Archive

Archive for the ‘mobile gaming’ Category

Djuzz Music Catalogue

November 24, 2011 Leave a comment
By Allen Umali, Executive Producer, Djuzz

We launched free music downloads in early September and, since then, have seen more than 250,000 music downloads from Djuzz. If you are already a catalogue partner for Djuzz games, you can now, very easily, get a music catalogue for your site. 
Read more…

Advertisements

Djuzz Top 10 – September 2011

October 6, 2011 Leave a comment
There were 8.2 million game downloads from Djuzz by 3.6 million gamers. Among the Top 10 for September are:-

  1. Need For Speed Undercover  : New Entry (Try n Buy Version)
  2. Outlaw Racing 2011   : Unchanged
  3. Need For Speed Shift   : New Entry (Try n Buy Version)
  4. Need for Speed Shift : Down 3 places ( This ad supported version was replaced by the Try n Buy version)
  5. Crime City  : Up 32 places
  6. Airforce 2  : Up 4 places
  7. Harry Potter Half-Blood Prince   : New Entry
  8. Fight Night Round 4   : New Entry
  9. GI Joe  : New Entry
  10. Tom and Jerry – Mouse Maze   : Down 3 places


    More than 13,000 games were made available in September and many new titles like Wolverine and Monopoly Here and Now The World Edition quickly made it among the top fifty games this month. These are among the 4,000 new games added to our offering in the last 6 months. (We plan to release another 5,000 titles in the next couple of months). These remain much sought after by surfers as evidenced by their rankings at the end of September 2011. See how these rank among the Top 50 games in September.

    Categories: mobile gaming, report Tags:

    Djuzz is now Jammin’!

    September 20, 2011 Leave a comment
    By Allen Umali, Executive Producer, Djuzz

    Hi! My name is Allen, I’m the new executive producer of Djuzz, BuzzCity’s ad-supported mobile content portal and I have some exciting news: Djuzz now offers gamers more than just games. We have free music too!

    That’s right . . . just like the 13,000+ games and apps already on offer . . . MP3 files can now be downloaded by mobile users at absolutely no cost.

    But wait, you say, hasn’t free music been the death-pin of sites from Napster to TubeFire (a Japanese site that is currently being sued for enabling users to download YouTube videos)? What makes Djuzz so special?

    Well, a lot of things make us stand out ; ) but in this case, we are focusing on indie music, which makes Djuzz a win-win proposition for artists and consumers.
    Read more…

    Djuzz Top 10 – August 2011

    September 5, 2011 Leave a comment

    August saw a 33% increase in unique visitors to Djuzz which resulted in a total of 8,735,096 game downloads. This is an increase of 16% compared to last month. The Top 10 are:- 

    Djuzz Top 10 – August ’11
    Rank
    Developer
    Title
    Downloads
    Growth
    Remarks
    1
    EA Mobile
    Need for Speed Shift
    448,218
    13%
    Unchanged
    2
    Tequilam
    Outlaw Pacing 2011
    312,731
    19%
    Unchanged
    3
    EA Mobile
    The Sims 3 World Adventures
    269,872
    12%
    Unchanged
    4
    EA Mobile
    Command and Conquer: Red Alert Mobile
    249,290
    13%
    Unchanged
    5
    HOVR
    Underground Racer
    143,206
    17%
    Unchanged
    6
    Zapak Games
    Indo Pak Cricket
    129,645
    90%
    Up 11 places
    7
    Playfon
    Tom and Jerry – Mouse Maze
    115,860
    24%
    Unchanged
    8
    Playfon
    Ben10 Power of The Omnitrix
    106,634
    19%
    Up 1 place
    9
    Moffy games
    3d Street Racing
    105,092
    19%
    Up 1 place
    10
    Wintel
    Airforce 2
    102,142
    12%
    Down 2 places

    Read more…

    Categories: mobile gaming, report Tags:

    What’s The Shelf Life Of Mobile Games?

    August 16, 2011 Leave a comment

    In the last 7 months our ad network has doubled in size; possibly because there are more (new) surfers on the mobile internet and also because they (early adopters and newbies) are spending more time surfing. Their voracious appetite for content has improved the longevity of many game titles on Djuzz. We looked at the Top 100 games of the last six months to see how older content fared against the latest additions….

