1) The document discusses analytics data from the app stores, showing growth in downloads and revenues, with games making up 30-35% of downloads and over 60% of revenues.
2) It provides various analytics on top earning apps and categories, with the number 1 app in the US generating over 114,000 daily downloads in January 2013 and the top 3 grossing apps generating $8.3 million in revenues.
3) The document emphasizes that focusing on in-app purchases and user engagement can lead to more sustainable long-term revenues than one-time app purchases.
Мобильная игровая сеть BoosterMedia подготовила познавательный отчет об экосистеме HTML5-игр. В презентации и инфографике подробно рассматривается разработка, инструменты, дистрибуция, способы монетизации, истории успехов и тренды 2013 года на рынке мобильных игр на базе HTML5.
This document discusses the success of the mobile game Clash of Clans, created by the game company Supercell. It outlines Supercell's founding in 2010 with a small team of gaming veterans, and their focus on free-to-play, tablet-first social games. The rest of the document details the development process for Clash of Clans, from concept to launch, including pre-production, production, soft launch, and ongoing updates. It identifies four key factors for the game's success: compact interdisciplinary teams, empowering team members, playing the game yourself, and interacting with players.
Монетизация игр и приложений на рынках Кореи и ЯпонииLeonid Bogolubov
The document provides contact information for an advertising company called Metaps, including their email for sales inquiries and URLs for their website and social media profiles. It invites the reader to contact them regarding Android advertising and monetization needs and says they will provide comprehensive marketing consultation.
1) The document discusses analytics data from the app stores, showing growth in downloads and revenues, with games making up 30-35% of downloads and over 60% of revenues.
2) It provides various analytics on top earning apps and categories, with the number 1 app in the US generating over 114,000 daily downloads in January 2013 and the top 3 grossing apps generating $8.3 million in revenues.
3) The document emphasizes that focusing on in-app purchases and user engagement can lead to more sustainable long-term revenues than one-time app purchases.
Мобильная игровая сеть BoosterMedia подготовила познавательный отчет об экосистеме HTML5-игр. В презентации и инфографике подробно рассматривается разработка, инструменты, дистрибуция, способы монетизации, истории успехов и тренды 2013 года на рынке мобильных игр на базе HTML5.
This document discusses the success of the mobile game Clash of Clans, created by the game company Supercell. It outlines Supercell's founding in 2010 with a small team of gaming veterans, and their focus on free-to-play, tablet-first social games. The rest of the document details the development process for Clash of Clans, from concept to launch, including pre-production, production, soft launch, and ongoing updates. It identifies four key factors for the game's success: compact interdisciplinary teams, empowering team members, playing the game yourself, and interacting with players.
Монетизация игр и приложений на рынках Кореи и ЯпонииLeonid Bogolubov
The document provides contact information for an advertising company called Metaps, including their email for sales inquiries and URLs for their website and social media profiles. It invites the reader to contact them regarding Android advertising and monetization needs and says they will provide comprehensive marketing consultation.
The document summarizes mobile app usage trends from 2008-2012 based on data from Flurry Analytics. Key points include:
- Worldwide in-app events have grown exponentially from 100 billion in 2008 to over 1 trillion in 2012.
- The US, China, UK, Japan, and South Korea have the most active iOS and Android devices. Emerging markets like China and Vietnam have seen the fastest growth over the last year.
- Time spent on mobile apps now exceeds time spent on the web and is approaching TV viewing levels in the US.
- Gaming dominates app usage but social, media, and shopping apps are growing rapidly. Disruption is occurring across many industries like retail, media, and travel
Flurry: миллиардная аудитория – насколько большим может быть рынок мобильных ...Leonid Bogolubov
This document discusses the growth of the mobile games market and analyzes usage trends across smartphones, tablets, and platforms. Some key points:
- The mobile games market is growing rapidly, surpassing 1 billion users next year, and apps are disrupting industries globally. Tablet usage is more concentrated during primetime and older users.
- The top successful game types are endless pass time, social RPGs, and "gamer's games" featuring high-end graphics. Flurry Services help developers increase engagement, acquire users, and maximize monetization.
- Tablet usage is longer per session but less frequent than smartphones. Entertainment dominates tablet time spent versus a mix of categories on smartphones.
Qualcomm: дифференциация мобильных приложений с помощью ПО и технологийLeonid Bogolubov
This document discusses Qualcomm's software tools that can help developers differentiate their mobile apps. It outlines tools like Vuforia for augmented reality, AllJoyn for peer-to-peer connectivity between devices, and Snapdragon SDK for advanced image processing, audio/video, and graphics. The document promotes Qualcomm's tools for creating immersive experiences across gaming, advertising, education and more. It directs developers to Qualcomm's website for resources to accelerate development of next-generation mobile content.
The document summarizes mobile app usage trends from 2008-2012 based on data from Flurry Analytics. Key points include:
- Worldwide in-app events have grown exponentially from 100 billion in 2008 to over 1 trillion in 2012.
- The US, China, UK, Japan, and South Korea have the most active iOS and Android devices. Emerging markets like China and Vietnam have seen the fastest growth over the last year.
- Time spent on mobile apps now exceeds time spent on the web and is approaching TV viewing levels in the US.
- Gaming dominates app usage but social, media, and shopping apps are growing rapidly. Disruption is occurring across many industries like retail, media, and travel
Flurry: миллиардная аудитория – насколько большим может быть рынок мобильных ...Leonid Bogolubov
This document discusses the growth of the mobile games market and analyzes usage trends across smartphones, tablets, and platforms. Some key points:
- The mobile games market is growing rapidly, surpassing 1 billion users next year, and apps are disrupting industries globally. Tablet usage is more concentrated during primetime and older users.
- The top successful game types are endless pass time, social RPGs, and "gamer's games" featuring high-end graphics. Flurry Services help developers increase engagement, acquire users, and maximize monetization.
- Tablet usage is longer per session but less frequent than smartphones. Entertainment dominates tablet time spent versus a mix of categories on smartphones.
Qualcomm: дифференциация мобильных приложений с помощью ПО и технологийLeonid Bogolubov
This document discusses Qualcomm's software tools that can help developers differentiate their mobile apps. It outlines tools like Vuforia for augmented reality, AllJoyn for peer-to-peer connectivity between devices, and Snapdragon SDK for advanced image processing, audio/video, and graphics. The document promotes Qualcomm's tools for creating immersive experiences across gaming, advertising, education and more. It directs developers to Qualcomm's website for resources to accelerate development of next-generation mobile content.