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每日观察:关注东南亚Google Play游戏市场规模(4.15)

1)调研公司App Annie最新报告指出,东南亚已经成为Google Play游戏下载量发展最迅速的市场(游戏邦注:其报告关注的是印度尼西亚、马来西亚、菲律宾、泰国和越南)。鉴于Android手机的庞大用户基础,Google Play在该地区应用下载量是苹果App Store的4倍。

App Annie称游戏是东南亚Google Play和App Store这两个平台排名最高的应用类型,其下载量同比上看增长45%。

google play(from game.chinanews.com)

google play(from game.chinanews.com)

但从盈利角度来看,该地区较为领先的仍是iOS平台,其收益在2014年是Google Play的1.3倍,唯有马来西亚例外(该国的Google Play收益超过iOS)。

在这一地区中,印尼市场表现最为显著,其Google Play下载量是App Store的9倍,该国整体下载量增长50%,是韩国(世界最大的市场之一)的3倍。越南市场增长率最高,同比去年增长95%。

该地区手机游戏收益增幅甚至越过了下载量增长率,几乎是去年的两倍。越南和马来西亚手机游戏收益最高,分别达150%和115%。但该地区5国手机游戏收益仅相当于韩国市场的25%左右,但韩国应用市场中有90%以上收益来自手机游戏,东南亚市场的这一比例仅接近50%。

2)App Annie报告显示,2015年第一季度中国iOS应用下载量已超越美国,去年发布的iPhone 6和iPhone 6 Plus是重要推动因素。

iOS-apps(from game.91.com)

iOS-apps(from game.91.com)

除此之外,中国市场的应用收益也在增长,但仍落后于美国和日本(分列第一和第二),中国iOS手机应用收益目前排名世界第三。

3)Pew Foundation最新报告显示,目前已有73%美国青少年持有智能手机,92%青少年每天上网,Facebook仍是13至17岁青少年首要选择的社交网络,其次是Instagram和Snapchat。

在非裔美国青少年中,有85%受访者称自己每天都要使用智能手机,34%声称自己“几乎一直上网”。

facebook(from waaaat.welovead)

facebook(from waaaat.welovead)

使用智能手机的白人和西班牙裔青少年比例为71%,但“几乎一直上网”的西班牙裔青少年比例为32%,白人青少年这一比例仅为19%。

该报告其他发现包括:

*52%青少年使用Instagram

*41%使用Snapchat

*33%使用Twitter

*33%使用Google+

*24%使用Vine

*14%使用Tumblr

4)美国娱乐软件协会(ESA)最新调查结果显示,美国电子游戏玩家已达1.55亿,每5个家庭中就有4者至少持有一部游戏设备。2014年用户在游戏产品上的投入总计达224.1亿美元。

family guy(from news.china)

family guy(from news.china)

ESA指出,42%美国人经常玩电子游戏(每周超过3小时),每个美国家庭都有2名游戏玩家。51%的美国家庭持有传统游戏主机。

PC仍是美国最为普遍的游戏设备,62%游戏玩家经常使用PC玩游戏。使用专用主机玩游戏的玩家比例为56%,使用智能手机的比例为35%。而使用PS Vita及任天堂3DS等专用手持设备的比例仅为21%。

调查显示一般游戏玩家是年龄为35岁的男性,并且玩游戏的时间已达13年。而最常玩游戏的女性用户平均年龄则是43岁,不低于18岁的女性玩家所占比例超过了年龄未超18岁的男孩。

ESA还指出39%最为活跃的玩家主要体验社交游戏,但动作和谜题游戏也很受欢迎。2014年前20大畅销游戏包括动视的《使命召唤:高级战争》(第1名)以及EA的《疯狂橄榄球》(第2名),新兴的多人游戏《命运》则超越Rockstar的《侠盗猎车手5》名列第三。

56%最为活跃的玩家体验在线多人游戏,其中54%受访者称他们每周至少玩一款多人游戏。

5)据GamesBeat报道,DeNA因其北美运营项目而裁减了大量员工,但其发言人拒绝透露具体裁员数量及受到影响的DeNA工作室名称,也拒绝外界将此事与最近同任天堂建立合作关系一事相关联。(本文由游戏邦编译,转载请注明来源,或咨询微信zhengjintiao)

1)Google Play dominates downloads in Southeast Asia, beating App Store by 4-to-1 ratio

Google Play saw four times as many downloads as the iOS App Store in Southeast Asia’s key markets in 2014.

