49 percent of the market, or $50.5 billion. Latin America will also gain ground, growing at a rate of 14.2 percent a year.

In 2013, the top ten public game companies accounted for 44 percent of the global revenue. During that year, Apple generated about $2.4 billion in game revenues, or about the same that Nintendo got from game software sales. Google’s revenue in games, which comes from its 30 percent share of the Google Play store revenues, was about the same as French video game publisher Ubisoft’s 2013 revenue.

“It is to the markets outside of the US and Western Europe however, that the world will look to in the coming years for the largest indicators of growth and expansion. China in particular, with increasing online connectivity and tremendous consumption of mobile games, will spread its wings over the world games market with corporate powerhouses like Tencent capturing the flag from the West,” Warman said.

He added, “Time spend will increasingly equate to money spend as games transform from device specific experiences to digital entertainment brands. Consumers will increasingly demand the freedom to experience their favorite game brands in a format that satisfies their access and location needs, with the market adapting to satisfy them.”

Free-to-play and mobile screen access will grow in the West. And game franchises will branch out to alternative media and live events, such as competitive game tournaments.(source:venturebeat

3)Chinese mobile games’ ARPPU is over $30, and other new benchmark data

By Gamesbrief

What kind of ARPPUs are typical in different parts of the world? How much should you pay to acquire a user? How many users can you expect to spend money? The latest updates to the spreadsheet benchmark pages are right here, helping you to work out how to forecast and diagnose your game’s business model.

To get a copy of the Gamesbrief Free-to-play Spreadsheet, sign up to become a Gamesbrief member — it’s free!

CPA

Chartboost finds average cost per install between $0.94 (Google Play in the UK) and $2.79 (iPad in France) (source, May 2014)

Fiksu cites an average CPA for users who open an app more than three times of $1.52. Average CPIs on iOS are $1.24 and on Android are $1.31. (source, April 2014)

Tapjoy gives a case study of their ‘video plus install’ program with the game Battle Command! and cites an eCPI of $1.57 (source, May 2014)

ARPPU

Superdata gives an ARPPU of $21.60 for US mobile games, and $32.46 for Chinese mobile games. (source, May 2014)

Playnomics sees their ARPPUs ranging from $32.01 in Europe to $270.55 in MENA (source, January 2014)

Conversion rate

Superdata puts average conversion rate for US mobile games at 5%, compared to 2.9% for Chinese mobile games. (source: Superdata, May 2014)

Playnomics cites much lower figures of 0.11% in Asia Pacific to 0.58% in North America. Their figure is “the percentage of all active players who spent at least once during the last month” (source: Playnomics, January 2014)(source:gamesbrief

4)Colopl’s Quiz RPG Reaches 26 Million Downloads, Comes Close To Puzzle & Dragons

by Serkan Toto

Tokyo-based mobile gaming behemoth Colopl (3668) today announced its flagship app “Quiz RPG: World Of Mystic Wiz” racked up 26 million downloads within Japan.

The new milestone was reached on May 31.

Quiz RPG stood at 17 million users at the beginning of this year.

It seems to be just a matter of time until Quiz RPG will actually be the biggest game in Japan by number of downloads – ahead of Puzzle & Dragons.

Colopl’s big competitor GungHo Online Entertainment (3765) just reported that its hit app reached 28 million downloads in Japan on May 27.

There are two big bullet points to take into account here.

First, Puzzle & Dragons was launched much earlier than Quiz RPG (namely in February 2012, on iOS first). When the Colopl title was released in Japan (in March 2013, on Android first), Puzzle & Dragons already boasted over 10 million users and had been advertised on TV for half a year.

Second, Quiz RPG is growing faster than Puzzle & Dragons as of late. While it took Colopl just 18 days to increase downloads from 25 to 26 million for its title, Puzzle & Dragons needed 37 days to get from 27 to 28 million.

In fact, the last time it took GungHo such a long time to add a million downloads was in the fall of 2012, before TV advertising began.

However, the key bragging rights, namely for operating Japan’s top grossing game, still belong to GungHo.

In this area, Puzzle & Dragons’ competitor isn’t Quiz RPG but Monster Strike, the hit game from Mixi (2121). (See here, here, and here for more background on Monster Strike).(source:serkantoto

5)Zynga departures finish new CEO’s complete makeover of the management team

Dean Takahashi

You have to hand it to Don Mattrick, the chief executive of Zynga. He’s thorough. Since he arrived in July, Mattrick has turned over the entire senior management team at Zynga.

Although he still works for founder Mark Pincus, Zynga’s chairman, Mattrick has carté blanche to do what it takes to make the social-gaming company successful. It’s encouraging to see that he has the authority and will to appoint whomever he sees fit to do the job. On the other hand, new departures indicate that things have not settled down at Zynga, which has seen its headcount shrink from more than 3,500 a couple of years ago to about 1,991 as of the end of the first quarter.

When a new CEO arrives, turnover happens. But Zynga’s executive remake has been extensive.

The latest departures include Travis Boatman, who was once the senior vice president of mobile and was recently leading the Words With Friends team; and Terence Fung, the former head of acquisitions. Fung has turned up as the chief strategy officer at Storm8, a mobile game publisher. Another quiet departure was Steve Chiang, the former studio president and former head of Zynga’s Ville series of games, including its flagship FarmVille. He also left as Mattrick brought aboard Microsoft’s Alex Garden to head Zynga’s studios.(source:venturebeat


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