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每日观察:关注手机应用被抛弃率等消息(6.16)

发布时间:2014-06-16 10:56:25 Tags:,,,

1)Localytics最新数据显示,20%的Android和iOS应用中就有一者仅被开启过一次,比2013年的数据下降了2%,比2010年的情况低6个百分点。

数据指出游戏和体育类应用的这种被抛弃率分别达到22%和23%,Localytics指出这两个领域竞争激烈,以及首次印象的重要性是造成这种现象的主要原因。

2014-category-chart(from localytics)

2014-category-chart(from localytics)

社交网络应用的被抛弃率较低,仅有11%,天气追踪应用在Localytics所调查的所有应用类型中留存率最高,其被抛弃率仅为9%。

2014-platform-chart(from localytics)

2014-platform-chart(from localytics)

Android应用的平均一次性使用抛弃率仅有16%,而iOS应用的这一比例高达23%。

从长期用户粘性来看,20147年39%的Android和iOS应用使用次数至少为11次,Android应用的这一情况再次优于iOS,其比例为45%,iOS平台的数据则是35%。

2014-overall-chart(from localytics)

2014-overall-chart(from localytics)

Localytics认为Android应用留存率和粘性较高与其设备多样化的屏幕大小和规格有关,因为这样可以创造更自然的游戏和新闻内容展示环境。

2)Newzoo最新报告指出,今年全球7.34亿玩家在游戏上的投入将达550亿美元。

其中排名第一的是美国用户,投入将达204亿美元;第二名是将近2亿的中国玩家,预计2014年投入将达179亿美元;第三是日本玩家,投入将达122亿美元;第四名是德国玩家,投入将达35亿美元;第五名是韩国玩家,投入将达34亿美元。

video gamers(from ghostradio)

video gamers(from ghostradio)

3)eMarketer最新报告预测,到2014年底智能手机用户将达17.6亿人,占全球总人口的25%左右,比2013年智能手机用户增长25%。

在这些新智能手机用户中,亚太地区用户占比超过一半。预计到2015年底,全球将有15个国家的智能手机用户超过其人口的一半。

4)据CNBC报道,Zynga股价在过去6个月中已下跌超过21%,但Zynga现任首席执行官Don Mattrick今年在Zynga任职期间收入总计已达5780万美元。

don-mattrick-zynga(from g3ar.co.za)

don-mattrick-zynga(from g3ar.co.za)

Mattrick曾在全月初称公司已经丧失方向,错失最明显的机遇,现在他正全力推动公司向移动优先的策略发展。

5)据gamasutra报道,迪士尼电子游戏业务因去年发布的《Disney Infinity》而开始实现利润,该公司预计这款游戏创收即将达到10亿美元。

Disney-Infinity(from omgnexus.com)

Disney-Infinity(from omgnexus.com)

该游戏最初发布于2013年8月,上个月全球销售额达5.5亿美元,预计在续作《Disney Infinity 2.0: Marvel Super Heroes》问世后这一数据将达10亿美元。

6)据gamasutra报道,Nordic Games日前宣布收购THQ商标,从此将可在THQ名下下发行游戏。

THQ已在去年宣告破产并出售公司,Nordic Games收购了THQ的大量资产,其中包括《Darksiders》、《Red Faction》和《MX vs ATV》等游戏系列。

nordic-games(from names969.com)

nordic-games(from names969.com)

Nordic Games总经理Klemens Kruezer告诉媒体,对于一些行业元老和玩家来说,Nordic Games能够成为THQ作品拍卖的竞标者着实令人意外,因为在此之前鲜有人听闻Nordic Games的名号,当时甚至有不少媒体就直接以“Nordic Games究竟是什么来头?”这种问句为新闻标题。

Nordic Games认为THQ品牌知名度高于自己的公司,所以决定接管THQ的所有社交媒体资产(包括THQ的Twitter和Facebook页面)。Kruezer承认Nordic是一个小团队,外界对THQ的IP认知度更高,如果他们为某项目发布了一些新消息,用户的首条评论基本上与《Darksiders 3》有关。(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)One in five apps opened just once before being deleted

By Nial Tobal

New figures released by Localytics show one in five apps across Android and iOS are opened only once.

At 20 percent of all recorded installs, they nevertheless represent a 2 percent decrease on 2013 figures, 6 percent down from 2010, and are a boon to developers who are seeing increased rates of user engagement with their apps.

While the figures are encouraging, the study shows games and sports apps fare particularly badly, at 22 and 23 percent abandonment, respectively.

Engagement

Localytics points to stiff competition in these areas and a corresponding emphasis on first impressions as core factors in the greater-than-average rates.

Stand-alone games and fitness software tend not feed to into a wider ecosystem or external platform, meaning that if users aren’t sufficiently and immediately engaged there is a strong risk of them not returning after the initial use.

This is borne out in figures showing Social Networking apps have far lower degree of abandonment, coming in at only 11 percent, with weather-tracking apps having the greatest retention of all surveyed categories, at only 9 percent abandonment.

Android gains from variety

Drilling down, the figures show Android has stolen a march on Apple’s iOS, with only 16 percent of Android apps listing as single-use, compared to 23 percent on iOS.

In terms of longer-term user engagement, the 2014 figures show 39 percent of apps across both platforms register 11 or more uses. Again, Android leads iOS in platform-specific charts, boasting 45 percent while iOS has barely changed on last year’s figures, where both platforms came in at 34 percent.

According to Localytics, one reason behind the higher iOS rates is app-overload in terms of pre-installed and competing applications. It also suggests that the wider variety of screen sizes and form factors running Android contributes to a more natural environment for games and news content, encouraging retention and engagement.(source:pocketgamer

2)The 32 World Cup countries have 734M gamers & will spend $55B on games in 2014

John Koetsier

Check out all of GamesBeat’s Electronic Entertainment Expo 2014 coverage here.

