PopCap Games Monetize “Better Than You’d Think” on Facebook. As part of its move toward an initial public offering possibly before the end of 2011, PopCap Games is making some of its revenue information public, including the tidbit that Facebook revenues generated a significant portion of its $100 million 2010 revenue. PopCap Games chief executive David Roberts declined to give specific numbers during a joint interview with Inside Social Games and Inside Mobile Apps, but his press presentation broke down the company’s 2010 revenues to 38% PC download, 34% mobile and 14% online. Roberts said “most” of that 14% came from Facebook, which could mean the the company made around $10 million on Facebook last year.
According to our traffic tracking service, AppData, the company has about 16.7 million monthly active users and 4.2 million daily active users as of today. This makes it the #7 game developer in terms of MAU and the #3 in DAU with just two games — Bejeweled Blitz and Zuma Blitz – available on Facebook. Emerging Top-Grossing iOS Apps: RPGs, Social Games, Physics Puzzles & More. Several top paid applications from yesterday are making a second appearance this week within the top grossing iOS app charts. Additionally, many top companies have made appearances with Electronic Arts, Gameloft, and PopCap Games being among them. New Titles Within Top Grossing iPhone Apps List SPY mouse — The new #1 top grossing iPhone application is the newly released — August 25th — game, SPY mouse. Its development is credited to international games company Electronic Arts, but is made by the EA-acquired Australian studio of Firemint.
The game is a path drawing title in which players control a James Bond’esque mouse and its attempt to steal cheese. Global War — Another older game, Global War, is rising and sits at #19. NFL Fantasy Cheat Sheet 2011 — The #25 application falls into the sports category. Lockify – Customize Your Lock Screen! Contre Jour — One more of this week’s top paid apps appears today with Contre Jour at #39 (#7 on iPad). New Titles Within Top Grossing iPad Apps List.
Amazon’s Kindle Tablet Is Very Real. I’ve Seen It, Played With It. It’s called simply the “Amazon Kindle”. But it’s not like any Kindle you’ve seen before. It displays content in full color. It has a 7-inch capacitive touch screen. And it runs Android. Rumors of Amazon making a full-fledged tablet device have persisted for a while. How do I know all of this? First of all, before every commenter asks, no, sadly, I don’t have any pictures to share. So here’s what I know and what I saw: Again, the device is a 7-inch tablet with a capacitive touch screen. Earlier this week, reports suggested that a 7-inch Amazon tablet could be released in October, with a larger, 10-inch version to follow next year. Originally, Amazon had planned to launch a 7-inch and a 10-inch tablet at the same time. So how much will the 7-inch Kindle cost? Yes, Amazon has been able to trim the cost of the device to half of the entry-level iPad.
And this is where things get really interesting. The interface is all Amazon and Kindle. Google’s Android Market is nowhere to be found. Seo acquisition. Apple snags 50% of handset industry profits ahead of first 100M iPhone year [Archive] Apple snags 50% of handset industry profits ahead of first 100M iPhone year In less than four years, Apple went from not making a dime on handset sales to commanding approximately half of the industry's profits, and is now poised to set the bar even higher by shipping 100 million iPhones over a 12-month span, financial experts say.
Although smartphones running Google's Android OS continue to gain share of total smartphone units sold, when it comes to profits, Apple remains the undisputed king, raking in roughy 50% of the entire handset industry's net earnings during the first quarter of 2011, according to Canaccord Genuity analyst T. Key takeaway: Food for thought. How Many iPhones Have Been Sold Worldwide? Apple-crazy China will become biggest iPhone market.
By Jonny Evans Get set for an Apple [AAPL] revenue revolution in China, as the country goes insane for the company's solutions while COO Tim Cook tours the place to seal the iPhone 5 on China Mobile deal. Where iPhone goes, iPads and Macs follow, and this is the beginnings of a new growth story. [ABOVE: Not relevant to this story, this is the iPad-created animated video for new song, 'Undivided' from the band, Blush. Released this month.] China Apple crazy Look at the evidence. Look at the passion. Don't misunderstand me. [This story is from Computerworld's Apple Holic blog. China already accounts for around 10 percent of Apple's revenues, and this is growing insanely fast. Speaking during Apple's Q2 financial call, Cook said: "Greater China saw iPhone sales being up over 3x, about 200 -- almost 250%.
