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每日观察:关注Everyplay发布的移动游戏消费数据10.15

发布时间:2014-10-15 14:40:39 Tags:,

1,据gamasutra的引述Everyplay消息称三分之二的游戏收益来自于10%的玩家,其中消费最顶级的1%贡献了29%。

everyplay(from gamasutra.com)

everyplay(from gamasutra.com)

2,据pocketgamer的消息称芬兰顶级游戏厂商Supercell将效仿Rovio进行游戏外的商业化活动。

clash of clans characters(from pocketgamer.biz)

clash of clans characters(from pocketgamer.biz)

3,据insidesocialgames的消息称SpinPunch Games向Facebook平台推出了Battlefront Mars。一款特征不够明显的偏策略游戏。(本文由游戏邦编译,转载请注明来源,或咨询微信zhengjintiao)

Battlefront Mars(from insidesocialgames.com)

Battlefront Mars(from insidesocialgames.com)

1,Two-thirds of mobile game revenue is being generated by 10 percent of mobile game players, according to results of a mobile game market survey published today (relevant graph embedded below) by mobile video-sharing firm Everyplay.

What’s more, the top 1 percent of spenders — survey respondents who spend more than $50/month on mobile games, $108/month on average — account for roughly 29 percent of all mobile game revenue. By contrast, the average survey respondent spent $4.58 per month on mobile games.

The survey was conducted using over 3,000 subjects and offers further evidence that so-called “whales” — disproportionately large spenders — are supporting large portions of the mobile game market with their buying habits, influencing the development of mobile games in the process. The ethics of free-to-play game design remain a point of contention in the industry.

It’s also interesting to note that the people Everyplay surveyed most commonly found new games to play based on word of mouth from friends and family, rather than app store charts, media outlets or broadcast personalities. Even when you restrict the recommendation sources to online-only, the majority of those surveyed were introduced to new mobile games via invites from Facebook friends. (source:gamasutra

2,A job listing at Clash of Clans developer Supercell has revealed the firm is looking to create a world class line of merchandise for its fans.

The Finnish outfit hopes that an ongoing licensing and merchandising strategy will help deepen its brand experience.

Supercell looks eager to tap into a market that has helped mobile companies like Rovio fly high, and, while it’ll be difficult to replicate that success, the company’s “unwavering commitment to quality” will help it reach the next level.

Of course, Supercell will also be looking to avoid the market saturation that appears to have occured with Angry Birds; although this is an attitude our Finnsider disagrees with.

Whole new world

According to a Supercell statment, the developer is only interested in hiring someone who has the vision to look beyond the digital world.

“Supercell makes games loved by tens of millions of players, who enjoy more than the games. They love Supercell’s characters & worlds, and want to enjoy them outside of the games themselves,” read a company statement.(source:pocketgamer.biz

3,In SpinPunch Games’ Battlefront Mars, players are led into the middle of an interplanetary war on Facebook, as the discovery of water on Mars triggers hyper-colonization of the planet. Refugees have fled Earth looking for a better life, and players can give it to them by creating a base on the Red Planet and defending it from pirates and invaders. Battlefront Mars offers base-building combat gameplay, as users balance the use of resources as they complete
quests and grow their army.

Gameplay in Battlefront Mars focuses on the collection and use of iron and water. Users build harvesters to gather water and iron continually over time, and these resources are used to accomplish most tasks within the game. This includes everything from recruiting new military units to upgrading and building additional structures on the base.

Players can build an academy to unlock advanced military units, generators to supply the base with more power (a secondary kind of resource), storage buildings to hold more water and iron, defensive structures like turrets and cannons, and so on. Many of these items are limited, so players can’t build an unlimited supply of water harvesters, for instance.

Users can collect additional resources via their Logistics Dispatch center, which allows users to complete timed missions for varying amounts of resources. Users can initiate a dispatch to receive 250 units of water in five minutes, for instance. If players wait 30 minutes, that increases to 1,500 water, and so on. The list of available missions refreshes every few hours, and players can choose to receive notifications when missions longer than four hours in length finish.(source:insidesocialgames.com


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