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MobileDevelopment版 - 每日观察:关注开发者的用户获取方式调查(6.27)
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话题: mobile话题: crytek话题: user话题: game
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1 (共1页)
z*******n
发帖数: 1034
1
http://gamerboom.com/archives/84469
发布时间:2014-06-27 11:30:31 Tags:CPI,Crytek,Supernauts,用户获取方法
1)据gamasutra报道,移动顾问Adam S.Gutterman日前发布推文指出,他发现苹果App
Store推出了一个新版块“最新游戏更新”,支持用户根据3项标准来寻找活跃更新内容
的游戏,以帮助解决应用商店曝光度不足的问题。
best new game updates(from gamasutra)
best new game updates(from gamasutra)
2)据Venturebeat针对230名开发者(覆盖9000款应用和将近4亿月活跃用户)的调查报
告显示,最不受开发者欢迎的用户获取方法往往却最具盈利性。而最受其青睐的方法却
最不可能带来高质量的用户。
mobile-devices(from cryptlife.com)
mobile-devices(from cryptlife.com)
报告指出,每安装成本(CPI)是手机开发者最喜欢的用户获取广告模式,有52%开发者
首先选择这一方法,其比例甚至是排名第二的用户获取方法的两倍以上。这可能是与其
简便性和安全性有关:如果每获取成本低于用户终身价值,开发者就会采取行动。
但通过这种CPI方法获取的用户往往价值极低,超过三分之二用户的终身价值(LTV)不
足10美元,几乎每6名用户中就有一者的LTV为0。
而其他三种用户获取方法却能够以较低成本获取质量更高的用户,例如CPL(cost-per-
lead)就能够产生每年创收超过75美元的高质量“鲸鱼用户”,尽管开发者对其使用率
比其他方法低10倍左右。
尽管Facebook目前是对手机开发者用户获取营销活动贡献最大的公司,但谷歌和
YouTube才是这些开发者最欢迎的用户获取合作伙伴。
在Venturebeat调查的75家用户获取营销公司中,NativeX、Fiksu、Chartboost、
Flurry以及最近被收购的AdColony表现不相上下并且超越了其他竞争者,它们所收获的
反馈数据堪比YouTube和Twitter。
3)据gamasutra报道,任天堂最近在日本京都总部附近新成立了一个产品开发中心,以
便管理层更密切地参与硬件和软件开发项目。
报道称这个产品开发大楼成本约190亿日元(1.863亿美元),将专注制造次世代设备的
新硬件和软件。
4)据Eurogamer报道,Crytek公司在英国匿名知情人日前透露,公司自2011年以来就已
经无法按时为所有员工发出工资,导致团队士气低落,已有30多名员工离职。
Crytek(from videogamer)
Crytek(from videogamer)
除此之外,报道还指出Crytek最近还驳斥了德国杂志Gamestar关于该公司濒临破产的说
法。Kotaku跟进的报道也声称,Crytek因失去与微软合作开发Xbox One游戏《Ryse》续
作的协议而导致无法为员工支付薪水,有知情者透露,Crytek禁止员工在电子邮件讨论
发薪问题,有一名前Crytek员工也向Kotaku证实了这些说法和传闻。
5)据gamasutra报道,世嘉公司在本月初向投资者表示,公司免费手机RPG《Chain
Chronicles》自去年7月份在iOS和Android平台发布以来的9个月中,其销售额已超过73
亿日元(约7200万美元),并计划在本财年发布30款新免费游戏。
chain-chronicle(from senpaigamer)
chain-chronicle(from senpaigamer)
这些新游戏中将至少有两款《Chain Chronicle》续作,并将面向PS Vita平台开发免费
版本的《Chain Chronicle V》。
6)据venturebeat报道,芬兰工作室Grand Cru日前终于发布其备受关注的3D手机游戏
《Supernauts》,并声称这是“史上最富雄心的iPhone、iPad和iPod Touch游戏”。观
察者称从其预告视频来看,这一点的确不可否认,但其游戏玩法究竟能否持续吸引玩家
则有待时间考证。
supernauts(from pocketgamer)
supernauts(from pocketgamer)
Grand Cru由包括Markus Pasula在内的8名手机游戏行业先锋组建,曾融资超过1600万
美元,目前有35名员工;据Pasula所称,他们历时2年完善这款游戏在iPad平台上的玩
法体验,并确信其人性化的用户界面有利于人们享受这种在3D环境中创造世界的乐趣。
(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)Apple gives a boost to iOS devs with ‘Best New Game Updates’
By Christian Nutt
Developers have long complained that the iOS App Store doesn’t offer enough
avenues for players to find games. Today, Apple has added a new discovery
tool to its App Store with “Best New Game Updates” — which should help
players connect with games that are actively being worked on.