    1. By August 2011, the Top 100 games this year have had more than 34 million downloads.
    2. More than a quarter of these titles are from HOVR who has 26 games among the Top 100. These include Underground Racer, 4×4 Extreme Rally , Big Game Safari, Euro Football, and Battle Line Okinawa. Collectively these titles have been downloaded 7.5 million times in the last 7 months.
    3. Herocraft has 10 titles (including  Mr Revolver, Dragon & Dracula and Robo 2) which secured 2.5 million downloads.
    4. Youpark has secured 2.2. million downloads from 9 titles and
    5.  inLogic has 7 titles (including long-time favourite on Djuzz Fatal Fist, among others) that have been downloaded 1.2 million times.
    While popular wisdom among developers suggests that “celebrity” titles have a longer shelf life among games (2-3 months) we could not help noticing some evergreen favourites on Djuzz. Mr Revolver (by HeroCraft) traces its lifeline on Djuzz to Dec ‘09 and BomberXmen by Falcon Mobile also from Dec ’09 that tops off longevity with almost 2,000 downloads per day !

    While it may be too early to tell, we are keeping an eye on these trends to see how developers and brands can leverage rich content offering to develop sustainable distribution to mobile surfers. 

    Expect more on this in our Q4 Report !


    ps The shelf life of unbranded games is rumoured to be 2-3 weeks !

    Categories: mobile gaming, report

    Djuzz Top 10 – July 2011

    August 10, 2011 Leave a comment

    In July, more than 7.5 million games were downloaded from our games portal Djuzz.  The Top 10 were …


    #
    Title
    Downloads
    Remarks
    1
    Need for Speed Shift
           397,418
    Unchanged
    2
    Outlaw Racing  2011
           262,904
    Up 15 places
    3
    The Sims  World Adventures
           241,495
    Down 1 place
    4
    Command and Conquer: Red Alert Mobile
           219,763
    Down 1 place
    5
    Underground Racer
           122,069
    Unchanged
    6
    Cricket T20 Fever 3D Android
              97,796
    Unchanged
    7
    Tom and Jerry – Mouse Maze
              93,144
    Unchanged
    8
    Airforce  2
              91,521
    Up 8 places
    9
    Ben 10 Power of The Omnitrix
              89,297
    Unchanged
    10
    D Street Racing
              87,970
    Up 1 place


    New to the charts is Outlaw Racing 2011 which climbed 15 places to get to the 2nd position in July. The top climbers also included Airforce 2 which landed in 8th place having climbed 8 places.  Other big climbers in July were Ibibo Browser (up 2,870 places), Ultimate Mortal Kombat 3 (up 23 places) and EA Cricket 11 (up 45 places).

    By the end of July more than 12,000 games were hosted on Djuzz and distributed via 1600 catalogue partners.

    Click here to download the Top 50 Games on Djuzz.

    Categories: mobile gaming, report

    App Monetisation Secrets (Part IV)

    April 20, 2011 Leave a comment
    By Romulo “Je” Alipio, Executive Producer, Games

    Try & Buy, Virtual Goods, Mobile Ads, Mobile Rewards, Service Subscriptions, Upgrades & Updates, Cross-selling, Mix & Match . . . the number of revenue strategies has blossomed along with the market for mobile apps.

    Which strategy works best? Which is the most lucrative?

    I can’t answer that . . . because there is no single monetisation strategy that will work across markets. You really have to do your research. And it’s extremely important to have a business model in mind from Day 1. Waiting until a new app is finished before sorting this out is a sure way to lose money.

    Don’t despair, though. While it’s particularly difficult to build a game that will be successful in both developing and developed markets, I think there are three inter-related key variables for developers to keep in mind as they create games and take them to market.


    1. Time
    2. Mode of Consumer Payments
    3. Connectivity, Handsets and Platforms

    Time

    How do consumers in your target market value their time?

    Well, in high-income markets like the US and UK , where consumers have more disposable income, gamers are impatient. They will not support a game that requires them to watch an ad first. Nor are they likely to take a survey in exchange for free game time. So scratch Mobile Ads and Mobile Rewards off your list for these markets.

