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1、CAN’TSTOP,WON’TSTOP:2016MOBILEANDVRGAMESYEARINREVIEW2016MOBILEGAMESANDVRYEARINREVIEW
2、©2017SuperDataResearchandUnityTechnologies.Allrightsreserved.page4-5ExecuMveSummarypage6-8Globaltrendspage9-11Specsandinstallspage12-14Engagementandspending22016MOBILEGAMESANDVRYEARINREVIEW
3、©2017SuperDataResearcha
4、ndUnityTechnologies.Allrightsreserved.page15-17VirtualRealitypage19AboutUnityandSuperDataResearchpage20Methodologies32016MOBILEGAMESANDVRYEARINREVIEW
5、©2017SuperDataResearchandUnityTechnologies.Allrightsreserved.•Themobilegamesmarketearned$40.6Bin2016--theequivalentofglobalboxofficesalesfortheyear.
6、•TheevergrowingU.S.mobilemarketisnowamongsttheranksoftraditionalmediaasmobilegamersplaymoreoftenthantheywatchNetflix,HuluorYouTube.•Largerscreensdonotyieldhigherretention.Instead,developersshouldfocusonRAMasmorethanhalfofsmartphonesworldwidehavelessthan2GB.•Developersalsowanttoconsiderhowtheirgame
7、swillaffectbatterylife,particularlyinthemostpopularsmartphoneswithlessprocessingpower.•Oneinthreeappsonasmartphonein2016wereactiongames•MoreAmericanmobilegamersplayedpuzzlegamesthananyothergenre(58%).•GamesoniOSretainedalmosttwiceasmanyAmericanplayersonday1asthoseonAndroid.•IntheU.S.,developersmad
8、e45%moreonaniOSplayer,butinChinaAndroidplayerswerewortheighttimesmore.42016MOBILEGAMESANDVRYEARINREVIEW
9、©2017SuperDataResearchandUnityTechnologies.Allrightsreserved.•At30minutesaday,mobileengagementwas19%higherinQ42016thantheyearbefore.•Revenueformobilegamesincreased14%yearoveryear,largelyduetoAnd
10、roid,whichsawa32%uptickinrevenue.•VirtualRealitymade$1.8Binitsfirstcommercialyear.•SamsungGearVRledwith4.5Mdevicessold.•Sony’sPlayStationVRbeatoutothernon-mobileheadsets,approachingamillionsalesbytheendof2016.52016MOBILEGAMESANDVRYEARINREVIEW
11、©2017SuperDataResearchandUnityTechnologies.Allrightsres
12、erved.“Themobilegamesmarketearned$40.6Bin2016--theequivalentofglobalboxofficesalesfortheyear.”62016MOBILEGAMESANDVRYEARINREVIEW
13、©2017SuperDataResearchandUnityTechnologies.Allrightsreserved.Europe$40.6B$5.7BWorldwid