China will be Apple's biggest market [ABOVE: From Distimo. The move to sell the iPhone 5 via China Mobile, the world's largest network, will massively increase the company's smartphone sales. IMS Research - Electronics market research & consultancy. The mobile application development market will hit $100 billion by 2015. If you thought mobile apps were popular now, just wait. The news is out and the predictions say that mobile apps are going to be bigger than other common markets in the future. The yearly growth for the android app store is remarkable.
The growth for the apple iTunes store, the place for iPhone and iPad apps is also a model of skyrocketing growth. In 2009, Apple had more than 25,000 apps in their store. Last month Apple had 100,000 apps in their store just for the iPad alone. That is just for one segment of the mobile app realm. The reason? Since apps are a huge segment of making a smartphone usable, the project development revenue is going to be accelerating.
The top dog at the moment is Apple and their iOS system with its “walled garden” approach to marketing. InShare0. Global mobile statistics 2011: all quality mobile marketing research, mobile Web stats, subscribers, ad revenue, usage, trends… The mobiThinking compendium of mobile statistics and research The stats, all the stats and nothing but the stats… In the past three years, we have gone from a smattering of mobile statistics to an abundance of useful information. But there's still a long way to go, there are still huge gaps in our knowledge, some countries enjoy a proliferation of data sources, while others have little or none; and the quality of statistics varies incredibly. As telecoms regulators and industry associations start to collect and share meaningful data, things will only get better.
An unfortunate side effect of the media’s recent surge of enthusiasm for mobile in the past year is a tendency to highlight data of dubious quality (often when better is available), and/or widespread misunderstanding, misreporting and failure to qualify figures they have cherry-picked. This isn't just misleading and confusing, it's damaging. Finding your way around the mobile stats compendium: Section B: Mobile Web; 3G Don’t miss: Rapid Growth Ahead for Mobile Game Ad Spending. Hit games offered free with ad support, and the rise of platforms like the iAd, are helping boost spending on mobile game advertisements around the world as mobile becomes a key channel for casual gaming. According to Juniper Research, marketers spent $87 million worldwide advertising on mobile games last year. By 2015, the amount will be 10 times greater, at nearly $900 million. Ads make up only a small portion of total mobile gaming revenues; end-user revenues from paid downloads account for the bulk of dollars in the market.
Juniper expects that ad spending will grow more quickly than revenues from users, but that in 2015 user payments will still total 10 times the amount of mobile game ad spending. eMarketer projects similar shifts in the US mobile gaming market, with ad spending rising from $55.5 million in 2010 to $185.9 million in 2014, when it will make up a larger proportion of total mobile gaming revenues—but still be dwarfed by paid revenues.
IDC Predicts 183 Billion Mobile App Downloads By 2015, Rise Of In-App Purchasing. Research firm IDC forecasts the number of annual mobile app downloads to increase from 10.7 billion in 2010 to nearly 183 billion by 2015, notably more than the 44 billion mobile app downloads by 2016 forecasted by its competitor ABI Research. IDC says the bigger story behind the numbers is an impending shift away from the current reliance upon mobile app download purchases as the primary focus of app monetization. Rather, IDC says, developers will focus increasingly on in-app purchasing and advertising to fund business models, a shift that the firm says is most evident in the free app category. Last January, in its January 20111 Appcelerator/IDC 1Q11 Mobile App Developer Survey Report, IDC posited that developers were increasingly planning to incorporate in-app purchasing, mobile advertising, and mobile commerce in their mobile applications.
For your further reading pleasure: Users Will Download 44 Billion Mobile Apps By 2016 (April 2011) Mobile App Market to Triple by 2015. By MarketingCharts staff VAS Accounts for Majority of Mobile App Revenues Mobile application revenues consist of ad spend, value-added services (VAS, including “freemium” and subscription), and pay-per-download (PPD).
Currently VAS produces about half of global mobile app revenues, with PPD accounting for slightly less and ad spend representing the remaining tiny fraction. During the next five years, VAS, PPD and ad spend will continue contributing to total global mobile application revenues in that descending order. However, the amount of revenues VAS produces will roughly quadruple, while PPD revenues will remain essentially flat and ad spend revenues will also roughly quadruple. In addition, only 50% of the applications downloaded from the App Store have been games, helping drive growth of other types of applications with the remaining 2 billion downloads. U.S. Mobile Game Revenues Expected to Double in 2011 - Tricia Duryee - Commerce. U.S. mobile game revenue has started accelerating, fueled by new game publishers coming into the space and the ability to make more than 99 cents per download through the rise of the free-to-play business model.
