At-A-Glance:

乍看上去:

  • Android and iOS players have nearly the same average number of sessions per day (2.4 vs. 2.38)

    Android和iOS播放器每天的平均会话次数几乎相同(2.4比2.38)

  • Android players spent 26.6 minutes on average playing Unity games every day; for iOS it was 19.8 minutes

    Android玩家 平均每天 花费26.6分钟 来玩Unity游戏; 对于 iOS,这是19.8分钟

  • Phones saw 5x more gameplay sessions than phablets/tablets

    手机看到的 游戏时间比平板 手机 /平板电脑 多5倍

  • Canada, Puerto Rico, Germany, the Netherlands and United Kingdom accounted for the top five countries with the longest average session lengths (the US just missed the top 5, coming in at number 6)

    加拿大,波多黎各,德国,荷兰和英国是平均会议时长最长的前五名国家(美国仅排在前五名,排在第六位)

VIEW INFOGRAPHIC (2MB) 
查看信息图(2MB)

在过去的一个季度中,使用Unity制作的游戏在24亿个独特的移动设备上安装了近50亿次。 过去的报告集中在按设备划分的地区安装量,以帮助开发人员了解其播放器的位置。 本季度的文章将探讨玩家如何度过自己的时间,并反过来说明定位和吸引高价值受众的机会。 (Games made with Unity have been installed nearly 5 billion times across 2.4 billion unique mobile devices this past quarter. Past reports have focused on volume of installs by region across devices to help developers understand where their players are. This quarter’s installment will examine how players spend their time, and in turn, illustrate opportunities to target and engage high-value audiences.)

Interestingly, Android players spent 34% more time daily on average playing made with Unity games than their iOS-playing counterparts. As a result, developers creating for both platforms may want to prioritize early Android releases to achieve maximum playtime and testing. Session length insights can be an important factor in design decisions related to level progression, ad placement, and more.

有趣的是,Android玩家每天平均花在Unity游戏上的时间比在iOS上花费的时间多34%。 结果, 为这两种平台创建的开发人员可能希望优先考虑Android的早期版本,以实现最长的播放时间和测试。 会话时长的洞察力可能是与关卡进度,广告放置等相关的设计决策的重要因素。

Of the top 25 locations (countries, territories, and regions) by total volume of iOS installs, Canada, Puerto Rico, Germany, the Netherlands and United Kingdom accounted for the top five longest average session lengths. With Android installs, however, Puerto Rico tied the top spot with Canada.

在按iOS安装总量计算的前25个位置(国家,地区和地区)中,加拿大,波多黎各,德国,荷兰和英国占平均会话时间最长的前五名。 但是,通过安装Android,波多黎各与加拿大并列首位。

2016年第3季度数字游戏:手游格局概述

*Shown in minutes

*以分钟显示

Android会话长度+频率 (Android session length +  frequency)

The majority (88%) of Android sessions took place on KitKat 4.4 and above, with the most recent release Marshmallow 6.0 seeing the largest volume of sessions. People playing made with Unity games played an average of 2.4 sessions per day, and the average session duration was 11.18 minutes, meaning the average Android player spent 26.6 minutes on average playing Unity games every day.

大部分(88%)Android会话都在KitKat 4.4及更高版本上进行,而最新版本的Marshmallow 6.0的会话次数最多。 使用Unity游戏制作的人平均每天玩2.4次会话,平均会话持续时间为11.18分钟,这意味着平均Android玩家每天平均花费 26.6分钟 玩Unity游戏。

iOS会话长度+频率 (iOS session length + frequency)

Like Android, iOS players experience 2.38 average play sessions per day. However, the average iOS session duration was nearly 20% shorter than on Android, at 8.12 minutes on average, adding up to an average 19.8 minutes of Unity game playtime on iOS per day.

像Android一样,iOS玩家每天平均体验2.38次游戏。 但是,iOS的平均会话持续时间比Android缩短了近20%,平均为8.12分钟,每天 iOS的Unity游戏 平均 播放时间为 19.8分钟

iOS versions are more consolidated than Android OS, as the two latest versions comprised 91.6% of total sessions on iOS. In just a few weeks, iOS 10 saw significant mass adoption, hosting half of all sessions. However, neither of the two most recent iOS version releases appear in the top 10 ranking by average session length. This insight supports the claim that most gamers tend to be early adopters of technology, but as we see, that doesn’t necessarily correspond with logging the longest playtimes.

