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Venture capitalists continue to show keen interest in virtual goods, social games and microtransactions.
In addition to microtransactions, some big game companies are experimenting with add-on content for game titles.
Microtransactions have kept free to play titles and mobile games afloat and profitable for years now.
Microtransactions have changed the way mobile games are distributed in a relatively short period of time.
The entire title is now free-to-play, with Valve only making money from microtransactions within the game.
Pool Pro Online 3 will also feature microtransactions where players can buy new pool rooms or sticks.
Unfortunately for both such would-be infopreneurs and for the digital-cash companies, the psychology of microtransactions is all wrong.
TF2 was where Valve first introduced free-to-play, as well as microtransactions with its hat system (among many other initiatives).
For better and for worse, DLC, microtransactions and subscriptions are here to stay.
Over a week ago, EA made headlines when CFO Blake Jorgensen said that all future EA titles would include microtransactions.
Gamersfirst thinks that by switching to a microtransactions model rather than a subscription based one, the game will attract new followers.
This means Quick Hit NFL Football is a free-to-play game supported by ad revenue and the purchase of virtual goods through microtransactions.
The game is supported through microtransactions, but its free-to-play model has allowed it to expand massively in just a few short years.
They originally said they wanted such microtransactions in all their games, but recently walked back that statement, saying they just meant mobile titles.
Our commitment to the players is that nothing you can purchase with microtransactions will be mechanically superior to the materials created in-game through character activity.
While this is separate from the earlier news that the crafting system would involve microtransactions, a lot of these downloads do tie into that system.
Still, many in the industry say microtransactions are here to stay.
The microtransactions are the only source of revenue for the game.
Last month, PlaySpan launched a microtransactions payment platform called PriceYourVideo, which allows end users to pay for watching online videos in small amounts of change.
Doyle says the company intends to make money off the game primarily through microtransactions — though what virtual goods it will sell are still being determined.
That revenue was generated from the 30% that Facebook takes in microtransactions for games using Facebook Credits, as well as advertising that Zynga buys on Facebook.
Heavy, engaged users can unlock content offerings by playing the game, while less engaged and more casual players can opt for microtransactions in lieu of time spent.
Those systems might not be necessary with microtransactions through Bitcoin.
Much fuss has been made over the fact that EA has now vowed to include some form of microtransactions in all their new titles from here on out.
It helps with downloadable content and the microtransactions end game.
Microtransactions are another avenue where EA has drawn fan ire.
Rather, cheat codes have now been entirely consumed by microtransactions.
Bungie has confirmed that the game will not have subscription fees, but it remains to be seen it they will implement the microtransactions of in-game merchandise or other possible options.
Content providers do not like payments for microtransactions either, because they punish avid users, nickel-and-diming them to death, while rewarding dabblers by giving them what they want at low cost.
And of course all mobile games would include microtransactions.
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Payday 2's annual "Crimefest" event was supposed to be a free-to-play celebration of the popular cooperative shooter. So when this year's event required players to pay real money to unlock some random loot drops, many players weren't happy.
Last week, Starbreeze Studios (parent of Payday 2 developer Overkill Software)
with a "Black Market" update. That update introduced randomly dropped safes that required the purchase of a $2.49 drill to open up. Those safes contain new weapon skins, some of which come packed with special gameplay modifications and stat boosts, and all of which can be sold and traded through Steam's marketplace.
A popular Reddit thread titled "" summed up the reaction to this move from many Payday 2 fans, with many commenters tagging the game with the dreaded "pay-to-win" label. "So I bought the game, bought all the DLC they kept rolling out, bought the optional extra to support the game during hype train so that we'd all get something for free," user Tobax . "And now get told I have to buy 'drills' to unlock the microtransaction safes to get 'cosmetics' which insanely also gives stat bonuses... yeah thanks a lot."
Frustrated players also
with negative takes on the move. "Well what can I say. I got 1200h+ Hours played... But adding Stats to tradeable Skins is a way to even stop me from playing," Steam user Armin .
Many users found the microtransaction move especially galling given Overkill producer Almit Listo's previous statements decrying the business model. "We've made it clear that Payday 2 will have no microtransactions whatsoever (shame on you if you thought otherwise!)" he
two years ago when discussing pre-order bonuses for the then-upcoming game.
Now, nearly a week after the Black Market update, Starbreeze and Overkill seem to be responding to that fan outrage by walking back their plans a bit. The
makes drills part of the game's random loot drops, meaning players can get those weapon skins from safes through the course of normal gameplay. While drills can still be purchased directly and traded through Steam, there's now a way to access the sought-after items without shelling out real money.