The update first came to Gamasutra’s attention thanks to this tweet by
mobile consultant Adam S. Gutterman. You can see a shot taken from the live
App Store of the new section below, which allows users to sort the updates
according to three criteria.
Discoverability has been a primary concern for mobile developers for years
— and platform-holders have been slow to make changes to their store
environments in response. Earlier this month, at its annual WWDC conference,
Apple announced that further discoverability features are slated to come
with this fall’s iOS 8 release.
For its part, Google’s Greg Hartnell told Gamasutra yesterday that its
Google Play Games service and SDK — which works on both iOS and Android —
is tailored to increasing player engagement and game discoverability. (
source:gamasutra)
2)Study: 9K apps and 397M users show cost-per-install is the worst mobile
user acquisition method
John Koetsier
Above: A full third of developers get cheated when trying to acquire users
And it gets even more unfortunate, as most developers are doing it wrong.
In a 230-developer study that covers over 9,000 apps and almost 400 million
monthly active users, VentureBeat has learned that developers’ least-
favorite user-acquisition method is often the most financially successful.
In addition, the most-favored is also the least likely to bring in the best
high-quality users.
And while Facebook and Google are the undisputed king and queen of user
acquisition, five other companies tower above the dozens of other user-
acquisition competitors.
Get the full VB Mobile User Acquisition study on VB Insight
The app marketer’s challenge is clear: With 98 percent of revenue coming
from freemium apps, finding the right users is critical to whether an app
lives or dies. Entice users who pay for premium upgrades or in-app purchases
and you’ll live.
Fail and you’ll die.
Making the whole game more complex is untrustworthy user acquisition
companies — a full third of developers in our study report getting cheated
when working with one of these firms.
According to the app and game makers we surveyed, cost-per-install is the
mobile developer’s runaway favorite advertising mode for user acquisition.
Above: The mostly commonly used user-acquisition methods.
In fact, 52 percent of developers choose CPI first, more than double the
number of the next-leading method. That’s probably due to its sheer
simplicity: If the cost-per-acquisition is lower than your user lifetime
value, you pull the trigger. For the same reason, it’s also very safe …
you know exactly what your costs are going to be, and if they fit within
your app’s economics, nothing can go wrong.
(Theoretically, of course — assuming you’re right about your customer
lifetime value.)
The problem is that most of the users you acquire via CPI are astonishingly
low-value. Over two-thirds of the users you acquire via CPI have sub-$10 LTV
, and almost one in six have profitability-dooming LTV of precisely zero.
Above: 70% of developers use social media to acquire users
Three other user-aquisition methodologies, regardless of user acquisition
company or partner, generate better users at a lower price, including cost-
per-lead (CPL), which generates just as many high-value “whales” who spend
more than $75/year in your app despite being used by 10 times less
frequently.
While Facebook is by far the biggest contributor to mobile developers’ user
acquisition campaigns, Google plus YouTube actually beats Facebook for
first place as the most-preferred user acquisition partner.
In the crowded user acquisition marketplace, however, where we counted
easily 75 competitors, five companies stood head-and-shoulders above the
rest. In fact, NativeX, Fiksu, Chartboost, Flurry, and the recently acquired
AdColony all tower above their competition, with cumulative response
numbers comparable to YouTube and Twitter.(source:venturebeat)
3) New Nintendo development center opens in Kyoto
By Mike Rose
Nintendo has opened a new product development building in Kyoto near its
headquarters, as management looks to interact more closely with hardware and
software developments.
As reported by Kyoto NP, and as translated by Nintendo Everything, this new
building cost around 19 billion yen ($186.3 million), and will focus on
produce new hardware and software for the next-generation.
“We’ll be interacting more deeply with hardware development, but we’ll
also be able to develop integrated software,” noted Nintendo president
Satoru Iwata. (source:gamasutra)
4) Report: Crytek losing staff and failing to meet payroll
By Alex Wawro
A pair of reports published this week by Eurogamer and Kotaku suggest that
CryEngine developer Crytek may be having trouble paying all of its employees
, losing some of them in the process.
According to Eurogamer, anonymous sources within Crytek UK claim the company
has failed to consistently meet payroll for all employees, leading to low
morale and the departure of more than 30 staff members since 2011.
