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MobileDevelopment版 - 每日观察:关注手机应用领域投资与并购情况(4.30)
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Investors plowed more than $32 billion into mobile tech companies in 2014add app purchases to their mobile bill
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每日观察:关注手机应用被抛弃率等消息(6.16)‘Social discovery’ is not about making friends. It’s about sex, narcissism, & gossip
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每日观察:关注手机用户平均每天开启应用次数(4.23)App Store目前在全球应用市场所占收益为63%,超过Google Play所占的37%。
Report shows in-app purchases to be most lucrativeHere’s why Amazon has become a major player in games (interview)
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话题: games话题: percent话题: mobile话题: pc话题: xbox
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z*******n
发帖数: 1034
1
1)投资银行Digi-Capital第一季度手机应用调查结果预测,2017年手机应用年收益将
达700亿美元,游戏收益仍然占据主要部分,但非游戏应用收益比例则将从原来的26%上
升至2017年时的51%,其2013至2017的复合年增长率达61.3%。
在过去四年中,手机应用使用率增长5倍,2013年在媒体消费量中占比将近20%。从2009
至2013年,手机应用复合年增长率为50%。
Mobile-App(from imacland.com)
Mobile-App(from imacland.com)
与此同时,手机应用投资自2013年第一季度以来双倍增长,2013年投资额达100亿美元。
2013年手机应用合并与收购成交额为350亿美元(不包括Facebook斥资160亿美元收购
WhatsApp)。在2014年第一季度,手机应用并购成交额为70亿美元,同比上年双倍增长。
含IAP功能的免费应用所占收益超过90%,但并非所有应用类型均是如此。IAP在游戏应
用中最具盈利性,此类游戏所占下载量达40%,收益占比为70%。但非游戏应用下载量虽
然占比60%,收益却仅占比26%。
2)娱乐软件协会(ESA)最近报告指出,59%美国人是游戏玩家,平均每户美国家庭拥有
至少两名游戏玩家。
这些游戏玩家平均年龄为31岁,事实上年龄在36岁以上的玩家数量还超过了18-35岁群
体,以及不足18岁的玩家群体。这些玩家中的男性占比为52%。从2012至2013年,年龄
在50岁以上的女性玩家数量则增长了32%。
american-gothic-farmville(from games.com)
american-gothic-farmville(from games.com)
平均每户美国家庭拥有至少一台专用主机设备,PC或智能手机,但69%家庭使用主机玩
游戏,用智能手机玩游戏的比例为53%。但与2012年相比,玩家在智能手机上体验游戏
的行为同比增长了22%。
玩家最青睐的游戏类型仍然是动作和射击游戏。ESA发现这些玩家所接触的动作类游戏
占比31.9%,射击类游戏占比20%。
玩家在休闲和社交游戏中的投入时间最多,这两类游戏占比30%(其中以免费手机游戏
为主),比2012年增长了55%。益智、问答、纸牌游戏占比28%,而动作、体能、战略和
角色扮演游戏则合计占比24%。
美国用户在游戏(包括硬件、软件和配件)中的总投入为215.3亿美元;2013年玩家在
数字游戏(包括下载、订阅和微交易)上的投入首次超过实体零售游戏,数字游戏在所
有软件收益中占比高达53%。
3)据Venturebeat报道,DFC Intelligence分析师David Cole在最近采访中表示,付费
AAA游戏在PC平台仍然极具盈利性,而像《坦克世界》、《英雄联盟》和《Dota 2》这
类免费模式的游戏也在不断发展,2013年有地、10款网络PC游戏的微交易销售额超过1
亿美元。其中之一是《魔兽世界》,这类PC游戏在亚洲利润甚高,中国PC游戏市场产值
就达到了87亿美元。
4)据Re/code报道,有消息称微软计划在今年9月与百视通(上海文广新闻传媒集团旗
下子公司)合作向中国推出Xbox One。
video(from gamasutra)
video(from gamasutra)
微软Xbox的官方YouTube帐号所发布的视频显示,微软Xbox首席营销和战略官Yusuf
Medhi指出,“我们首次将Xbox One及其全套游戏和娱乐系统推向中国……”,并表示
计划向该平台推出西方与中国市场版本的游戏。
5)据gamasutra报道,Zynga联合创始人Eric Schiermeyer在最近采访中分享了自己成
立的新工作室Luminary及其首款游戏《Greedy Goblins》的相关详情。
greedy_goblins(from freeslotsplanet)
greedy_goblins(from freeslotsplanet)
Schiermeyer于2011年离开Zynga,并于去年在旧金山成立Luminary,这家7人工作室现
在准备发布首款手机游戏《Greedy Goblins》。(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)Mobile apps could hit $70B in revenues by 2017
Dean Takahashi
What’s next in mobile? 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 $400!
