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每日观察:关注移动游戏中儿童板块年产值19亿美元8.19

发布时间:2015-08-19 09:56:35 Tags:,

1,据venturebeat的消息称SuperData Research报告现实2015年儿童游戏的产值将达到19亿美元,这个在整体的移动游戏产业中占比7.8%。

其中美国市场的情况会更高一些,达到4.17亿美元,占比也提升到9.3%。

SuperData-kids-head(from venturebeat.com)

SuperData-kids-head(from venturebeat.com)

2,据venturebeat的消息, Rovio宣称他们的职责是:制作让用户信任和喜爱的产品,让粉丝(玩他们旗下游戏的人)能够体验愉悦。

choose-your-bird(from venturebeat.com)

choose-your-bird(from venturebeat.com)

3,据pocket gamer的消息称Clint Hocking目前已经从Amazon Game Studios离职。

更早以前,Clint Hocking的工作履历包括Valve、LucasArts和Ubisoft。

clint-hocking(from pocketgamer.biz)

clint-hocking(from pocketgamer.biz)

4,据pocket gamer的消息称ZeptoLab首席执行官Misha Lyalin提到了King of Thieves的制作情况,特别提到了他们遴选了120个创意,才有1个最终制作成发行版的游戏。(本文由游戏邦编译,转载请注明来源,或咨询微信zhengjintiao)

King of Thieves(from venturebeat.com)

King of Thieves(from venturebeat.com)

1,Parents are dropping a serious amount of cash to keep their kids’ tablets and smartphones filled with games.

Spending on games for children makes up 7.8 percent of the worldwide mobile gaming market, according to industry intelligence firm SuperData Research. That’s $1.9 billion spent on apps like Minecraft: Pocket Edition, Crossy Road, and Animal Jam. But that money is not necessarily coming from the same kinds of free-to-play games that dominate in other sectors. Instead, premium-priced games with upfront costs make up a respectable ratio of the total revenue.

Developers that want to capture some of that spending, which is a significant chunk of the total $30B mobile-gaming ecosystem (as market research firm Newzoo estimates — although SuperData estimates put it closer to $25B), should know that spending on younger kids is a bit different from other kinds of players.

If you’ve seen kids in public recently, the level of spending on mobile games probably doesn’t surprise you. Many young people are always carrying an iPhone, iPad, or Android gadget with them wherever they go. This is especially true in the United States, where spending on kids’ mobile games actually makes up 9.3 percent of all mobile gaming revenue.(source:venturebeat.com

2,No one at Rovio was willing to share what the specifics parameters are for determining worthwhile Angry Birds partners or profit avenues, so it doesn’t seem likely that we’ll see their checklist for how to properly make a green pig parade float. Lambeek did mention that maintaining the central essence, what players have come to expect and respect, of the player-trusted brand is the chief priority for Rovio.

“Pleasing our fans and developing a brand that people love and trust is our core priority,” wrote Lambeek. “[A]nd we will not venture into any area where that core will be compromised.”

Vague as that is, I choose to believe that his statement refers to a warehouse full of forbidden Angry Birds butterfly knives and actual bird-flinging catapults that will never be. We can still hold out for Kiss Meets Angry Birds, though.(source:venturebeat.com

3,Having joined the firm alongside Portal designer Kim Swift in 2014 , Clint Hocking has now left Seattle-based Amazon Game Studios.

Hocking was brought on as a Senior Designer, following previous high profile roles as a Designer at Valve and as Creative Director for both LucasArts and Ubisoft.

Switching up

Hocking and Swift joined when the gaming capabilities of the Amazon Fire TV system were being pushed, but its potential as a gaming device hasn’t been fulfilled.

Indeed, in June, the news of the studio hiring for a PC game project suggested Amazon is taking a new approach to game development.

Motivations behind Hocking’s departure, and indeed future employment for the designer, is still unknown.(source:pocketgamer.biz

4,At Pocket Gamer Connects Bangalore 2015, ZeptoLab’s CEO Misha Lyalin took to the stage to deliver a keynote speech about the development of its latest game King of Thieves.

The development process started with 120 ideas, 50 of which became prototypes. Five games from those prototypes were eventually soft-launched, and only one became a full release.

Into the hands of players

Lyalin recommends soft launching “as soon as is humanly possible.”

“If a game has something in it, people will play it,” he commented.

Finally, Lyalin said developers need to work with the players and gaming communities after launch, and aiming for an update each month to keep the game fresh.(source:pocketgamer.biz

 


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