A report by SNL Kagan said it expects U.S. mobile game revenues to top $1.53 billion this year, which is nearly double revenues in 2010. At that amount, the mobile industry will make up about 7.7 percent of the $20 billion U.S. games market. Looking further out, SNL Kagan anticipates mobile game revenues to top $7.81 billion in the next decade. The author, John Fletcher, identified this year’s fourth quarter as a key turning point as consumers download new apps after receiving a smartphone as a gift during the holiday season.
During the final three months of the year, he expects U.S. mobile game publishers to generate more than $439.4 million, up 62 percent from $271.7 million in the prior-year period. Here’s a list of the Top 10 based on estimated fourth-quarter revenues: 1. Says Spending on Gaming to Exceed $74 Billion in 2011. Egham, UK, July 5, 2011 View All Press Releases Gaming Software Spending Dominates but Online Gaming Growing Fastest Over the Next Five Years The gaming ecosystem is undergoing major technology and business model transitions that will last beyond 2015. Gartner, Inc. estimates that worldwide spending on the gaming ecosystem* will exceed $74 billion in 2011, up 10.4 percent from 2010 spending of $67 billion. By 2015, spending will reach $112 billion.
Overall, Gartner estimates that the gaming software component will represent $44.7 billion in 2011, and it will continue to dominate the overall gaming market in the next five years as it absorbs almost two-thirds of consumers’ gaming budgets. “This large market size means that many consumers embrace gaming as a core piece of their entertainment budget and will continue to play as long as game publishers deliver compelling and fun games,” said Fabrizio Biscotti, research director at Gartner. Source: Gartner (June 2011) Notes for editors: Contacts.
Mobile as a trillion-dollar industry? Check this… « Consultant Value Added. Amazing article taken from “Communities dominate brands” where you’ll find, as they say, “All the Numbers, All the Facts on Mobile the Trillion-Dollar Industry”, aka mobile, and why is Google suggesting to put the best people on mobile. Those of you working in the industry will enjoy and learn from it. Yes, Google (outgoing) CEO Eric Schmidt had been saying ‘Mobile First’ but his latest version of his ‘Mobile mobile mobile’ mantra, that he shares with all partners and companies interested in mobile is: “Put your best people on mobile.” Why? Because Mobile today is by a wide margin, the fastest-growing giant industry on the planet. Because all major digital technologies are headed to mobile – telecoms, computers, the internet, etc – and all major media are headed to mobile – music, gaming, news, television, advertising – and even money, from coins to banking to credit cards, is headed to a phone near you.
This is definitely the “industry of the decade” and we have only begun. High Score: Research Shows Mobile Gaming Revenues to Pass $16 Billion by 2016. Gartner: Gaming spending to total $74 billion this year | Games. Worldwide spending on electronic gaming products will total $74 billion this year, and be driven in the coming years by fast growth in mobile and online games, Gartner said in research released on Tuesday. Total gaming spending this year will grow by 10.4 percent compared to the previous year, when spending on gaming products was $67 billion. A bulk of the gaming expenditure this year will be to tied to consoles, which will total $44.7 billion on software, and $17.8 billion on hardware, Gartner said. But in the future, online gaming could take over a larger share of overall spending as social networks and new gaming models take shape, Gartner said. Many online games are currently provided on a subscription basis, but could be provided for free, with developers earning money through in-game advertising and sale of value-added services or virtual goods.
Mobile games are the most downloaded applications in app stores, Nguyen said. Mobile OS Penetration : Global vs North America | Online Marketing Trends. Total U.S. Game Spending to Top $24 Billion for 2010. Total U.S. consumer videogame spending is expected to reach nearly $25 billion for 2010, according to a report by market research company Newzoo (via Gamasutra). This year's $24.7 billion estimate takes into account sales across all platforms, including microtransactions from DLC, MMOs, and social networks. For whatever reason, the only major segment of the market that's being ignored here is hardware sales. Newzoo's report indicates that overall spending dropped 2 percent compared to last year's numbers. At least part of that decline would appear to be due to weaker sales of console games, which slowed to $10.6 billion in 2010. That's about 29 percent less than 2009's total.
Boxed copies of PC and Mac titles saw a similar plunge in sales, falling 19 percent year-over-year to $2.1 billion. In fact, despite the slight drop in overall spending, 2010 has been a year for tremendous growth in a lot of market segments. Mobile Gaming Revenues set to Skyrocket — TheTelecomBlog.com. The State of Mobile Apps. Mobile App Stores to Register Purchases Worth of $6.2 Billion in 2010.
