然而手机广告支出的增长对游戏行业是一个错失的机会。原因之一是,还没有人完全明白该怎么做好手机游戏广告。横幅广告很俗气。而成功的广告需要很多开发工作——例如在电子艺界(Electronic Arts)开发的游戏“真实赛车3”中,那款虚拟雷克萨斯(Lexus)汽车。有些公司,例如腾讯(Tencent),完全放弃了广告。但就现状而言,手机游戏没有游戏机那么有利可图。根据市场研究公司Interpret的数据,每个手机游戏用户产生的平均收入,仅为游戏机用户的十分之一。
True, some gaming groups do mobile better than others. At Electronic Arts, mobile accounts for a fifth of revenues after 30 per cent growth last year. At Activision Blizzard, by contrast, mobile provides just 6 per cent of sales (excluding distribution), and mobile revenues have fallen by half from the same period last year.
没错,有些游戏公司做得比较出色。在电子艺界,手机游戏收入去年增长30%之后,如今占总收入的五分之一。相比之下,动视暴雪(Activision Blizzard)的手机只占销售的6%(不含分销),而且手机收入同比下降了一半。
But there is a long way to go for the industry as a whole. The prize will be valuable for whoever cracks the code first: Android users spend 37 minutes a day playing mobile games on average, says Flurry. That figure rises to more than 45 minutes daily in the US and Germany. There’s more money here than in just buying extra lives.
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