That's a welcome sign from a developer that seems tuned in to the desires of its biggest fans. Even if we accept the fact that microtransactions have become entrenched in the business plan of practically every big-budget game, paying for that kind of content should always be considered optional for dedicated players. Whether that means that paid items are purely cosmetic or unlockable by spending enough time playing the game itself is up to the developer.
Kyle is the Senior Gaming Editor at Ars Technica, specializing in video game hardware and software. He has journalism and computer science degrees from University of Maryland. He is based in the Washington, DC area.micro-transactions
3、“一些人认为免费游戏和微交易(Micro-transactions)是陷阱。然而,数千万用户喜欢这类游戏。
基于34个网页-
小额交易( micro-transactions )是目前在国外盛行的一种说法,用于网络游戏中实际上就是国内的"免费游戏、道具收费"模式。
基于15个网页-
微交易模式
注意,Earl还是游戏内微交易模式(micro-transactions)的大力倡导者,他在发言中表示:“市场所给出的数据已经很有力的 说明,玩家喜欢免费模式,即使有少数人对这种运营方式持反对态度...
基于5个网页-
...的鞭挞宣传望出端倪-淮南论坛-从贸易策划方法来望-淮南生活网-《暗黑破裂捣毁神3》张皇还将会寄托微买卖营业(micro-transactions)-淮南论坛-尽管此前有游戏定义明人士猜想-淮南生活网-《暗黑破裂捣毁神3》最终还是会走上《魔兽世界》的老路-淮南生活网-应用付费...
基于4个网页-
WS-AT is a two-phase commit transaction and is suitable only for micro transactions (short running).
WS-AT 是两阶段提交事务,仅适合于微型事务(短期运行)。
Unfortunately, notes Flurry, Google's Android Market doesn't support in-app purchases, also known as micro-transactions, which means the virtual goods model isn't viable yet for Android apps.
遗憾的是,据Flurry的报告显示,谷歌的Android并不支持应用内购买(也被称为“微支付”——micro-transations),这也表明对Android应用来说,虚拟商品模式目前还不适用。
Transactions will fall but prices will remain high until property developers suffer a severe cash-flow shortage, " Li said in his micro blog."
交易将下降,但价格将保持高位,直到地产商遭受严重的现金流短缺,”李说,在他的微博客。
However, one solicitor told the BBC that the practice became "legally grey" once micro-transactions were involved.
The latest sci-fi horror shooter from EA includes micro-transactions, despite being a paid game.
The game will likely employ micro-transactions, which have become all the rage in the free-to-play gaming space.
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感谢您的反馈,我们会尽快进行适当修改!Gamers Embrace Microtransactions through mobile carrier billing - 推酷
Gamers Embrace Microtransactions through mobile carrier billing
UK gamers spend an average of EUR8.94 per microtransaction – twice the global average of EUR4.73 according to data from Onebip’s mobile payment platform.
Global gamers spend the most on microtransactions during the summer period.
Gamers see value in higher priced in-game transactions with mobile carrier billing: When multiple price points are offered (i.e. for bundles of virtual currency), an increase in the value of the highest price point available leads to an increase in the average transaction value.
Mobile carrier billing increasingly seen as a legitimate alternative to credit card and PayPal.
London, UK 11th August 2014 :
, the global mobile payments service, has today published a detailed global analysis of its partners’ customers’ buying behaviour in the online gaming sector. Based on the analysis of millions of transactions across 65 countries over the course of a full year, Onebip has uncovered the spending habits of the world’s online gamers.
Gamers are increasingly choosing to pay for their online gaming experiences through the convenience of their mobile phone bill via carrier billing over the more traditional payment methods such as credit cards or PayPal. Onebip’s analysis is able to paint a picture of the spending habits of gamers around the world and the increasing growth in the adoption of mobile carrier billing. Onebip’s gaming partners include publishers
, providing payment services for such games as Ogame, S4 League, Shaiya and Big Farm.
Online Gamer Spending Habits Infographic
Transaction values : Globally, online gamers spend an average of EUR4.73 per single transaction. Gamers in the UK spend nearly double this with an average transaction value of EUR8.94, making the UK the 3rd biggest spender in the world by transaction value.