[Newzoo] Total Consumer Spend 2010 is $24.7bn – Total US wallet down “only” 2% year-on-year | Korea Game Watch. iPhone Gains Gaming Market Revenue Share — Apple News, Tips and Reviews. Americans spent over $15 billion on video games in 2010. Global mobile statistics 2011: all quality mobile marketing research, mobile Web stats, subscribers, ad revenue, usage, trends… TechCauldron: Survey: Total mobile app downloads near 7.9B in 2010.
Why China could rule the new age of games. Yankee Group. Infographic Explores The Social Evolution Of Gaming. Play Before Work: Games Most Popular Mobile App Category in US. Matt MacInnis And Inkling Are Reinventing Textbooks For Tablets. Fad Or Future? Booktrack Adds Music, Sound Effects To E-Books; Peter Thiel Invests. Cerebral Mastication » Blog Archive » The O’Reilly Safari Books Online app broke my heart. List of best-selling books. App Store Metrics Show You How Many Apps Are Released Every Day. Atomic Antelope (atomicantelope) Deals and Discovery at App Shopper - All Recent New Apps for iOS. Leadership Training Article | A Bite of the Apple | MeetTheBoss.tv. Amazon Digital Svcs. It’s no fiction: Amazon Kindle eBook sales and the impact on booksellers.
Your Kindle has been eaten by a Grue. Apps & games. Why mobile app success is more than just download numbers. iOS App Store Booming: Per-Device Downloads and Average Sales Price Increasing. The average iPhone app sells 25,000 units. Apple's App Store economics: Average paid app sale price goes for $1.44. Www.readwriteweb.com/mobile/2010/12/in-app-revenue-growth-forecast-up-600-percent-in-2011.php. Report: Apple remains king of app-store market | Apple. Apple projected to ship 130M iOS devices in 2014 as Android hits 259M - AppleInsider. Apple iOS Platform Outreaches Android by 59 Percent in U.S. When Accounting for Mobile Phones, Tablets and Other Connected Media Devices.
Analyst Predicts Amazon Tablet Sales Figures | eWEEK Europe UK. Analyst Predicts Kindle Will Be 10% Of Amazon Sales In 2012 - eBookNewser. 5 Best iPhone Apps for Reading E-Books. Predicted iPad Sales For 2011: Over 30 million Units. Shop for Books in Science Fiction & Fantasy - Lulu.com. Shop for Books - Lulu.com. New crowdfunded publishing project signs up major names. Welcome to Fund it :: Crowd Fund Creativity. Kindle Direct Publishing: Self-publish to Amazon's Kindle Store. Self-publishing a book: 25 things you need to know | Fully Equipped. Casual Connect Seattle.
June, 2011 | The Flurry Blog - Mobile Application Analytics | iPhone Analytics | Android Analytics. Measure or Die: Analytics and F2P Mobile Game Design | Jeferson VALADARES. The Flurry Blog - Mobile Application Analytics | iPhone Analytics | Android Analytics. Dungeons and Dragons and iPad. Worldweaver. Forum - Deathtrap Dungeon Released for Kindle. Choose Your Own Adventure: Seduce a Suicide Girl App. Choose Your Own Adventure: The Case Of The Patent Application. 'Choose Your Own Adventure' Gets An iMakeover.
More Choose Your Own Adventure On iPhone -- Courtesy Of Kindle. Choose Your Own Adventure: Return to Atlantis App for the iPhone and iPod Touch. Customer Reviews: Inheritance. Deathtrap Dungeon: Worldweaver. Choice Of Games Releases Interactive Fiction Apps For Kindle. About Us - Choice of Games. Our Games Archive - Choice of Games. Understanding Publishing (Changing Times Part 2) Publishing. Top Independent Book Distributors. List of the Largest Publishers. The Top Ten Publishers in America. Wikifiction. Collaborative Fiction: Writing and Gaming Online. Escaping Reality Creative Writing RPG. Collaborative fiction. About StoryMash. Illuminated manuscript. Nora Roberts. 5 amazing iPad e-books for kids | iPad Atlas. 10 Great Game Blogs : Gaming : Entertainment.
Want to choose your own adventure? There's a books app for that. Average number of games sold every second of every day of 2007. Free to play: a successful industry or an evil blight on gaming. The online games market was worth $15 billion in 2009, and will grow to $20 billion in 2010.