World Cup fever is upon us, and the beautiful game will soon be played out on screens all over the globe. But while 736 soccer players will hit the pitch in Brazil, 734 million play console games at home.

Collectively, these 734 million gamers will spend $55 billion on games this year.

Newzoo, which recently published a global games market report, ranked the participating World Cup countries according to how much gamers spend. Let’s put it this way: U.S. soccer fans would be ecstatic if the results of the actual competition mirrored global gamer finances.

Top nations include:

No. 1 U.S.: $20.4 billion

No. 3 Japan: $12.2 billion

No. 4 Germany: $3.5 billion

No. 5 Korea: $3.4 billion

Of course, the No. 2 nation is China, with a billion-plus people, almost 200 million gamers, and expected game revenues of $17.9 billion in 2014. China, however, only recently lifted its ban on home gaming consoles — which host the popular FIFA and Pro Evolution Soccer franchises.

Interestingly, according to Newzoo, most players of EA’s FIFA on consoles choose Brazil’s powerhouse team, with Germany and England coming in second and third. Top opponents for Brazil are Germany and Argentina.

And the U.S.?

While the United States ranks as an up-and-coming soccer nation, gamers appear to favor playing the traditional South American and European countries.(source:venturebeat

3)By the end of this year 1 in 4 people around the world will own a smartphone (study)

Harrison Weber

How can you leverage mobile to increase profitability for your company? Find out at MobileBeat, VentureBeat’s 7th annual event on the future of mobile, on July 8-9 in San Francisco. Register now and save $200!

As many as 1.76 billion people will own and use a smartphone by the end of 2014, according to the latest study by marketing research firm eMarketer.

Those 1.76 billion people make up approximately 25 percent of the total world population, and also represent a 25% jump in growth when compared to 2013 smartphone adoption stats, eMarketer claims.

According to eMarketer, however, these stats do not reflect the individual adoption rates of many countries. “Consumers in the Asia-Pacific region,” eMarketer says, “will account for more than half of all global smartphone users this year.”

[We'll be exploring how companies can grow their mobile business at MobileBeat 2014 in San Francisco on July 8-9. Grab your tickets now!]

emarketer

Mirroring its predictions from January, eMarketer states that by 2017 more than 33 percent of people will use smartphones globally — a modest prediction when compared to an eariler study by Ericsson, which estimates that global smartphone penetration will reach 60% in 2019.

More, from eMarketer:

By 2015, we estimate that 15 countries worldwide will have seen more than half their populations adopt smartphones. The embrace of mobile technology among nearly 500 million people in these countries will have wide-ranging influence on media usage, ecommerce and marketing.

eMarketer’s statements are, however, forward-looking estimates and should not be interpreted as cold facts. In addition, some eMarketer studies have been debunked. The above prediction, however, is certainly plausible, as it’s backed by smartphone uptake trends in developing markets, according to firms like Pew Research. For comparison, Business Insider reported that one in every five people own a smartphone late 2013.(source:venturebeat

4)As Zynga continues to struggle, CEO Don Mattrick earns $57.8M

By Mike Rose

Newsbrief: Zynga’s shares have fallen by more than 21 percent in the last six months, although it wouldn’t appear that the social game company’s executives are feeling the strain too much.

As part of an annual shareholder meeting this week, and as reported by CNBC, Zynga CEO Don Mattrick earned a total of $57.8 million at Zynga this year.

Mattrick admitted earlier this month that the company has lost its way and missed out on even the most obvious opportunities. Now he’s attempting to steer it toward being a mobile-first competitor with the upstarts that have, of late, been trouncing it in the market.(source:gamasutra

5)Disney: Infinity will be a billion-dollar franchise

By Mike Rose

Newsbrief: Disney’s video game business has seen a swing to profits in the last year thanks to the launch of Disney Infinity — and the company believes that franchise will soon be a $1 billion asset.

Disney Infinity originally launched last August, and as of last month had global sales of $550 million. Now Disney Interactive president Jimmy Pitaro has told Reuters, “We will be a billion-dollar franchise.”

The franchise is expected to hit $1 billion in sales following the launch of Disney Infinity 2.0: Marvel Super Heroes. Of course, it’ll be a while before Infinity catches up with Skylanders.(source:gamasutra

6)Nordic Games has bought the rights to use the THQ name

By Mike Rose

Nordic Games has told Polygon that it has acquired the THQ trademark, allowing the company to publish games under the THQ brand.

Publisher THQ was cut up and sold off last year following bankruptcy, and Nordic Games picked up multiple assets from the company, including the Darksiders, Red Faction and MX vs ATV franchises.

Now Nordic Games says that it has also bought the rights to use the THQ name, and that the company plans to potentially publish future games in these franchises using the THQ name.

“It was kind of surprise to some industry veterans and players that we were the winner of the auction of the THQ titles,” Nordic Games GM Klemens Kruezer told Polygon. “The challenging fact is nobody has ever heard about Nordic Games before [the THQ auction]. There were so many articles with the headlines ‘Who the fuck is Nordic Games?’ We said, okay they were right.”

This is the reasoning behind utilizing the THQ name — the company believes THQ is a better known brand than its own. Nordic also has access to all of THQ’s social media assets, including the company’s Twitter and Facebook pages.

“We are small team,” Kruezer added. “The expectations from outside regarding the IPs of THQ are really high. We see it everyday on our Facebook sites. If we post something new to a project the first comments are, ‘Oh, nice. But what about Darksiders 3?’”(source:gamasutra


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