2016年全球移动VR游戏回顾(英文版).pdf

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CAN’T STOP, WON’T STOP: 2016 MOBILE AND VR GAMES YEAR IN REVIEW 2016 MOBILE GAMES AND VR YEAR IN REVIEW | © 2017 SuperData Research and Unity Technologies. All rights reserved. 5 Execuve Summary 8 Global trends 11 Specs and installs 14 Engagement and spending 2 2016 MOBILE GAMES AND VR YEAR IN REVIEW | © 2017 SuperData Research and Unity Technologies. All rights reserved. 17 Virtual Reality page 19 About Unity and SuperData Research page 20 Methodologies 3 2016 MOBILE GAMES AND VR YEAR IN REVIEW | © 2017 SuperData Research and Unity Technologies. All rights reserved. • The mobile games market earned $40.6B in 2016 -- the equivalent of global box office sales for the year. • The ever growing U.S. mobile market is now amongst the ranks of traditional media as mobile gamers play more often than they watch Netflix, Hulu or YouTube. • Larger screens do not yield higher retention. Instead, developers should focus on RAM as more than half of smartphones worldwide have less than 2GB. • Developers also want to consider how their games will affect battery life, particularly in the most popular smartphones with less processing power. • One in three apps on a smartphone in 2016 were action games • More American mobile gamers played puzzle games than any other genre (58%). • Games on iOS retained almost twice as many American players on day 1 as those on Android. • In th

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