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Southeast Asia’s fastest-growing mobile markets prefer Google’s platform for game downloads.

Research firm App Annie says Android’s platform has a huge lead over Apple’s in Southeast Asia, with Google Play beating the App Store in downloads four times over thanks to the larger install base of Android phones there. The firm says that Games is the highest-ranking app category in Southeast Asia across both platforms, and that the category is showing explosive growth, jumping up 45 percent year-over-year. Its latest report, which focuses on Indonesia, Malaysia, Philippines, Thailand, and Vietnam, says that the region could be the next frontier in a mobile game market that could hit $30 billion this year, according to research firm NewZoo.

But iOS holds the lead when it comes to monetization, showing that it brought in 1.3 times as much as Google for the five markets in 2014. Of the five, Malaysia was the only country where Google Play’s revenues came out on top.

While downloads averaged four times higher numbers over the App Store, the largest difference was in Indonesia, where Google Play saw nine times the downloads. Total downloads for the region are up 50 percent and are three times of those of South Korea, one of the world’s largest markets. App Annie’s report says that Indonesia’s downloads alone were approximately 90 percent of South Korea’s in December 2014. Vietnam had the highest growth rate, increasing 95 percent over last year. The report credits increasing smartphone penetration in the region, saying that this opened up affordable, accessible gaming for these new mobile users. Android’s significant lead for downloads in Southeast Asia comes from advantages in distribution and pricing in the region, says App Annie.

Revenues are up for mobile gaming, showing even more growth than downloads for the region, nearly doubling last year’s numbers. App Annie says that Vietnam and Malaysia showed the highest growth rates at 150 percent and 115 percent, respectively. But revenues still need some time to grow, it seems. Despite the rapid increase of downloads in the region, the revenue generated in the five emerging Southeast Asian countries barely exceeded 25 percent of South Korea’s game revenue. And while mobile gaming counted for over 90 percent of South Korea’s total app store revenues, Southeast Asian markets showed closer to 50 percent in the same period.(source:venturebeat

2)China now downloads more iOS apps than the United States

Jeff Grubb

Gaming execs: Join 180 select leaders from King, Glu, Rovio, Unity, Facebook, and more at GamesBeat Summit. This is an invite-only event so apply now. Ticket prices increase on April 10th!
It was only a matter of time before the Earth’s most populous nation was also its biggest consumer of apps.

China finally surpassed the United States it terms of the number of iOS apps downloaded in the first quarter of 2015, according to the latest report from industry-tracking firm App Annie. This is likely due to the launch of the iPhone 6 and iPhone 6 Plus in the region late last year. Chinese consumers have long shown a preference for smartphones with larger screens, and the iPhone 6 is the first time Apple has had something comparable to the large Android handsets. This will continue to give Apple a chance to capture the majority of the world’s potential $30 billion mobile gaming market in 2015, which makes up a huge chunk of the company’s App Store revenue.

“In Q4 2014, shipments of smartphones with screen sizes between 5 and 7 inches constituted roughly 60 percent of total smartphone shipments in China as compared to roughly 40 percent worldwide and in the United States,” reads App Annie’s report. “Thanks to this, the iPhone’s share of the smartphone installed base crossed 7 percent in 2014.”

China has 1.36 billion people, and its economy is enabling more of its residents to adopt smartphones every day. It’s a mammoth market that has the power to sway the entire industry.

“China’s ascendance was primarily driven by downloads of games and photo/video apps,” continues the App Annie report. “Pitu, published by Internet giant Tencent, became one of China’s most popular photo apps in Q1 2015 thanks to its easy to use beauty, make-­up, and cosplay filters. Photo sharing apps like IN and Fotoplace also performed well in the quarter.”

VB Insight vice president of research John Koetsier argues that while this was inevitable, it’s still shocking.