Mobile apps are on a path to reach $70 billion in annual revenue by 2017.
And while games drive the majority of app revenue now, they won’t stay on
top of the heap much longer.
Digi-Capital, an investment bank for mobile apps and games, said in its
first quarter mobile apps study that non-game apps could double their
percentage share of total app revenue from 26 percent to 51 percent by 2017,
thanks to a 61.3-percent compound annual growth rate from 2013 to 2017.
“Everyone knows that mobile apps are hot, and that games have taken the
lion’s share of revenue so far,” said Tim Merel, managing director at Digi
-Capital in London. “We think the balance is going to change, with other
app categories using new approaches to win. We’re already seeing SaaS-like
App as a Service models emerging, and we can’t wait to see what happens
next.”
Mobile usage has grown five times in four years to approximately 20 percent
of media consumption last year. From 2009 to 2013, the compound annual
growth rate for mobile apps was 50 percent.
Meanwhile, mobile app investment is gathering steam. It has doubled across
categories since the third quarter of 2013, with $10 billion invested in the
last 12 months.
VentureBeat recently asked mobile developers how to best monetize their
games.
Mobile app mergers and acquisitions accounted for a record $35 billion in
the last 12 months, not including Facebook’s $16 billion acquisition of
WhatsApp. In the first quarter of 2014, mobile app M&A was $7 billion, or
twice the number from a year ago. The acquisitions are split between
strategies aimed at growth, consolidation, and defensive moves.
Mobile app public and private valuations have also varied significantly
across categories, with some app types valued much higher than others
relative to their economic performance. For investors and acquirers, it
appears that not all apps are created equal, Merel said.
Free apps with in-app purchases account for more than 90 percent of revenue,
but that’s not the case in all app categories. In-app purchases have
worked most effectively for monetizing games, accounting for 40 percent of
downloads and 74 percent of revenues. But in-app purchases are less
effective outside of games, accounting for 60 percent of downloads and only
26 percent of revenue for non-game apps.
The new development is the adoption of the “app-as-a-service” model, which
is similar to the software-as-a-service model in other industries.
“The apps market is also creating billion dollar companies at what looks
like an accelerating pace globally, and we expect to see as many Asian as
Western companies delivering outsize returns for entrepreneurs and investors
,” Merel said.(source:venturebeat)
2)Gaming advocacy group: The average gamer is 31, and most play on a
console
Jeffrey Grubb
Gamers are getting older, and more of them are women than ever before.
Industry advocacy group the Entertainment Software Association, which
operates the Electronic Entertainment Expo tradeshow and lobbies on behalf
of publishers and developers, revealed a number of facts and figures about
the gaming industry today. The report finds that 59 percent of Americans
play games and that the average household in the U.S. has at least two
gamers.
“People of all ages play video games,” Gains Through Gaming Lab co-
director Jason Allaire said in regard to the report. “There is no longer a
‘stereotypical game player,’ but instead a game player could be your
grandparent, your boss, or even your professor.”
The ESA’s report reflects that sentiment throughout.
The average age of someone who plays games is 31 years old. In fact, more
gamers are over the age of 36 than between the ages of 18 to 35 or under the
age of 18. They are also mostly men, but by a slimming margin. Men make up
52 percent. From 2012 to 2013, the number of women gamers over the age of 50
grew by 32 percent.
When it comes to how they play, most are still using a console. The average
U.S. home owns at least one dedicated console, PC, or smartphone, but 68
percent of those that do use the console for gaming. That’s compared to 53
percent for smartphones.
Despite that disparity, smartphone gaming is up 22 percent year-over-year
compared to 2012.
Gamers are still buying more action games and shooters than anything else.
The ESA finds that action makes up 31.9 percent while the gun-heavy titles
make up another 20 percent. The rest of the pie chart splits between sports,
role-playing, and a variety of other genres.
Of course, those are for premium-priced games that are for sale online or
through retail. In terms of what people are playing the most, casual and
social games take the top spot at 30 percent. That genre, which specializes
in free-to-play mobile games, is up 55 percent from 2012. Puzzle, trivia,
and card games make up another 28 percent. Clumped together below that is
action, sports, strategy, and role-playing at 24 percent.
The ESA also reports that the total spending on games in the U.S. was $21.53
billion. That includes software, hardware, and accessories.