iOS版本比Android OS更加统一,因为 两个最新版本占iOS总会话的91.6%。 在短短几周内,iOS 10大量采用,占据了所有会话的一半。 但是,按平均会话时长,两个最新的iOS版本均未出现在前10名中。 这种见解支持了这样一种说法,即大多数游戏玩家往往是技术的早期采用者,但是正如我们所看到的,这不一定与记录最长的游戏时间相对应。

在手机和平​​板电脑上 (On phones vs tablets)

Operating systems reveal only one facet of the story. Common sense might expect players to enjoy longer sessions on larger devices like tablets, but the data shows otherwise. Between Android phones and tablets, there is only a 1% difference in session length. In fact, phones with smaller screens see 5x more sessions than phablets/tablets. Likewise on the iOS side, there is minimal impact, with a 4% difference in session lengths between phone and tablet devices. Compared to their Android counterparts, smaller iOS devices only put out 2x the number of sessions as the larger tablet devices.

操作系统仅揭示了故事的一个方面。 常识可能期望玩家在平板电脑等较大的设备上享受更长的游戏时间,但数据表明情况并非如此。 在Android手机和平板电脑之间,会话时长仅相差1%。 实际上,屏幕较小的手机的会话数比平板/平板电脑多5倍。 同样在iOS端,影响最小,手机和平板电脑设备之间的会话时长相差4%。 与Android相比,较小的iOS设备的会话数仅为较大平板电脑设备的2倍。

新iPhone首次亮相 (New iPhone debut)

In what has become an annual tradition, Q3 2016 saw the release of the latest iPhone, the iPhone 7 and 7+. Through the first three weeks post launch, Unity saw 7 devices activate at a rate of nearly 3x that of 7+. It’s worth noting this also marks the first iPhone launch since the major carriers’ non-subsidized phone plans went into effect. If we compare the first two weeks of device activations for both 7 models to the same 2015 period for iPhone 6s models, there appeared to be some slower growth, with volume of total iPhone 7 activations was 20% lower than iPhone 6s device activations. However, according to the same data, the iPhone 7+ has seen 10% more activations than the 6S+, potentially indicating growing traction for the larger devices.

按照每年的惯例,2016年第三季度发布了最新的iPhone,iPhone 7和7+。 发布后的前三周,Unity看到7台设备的**速度几乎是7台设备的3倍。 值得注意的是,这也是自主要运营商的无补贴电话计划生效以来的首款iPhone发布。 如果将这两种型号的前两个星期的设备**与2015年同期的iPhone 6s型号进行比较,则增长似乎有所放缓,iPhone 7的**总量比iPhone 6s的**少20%。 但是,根据同一数据,iPhone 7+的**比6S +多10%,这可能表明较大设备的吸引力正在增加。

会话时间(按位置和平台划分) (Session length by location and platform)

Surprisingly, no one country or region stood out for its unique play sessions or session length, regardless of OS — mobile game player habits are largely universal. However, differences appear between platforms; in most countries, Android players average about 2 minutes longer playtime than those on iOS. Of the most significant locations by total volume of installs, Canada, Puerto Rico, Germany, the Netherlands and United Kingdom accounted for the top five countries with the longest average session lengths (the US just missed the top 5, coming in at number 6). Thailand, Pakistan, Malaysia, Taiwan and Vietnam accounted for the shortest average session lengths.

令人惊讶的是,没有哪个国家或地区以其独特的游戏时段或时段长度脱颖而出,而与操作系统无关-移动游戏玩家的习惯在很大程度上是普遍的。 但是,平台之间会出现差异。 在大多数国家/地区, Android播放器的平均播放时间比iOS播放器平均长2分钟。 在按安装量计算的最重要的位置中,加拿大,波多黎各,德国,荷兰和英国占据了平均会话时长最长的前五名(美国仅次于前五名,排在第六位) 。 泰国,巴基斯坦,马来西亚,台湾和越南的平均会议时间最短。

DOWNLOAD HI-RES PDF (9MB) 
下载高分辨率PDF(9MB)

翻译自: https://blogs.unity3d.com/2016/11/16/games-by-the-numbers-q3-2016-overview-of-the-mobile-games-landscape/

相关文章:

  • 2021-10-18
  • 2021-12-09
  • 2021-10-27
  • 2021-10-01
猜你喜欢
  • 2021-10-27
  • 2021-10-11
  • 2021-10-11
  • 2021-08-16
  • 2021-06-04
相关资源
相似解决方案