“With almost four and a half times the U.S. population, China is simply huge,” said Koetsier. “In addition, the quickly-growing Chinese middle class is looking for status symbols, which shiny i-Devices deliver.

“The real challenge now is two-fold: for foreign developers — that’s us — to make apps that appeal to Chinese consumers and for the monetization market to mature in concert with the device and download numbers.”

China is also growing in terms of revenue, but it still lags behind the United States in this category. That makes sense as Apple has only recently entered this market while it has operated in the U.S. for years and has collected American credit-card numbers for more than a decade through its iTunes store.

This makes China third overall in terms of iOS App Store revenue. It is also behind Japan, which App Annie has ranked as No. 2 (the U.S. and Japan often trade those top two spots). Clearly, Apple was smart to go through the bureaucratic mess to get into China, which is something that Google still hasn’t done with its Play app market.(source:venturebeat

3)Pew study: Most teens own smartphones, go online every day, and use Facebook

Chris O’Brien

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Teens have rushed to embrace the mobile revolution, with 73 percent now owning a smartphone and 92 percent going online every day, according to a new study by the Pew Foundation.

In its latest report on teens and technology, Pew also notes that Facebook is still the number one social networking option among ages 13 to 17, followed by Instagram and Snapchat.

Overall, the report paints a picture of a generation that has enthusiastically embraced the communications revolution.

Because Pew changed its survey methodology this year, the numbers contained in the report can’t be compared to historic trends. Still, there were a number of significant findings.

Not only do 73 percent of teenagers have a phone, 88 percent have access to one they use on a regular basis.

And the numbers, and usage, are even higher among African-American teenagers, with 85 percent reporting they have access to a smartphone and 34 percent claiming they go online “almost constantly.”

That compares to 71 percent of white and Hispanic teens who say they have access to a smartphone. And while 32 percent of Hispanic teens say they go online “almost constantly,” only 19 percent of white teens say the same.

Despite the debate about whether Facebook is losing teens, the Pew study indicated that for now, the social networking still remains supreme:

71 percent of teens 13 to 17 use Facebook

52 percent of teens use Instagram

41 percent use Snapchat

33 percent use Twitter

33 percent use Google +

24 percent use Vine

14 percent use Tumblr(source:venturebeat

4)155M Americans play video games, and 80% of households own a gaming device

Dale North

Want to master the CMO role? Join us for GrowthBeat Summit on June 1-2 in Boston, where we’ll discuss how to merge creativity with technology to drive growth. Space is limited and we’re limiting attendance to CMOs and top marketing execs. Request your personal invitation here!
We are a country of gamers.

New research from the Entertainment Software Association says that 155 million Americans play video games and that four-out-of-five households own a gaming device of some sort. Every year, the ESA compiles a report on the state of the game industry, sharing data on the audience and its growth, and this year’s report gives some new insights on the $22.41 billion dollar total in consumer spending on games in 2014.

This report,  2015 Essential Facts About the Computer and Video Game Industry, says that 42 percent of Americans play video games regularly (more than 3 hours a week), and that each U.S. household has two gamers. A traditional game console is in 51 percent of U.S. households.

The PC is the most popular gaming device in America, says the study, with 62 percent of the most frequent gamers using it to play. Dedicated consoles follow at 56 percent, and then smartphones at 35 percent. Dedicated handheld systems like the PlayStation Vita and Nintendo 3DS are the least popular, at 21 percent.

The report’s demographics research shows that the average gamer is 35 years old, is male, and has been playing for 13 years. The most frequent female game player is 43 on average, and women 18 years or older make up a greater portion of gamers than boys 18 or younger.

As for what these gamers play, the report says 39 percent of the most frequent players play social games, though action and puzzle games are nearly as popular. The list of the top 20 selling games of 2014 has plenty of familiar names, with Activision’s Call of Duty: Advanced Warfare and Electronic Arts’ Madden NFL 15 taking the two top spots. But multiplayer newcomer Destiny ranked at No. 3, above Rockstar’s Grand Theft Auto V.

Online multiplayer games continue to be popular in America: 56 percent of the most frequent gamers play with others, and 54 percent say that they play a multiplayer game at least weekly.(source:venturebeat


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