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1、CAN’TSTOP,WON’TSTOP:2016MOBILEANDVRGAMESYEARINREVIEW2016MOBILEGAMESANDVRYEARINREVIEW
2、©2017SuperDataResearchandUnityTechnologies.Allrightsreserved.page4-5ExecuMveSummarypage6-8Globaltrendspage9-11Specsandinstallspage12-14Engagementandspending22016MOBILEGAMESANDV
3、RYEARINREVIEW
4、©2017SuperDataResearchandUnityTechnologies.Allrightsreserved.page15-17VirtualRealitypage19AboutUnityandSuperDataResearchpage20Methodologies32016MOBILEGAMESANDVRYEARINREVIEW
5、©2017SuperDataResearchandUnityTechnologies.Allrightsreserved.•Themobilegam
6、esmarketearned$40.6Bin2016--theequivalentofglobalboxofficesalesfortheyear.•TheevergrowingU.S.mobilemarketisnowamongsttheranksoftraditionalmediaasmobilegamersplaymoreoftenthantheywatchNetflix,HuluorYouTube.•Largerscreensdonotyieldhigherretention.Instead,develope
7、rsshouldfocusonRAMasmorethanhalfofsmartphonesworldwidehavelessthan2GB.•Developersalsowanttoconsiderhowtheirgameswillaffectbatterylife,particularlyinthemostpopularsmartphoneswithlessprocessingpower.•Oneinthreeappsonasmartphonein2016wereactiongames•MoreAmericanmo
8、bilegamersplayedpuzzlegamesthananyothergenre(58%).•GamesoniOSretainedalmosttwiceasmanyAmericanplayersonday1asthoseonAndroid.•IntheU.S.,developersmade45%moreonaniOSplayer,butinChinaAndroidplayerswerewortheighttimesmore.42016MOBILEGAMESANDVRYEARINREVIEW
9、©2017Supe
10、rDataResearchandUnityTechnologies.Allrightsreserved.•At30minutesaday,mobileengagementwas19%higherinQ42016thantheyearbefore.•Revenueformobilegamesincreased14%yearoveryear,largelyduetoAndroid,whichsawa32%uptickinrevenue.•VirtualRealitymade$1.8Binitsfirstcommercia
11、lyear.•SamsungGearVRledwith4.5Mdevicessold.•Sony’sPlayStationVRbeatoutothernon-mobileheadsets,approachingamillionsalesbytheendof2016.52016MOBILEGAMESANDVRYEARINREVIEW
12、©2017SuperDataResearchandUnityTechnologies.Allrightsreserved.“Themobilegamesmarketearned$40.6B
13、in2016--theequivalentofglobalboxofficesalesfortheyear.”62016MOBILEGAMESANDVRYEARINREVIEW
14、©2017SuperDataResearchandUnityTechnologies.Allrightsreserved.Europe$40.6B$5.7BWorldwid