The average spend per transaction in Switzerland tops the global list at EUR15.09. This is mainly due to carriers in the country offering gaming companies the option to charge much higher price points to online gamers that pay via carrier billing compared to all other countries. In fact, Onebip’s data found that there was a direct correlation between countries offering higher price points as an option and an increase in the average transaction value i.e. consumers are embracing the use of carrier billing to pay for higher priced items such as larger “bundles” of virtual currency. In bigger gaming markets compared to Switzerland, such as Turkey, that recently increased the price points available for payment via carrier billing, gaming companies saw an increase in revenue (gross transaction volume) and average transaction value. (see the Notes to Editors at the end of the release for the top 10 spenders and examples of how higher price points have increased average transaction values).
A summer of gaming? : In line with common industry trends, the winter holiday period is the busiest time for online gaming spend, with 11% of global spend taking place during the month of December. However, after December, gamers spend more money during the summer period than any other point in the year. The summer months of June, July and August account for 30% of global spend. In contrast April and May are the quietest months with just 4% of annual spend in each month respectively.
Late night UK gamers : Looking at the UK specifically, the most gaming transactions happen in the evening from 18.00 – 23.59 (GMT/UT) with 38% of daily transactions happening during this time. Reinforcing the view that the UK prefers to game into the evening, the UK alone sees an unusual spike in activity during the hour starting at 22.00 GMT where 13% of all daily transactions take place (this is a sharp increase from the hours before and after - 21.00 and 23.00 - where only 3% and 5% of daily transactions take place respectively).
Saturday sees only a small spike during the week : While it is true that more transactions take place on Saturday than on any other day in the week, the spike is not statistically very significant, with between 1-2% more transactions on Saturday over on any other day. Clearly gamers are finding time to play all week, or at the least, they don’t feel the need to wait until the weekend to spend their money!
“While the maturity and penetration of mobile carrier billing varies from country to country, the overall statistics make for very interesting reading into the buying trends of gamers around the world. Gamers tend to spend using mobile payments via carrier billing consistently throughout the week and the summer period is when they spend more money than any other point in the year,” said Massimiliano Silenzi, Head of Onebip by Neomobile. “Onebip’s data demonstrates the growing adoption of carrier billing globally as a fast and safe payment method for gamers and an effective way for online gaming brands to maximise their revenue. As carriers introduce more advanced billing technologies and more flexible and high pricing options, the payment system gains further traction for game companies as a key payment channel. We predict that in markets such as Turkey and Spain where carriers have introduced higher price points recently, our online gaming partners will see an increase in their revenue and average transaction values.”
The Onebip team will have a dedicated booth at this year’s
event in Cologne, Germany from 13 – 15 August where they will be on hand in Hall 4.2 D 042C, ready to help game developers and publishers to monetize their latest creations with mobile payments.
Notes to editors
About the data
Onebip analysed the real global transaction data of its partners’ customers’ in the online gaming sector during the 12 month period of June 2013 – May 2014. The data comprises of millions of transactions made by online gamers that used Onebip’s mobile payment service through over 200 carriers in 65 countries. The summarised data provides an interesting insight into the spending habits of online gamers through carrier billing.
Data tables and further information
Top 10 spenders by average transaction value
Average transaction value
Switzerland
United Kingdom
Higher price points = Increased average transaction values (Examples)
When the highest available price point was increased from 50 TL to 70 TL , Onebip's data showed an increase of 16% in the average transaction value and a 22% increase in the gross transaction volume generated.
When the highest available price point was increased by 50% for e.g. EUR10.00 to EUR15.00, Onebip's data showed an increase of 19% in the average transaction value and a 31% increase in the gross transaction volume generated.
Time of the year : Volume of annual transactions by month
Percentage of annual transactions
August 2013
September 2013
October 2013
November 2013
December 2013
January 2014
February 2014
March 2014
April 2014
Day of the week : Proportion of global transactions per day of the week
Day of the week
Proportion of weekly transactions
About Onebip
Onebip, by Neomobile, is a global mobile payment service that offers the best user experience and the most advanced billing technology for our partners.&With over 5 billion users connected to 250+ carriers in 70 countries, Onebip enables merchants to seamlessly monetize digital goods and services to their users on a global scale.&It also provides users with a simple, secure and fast way of paying for their purchases via mobile without the need of a credit card or bank account.&Onebip’s deep integration with carriers and expertise in mobile direct billing enables our partners to experience the next generation of mobile payments in just one click.
Onebip started in 2005 as the first mobile payment service in the world. Today it is the mobile payment service of global mobile commerce group,
, which has offices in Rome, London, San Francisco, Mexico City, S&o Paulo, Madrid, Reus, K&ln, Paris, Milan, Bogota, Belgrade, Istanbul and Mumbai.
for more information.
Check out Onebip on
Press contacts:
Amy Kemp, Spartan PR
Suraya Adnan-Llewellin, Onebip
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