The report is a follow-up to Crytek’s recent statement refuting German
magazine Gamestar’s accusation that the company is on the verge of
bankruptcy.
Kotaku’s Jason Schreier has also been following the story for some time,
and published a report today claiming that Crytek has had trouble paying all
of its employees after losing a deal with Microsoft to develop a sequel to
the studio’s Xbox One launch game Ryse. According to a number of Schreier’
s sources, Crytek employees have been expressly forbidden from discussing
salary issues over email.
“It upsets me greatly that Crytek continues to deny these allegations,”
reads one email from an anonymous former Crytek employee cited by Kotaku. “
They are all true!”
Gamasutra has reached out to Crytek for comment, and we’ll update this
story with any meaningful new information.
If you or someone you know has been affected by this situation, you can
email Gamasutra to tell your story confidentially. (source:gamasutra)
5)Sega reaped over $72M in sales from one F2P mobile game last year
By Alex Wawro
Newsbrief: Last month we reported that Sega parent company Sega Sammy
Holdings was focusing its business on free-to-play mobile games, and now we
know why: that’s where the company is making a sizable chunk of its money.
According to a strategic planning presentation disclosed to investors
earlier this month, Sega’s free-to-play mobile RPG Chain Chronicles reaped
over 7.3 billion yen (~$72 million USD) in sales for the company across iOS
and Android in the nine months following its launch last July.
That’s remarkable financial performance for a mobile game, and it helps
explain why the company is planning to launch 30 new free-to-play titles in
the current fiscal year.
At least two of those will be Chain Chronicle games, as the company plans to
capitalize on game’s success by releasing a sequel on mobile and
developing the free-to-play PlayStation Vita game Chain Chronicle V based on
the original mobile hit.(source:gamasutra)
6)Grand Cru finally launches social world-builder Supernauts — bills it as
‘most ambitious iPhone, iPad, and iPod Touch game of all time’
Dean Takahashi
More than two years in the making, Supernauts has launched on iOS today as a
new entry in the world-building genre that Minecraft pioneered.
The Helsinki, Finland-based Grand Cru development house has attracted a lot
of attention and funding for the cartoon-like 3D title, which the company
bills as the “most ambitious iPhone, iPad, and iPod Touch game of all time.
” And looking at the trailers, you can’t really argue with that. Now the
big question is whether the gameplay is fun enough to keep players coming
back to the free-to-play game.
If the game succeeds, it will be one more example of how Finland is home to
the premier mobile game hubs of the smartphone and tablet era. Other prime
example’s of Helsinki’s success include Rovio, the maker of Angry Birds,
and Supercell, which created Hay Day and Clash of Clans (one of the biggest
money-making mobile games of all time). Apple is featuring Supernauts on the
Apple iTunes App Store today.
Supernauts is set in a cartoon world of the future where the polar ice caps
have melted and the player has to build a new habitat for humans on
asteroids in space. You build use touchscreen controls to build 3D objects
and characters. And while you are doing it, other players can join in,
helping you create items in the same 3D space. The worlds are limited in
size and scope, based on the size of the asteroid. But you can build on
multiple asteroids. There are already more than 50 missions where players
can rescue humans on Earth.
“Grand Cru is a game studio focused on developing groundbreaking mobile
games of the finest quality and we’re aiming to revolutionize social gaming
with Supernauts,” said Markus Pasula, the CEO of Grand Cru. “Created for
a broad audience, the game is truly social and provides players with
multiple ways to share their creations and experiences. We want to take real
-time social interactions in mobile gaming in to another level.”
In the progression trailer below, you can see how quickly players can build
amazing worlds in a relatively short time. In one to two days, you can have
your own little village in space. And within weeks, you can have a unique
custom world that reflects your own creativity. Players can create themed
worlds in worldwide contests. Players can also set up teams to compete
against other teams in tournaments.
“We have spent over two years perfecting the gameplay experience for the
iPad, and we are certain that with our intuitive user interface everyone
will be able to join the fun of creating awesome worlds in 3D,” Pasula said.
Eight pioneers of mobile gaming, including Pasula, founded Grand Cru in 2011
. The company has raised more than $16 million to date from Idinvest
Partners, Qualcomm Ventures, Nokia Growth Partners, Signia Venture Partners
and Lifeline Ventures. Grand Cru has 35 employees.(source:venturebeat)
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相关话题的讨论汇总
话题: mobile话题: crytek话题: user话题: game