Finally, for the first time ever, digital spending on gaming outpaced
physical retails sales in 2013. Digital games, which includes full downloads
as well subscriptions and microtransactions, made up 53 percent of software
revenue.(source:venturebeat)
3)League of Legends, World of Tanks help PC spending surpass console gaming
worldwide, proclaims analyst
Jeffrey Grubb
League of Legends made a couple hundred million dollars last year. That is
just one of a number of games that one analyst claims are leading the
resurgence of the PC as the dominant gaming platform in terms of spending.
The growth of free-to-play games on PC as well as the continued success of
digital platforms like Steam have pushed PC spending beyond consoles
worldwide, according to industry analyst David Cole of DFC Intelligence. In
an interview with PCR, Cole explained that while premium-priced triple-A
games continue to make quite a bit of money on PC, free-to-play releases
like World of Tanks, League of Legends, and Dota 2 are still growing to new
heights. In 2013, 10 online PC games made more than $100 million in
microtransaction sales. One of those was World of Warcraft, which made that
money on top of the millions it generates from subscriptions. Those kinds of
PC games are especially lucrative in Asia. The Chinese PC gaming market
generated $8.7 billion on its own.(source:venturebeat)
4)Microsoft will launch Xbox One in China in September
By Christian Nutt
Today, Re/code broke the news that Microsoft plans to launch the Xbox One in
China this September. According to its report, the company will be
partnering with Shanghai-based BesTV to launch the console — as expected.
Though the news came in the form of a rumor, it quickly seemed to be
confirmed in the form of a video posted to Microsoft’s official Xbox
YouTube account.
That video has since been made private, but Gamasutra was able to watch it
and transcribe key quotes before it became unavailable.
In the video, Yusuf Medhi, Microsoft’s chief marketing and strategy officer
for Xbox, said, “For the first time ever, Xbox One is coming to China with
a full games and entertainment system.” Things don’t get plainer than
that.
Medhi continued, outlining plans to release both Western and original,
Chinese market-focused titles for the platform: “Here at Microsoft we have
been on a mission to build the very best gaming and entertainment
experiences for gamers everywhere, and in China there are over half a
billion gamers, so the opportunity to create global and locally created
content to delight millions and millions of gaming families everywhere is
something that we’re really passionate about.”
BesTV is a subsidiary of the Shanghai Media Group, and SMG senior VP Zhang
Dazhong appears in the video, too. “Why did we choose Microsoft as our
business partner? Because Microsoft has created the most amazing family
friendly entertainment product in the world. Xbox One,” Zhang said. “We
believe that this product will achieve great success in China and our long-
term partnership with Microsoft, in my view, is an absolute must. Let’s go
Xbox! China’s door is open for you.”
“Xbox One is going to offer an amazing array of experiences for gamers in
China. Everything from games to entertainment experiences, fitness and
education opportunities,” Medhi said.
Zhang, in the now-removed video
This news comes after the Chinese government recently released the standards
that would allow game consoles — banned since 2000 — to go on sale in the
country. This was a necessary step in allowing companies, both foreign and
domestic, to enter the Chinese market.(source:gamasutra)
5)Zynga expat launches Luminary, a small-scale mobile game studio
By Alex Wawro
Zynga co-founder Eric Schiermeyer shared details on his new studio Luminary
and its first game, Greedy Goblins, in an interview published today by
VentureBeat.
Schiermeyer left Zynga in 2011, but while he was there he reportedly gained
a reputation as the analytics advocate, pushing for games to be designed
with an eye towards maximizing player growth and game monetization.
Last summer he started up Luminary in San Francisco with a handful of other
game industry veterans, and now the 7-person studio is preparing to release
its first mobile game: Greedy Goblins, a competitive “finite runner” that
allows players to spend in-game currency or real money to buy resources.
“This is my answer to what I was experiencing over there [at Zynga],”
Schiermeyer told VentureBeat while explaining why he’s launched a small-
scale mobile studio after spending time at Zynga.
“Our founders have experienced many types of startups and established
companies. We’ve learned a lot from those experiences, and this company is
an answer.”(source:gamasutra)
l********n
发帖数: 364
2
每家两个游戏玩家 太狠了吧
1 (共1页)
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相关主题
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Investors plowed more than $32 billion into mobile tech companies in 2014add app purchases to their mobile bill
每日观察:关注中美韩玩家发现游戏的渠道(4.24)[other news]Iran: Post on Facebook, get 20 years in prison
每日观察:关注手机应用被抛弃率等消息(6.16)‘Social discovery’ is not about making friends. It’s about sex, narcissism, & gossip
苹果的App Store的推荐每日观察:关注亚马逊Fire智能手机等消息(6.19)
相关话题的讨论汇总
话题: games话题: percent话题: mobile话题: pc话题: xbox