    Upgrades & Updates, on the other hand, are a successful strategy because American and British consumers are willing to pay a fee to extend the lifespan of a game they’ve already downloaded, assuming they like the game. Upgrade fees provide these consumers with an additional return on the time already invested in a current version of the game.

    In emerging markets like Indonesia and Vietnam, on the other hand, gamers are happy to trade time for free downloads, additional playing time or virtual goods.

    The challenge with Mobile Ads and Mobile Rewards is that many consumers simply do not know that they exist. Developers need to educate the market and build an audience. Consumers often fear that money will be deducted from their SIM card if they download a popular branded game. If they knew they could get EA games like “Need for Speed”, “Sims” and “Worms” for free (via any freemium model), content consumption would jump.

    Time Too

    When it comes to time, though, the split is not simply along economic lines. There are cultural differences as well. In Thailand, Japan, Korea and Taiwan, gamers are hooked on Role Playing Games (RPGS) – like MOBile Wars by Cellufun, Warspear Online by Aigrind and With by GameMaker – and are happy to spend money on virtual goods like clothes and swords for their characters.

    In India and The Philippines, on the other hand, consumers are into games that are easy to pick up and can be played for about five minutes. With short action and racing games, virtual currencies do not take off.

    Mode of Consumer Payments

     The key question here is whether consumers in your target market buy pre-paid SIM cards or subscribe to a monthly service. If they have prepaid accounts, you can scratch any approach that requires a credit card from your list. So basically forget about Try & Buy, Subscriptions, Upgrades and Virtual Items. Technically, it’s possible to subtract fees from a prepaid account. But users generally keep less than US$5 on their cards and they use these funds for what they deem to be essential – SMSes and calls – not entertainment.

    Fortunately, the pre- versus post- paid split falls largely on emerging market lines. So once again, in places like The Philippines and India, think ad-supported and mobile rewards.

    Connectivity, Handsets and Platforms

    Are you building a game for a target market where consumers have the latest phones? And do they have good internet connections?

    If so, you can consider showing video ads and building games in HD.

    But at least ten percent of the global handset market now is held by generic devices like those made by chip-manufacturer MTK (MediaTek) and Chinese factories installing the MAUI browser. These generic phones have touch screens and can connect to the internet and run apps, but the platforms are extremely limited compared with Android, Nokia or the iPhone. Ten percent is a significant share of the market – three times that of iPhones, in fact — so if you want to target these devices, you need to program your game around them. Make the games simple and be sure they do not use too much memory.

    Good connections to payment servers meanwhile are essential for virtual transactions, which need to be as seamless and secure as possible in order to maintain consumer confidence and support. So, Virtual Items and Updates/Upgrades are good bets in countries like Germany, Japan, Korea and the US, where virtual transactions have been proven secure and users are adept in virtual worlds.

    In slow markets, avoid monetisation methods that are data heavy. Creating branded apps – like Yahoo!’s and Adidas’ cricket schedulers and Reebok’s action, racing and sports games – can be more effective, because you only need to count the number of downloads to measure the marketing impact and there is no need to connect to an external server.

    Future Monetisation Strategies

    Here at the beginning of a new decade and some fourteen years after the introduction of the first mobile game, the market for mobile apps is fragmented, providing developers with a variety of options.

    Going forward, expect to see some consolidation as a handful of trusted partners emerge, providing the best possible experience for developers and users alike.

    Expect to see more hybrid freemium models – combining Virtual Goods with Try & Buy by selling additional virtual items at higher levels, Mobile Ads + Try & Buy, etc – as well as social networking approaches, like that taken by Germany’s Gofresh, which encourages app sharing and offers free downloads on itsmy.com to members who recommend a game to their online friends or contact lists.

    Think back for a moment to 2000. If you wanted to launch an international SMS campaign, you had to go direct to each market. But today, there are companies that specialise in providing global SMS services. At the moment, there are companies that can assist developers with monetisation strategies and implementation. But so far, there’s no expertise in providing seamless global services. This will change.


    Related Stories

    Part I – Early Business Models
    Part II – Revenue Issues
    Part III – Freemium Models

    Categories: Je Alipio, mobile gaming, report Tags: