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Showing posts with label Gaming. Show all posts
Showing posts with label Gaming. Show all posts

Wednesday, January 29, 2014

My gaming year 2013 in pictures

Year 2013 was me mainly about The Infected card game. A card game that I’ve been iterating for several years. I got a beta out (which is basically the feature-complete game, lacking better rulebook, better tutorials… and some card typo fixes) and aim to get the polished version out early this year (2014).

I must say that creating a simple, short-to-play, fun card game isn’t as easy as I anticipated. The time to ship physical products around the world takes time.

I got several playable prototypes out: Angry Troll Run (simple Android test), Thinglings (very simple card game, but actually pretty cool), Raftsmith (simple get out of the isle puzzle game).

Each of these prototypes had a different purpose: Angry Troll Run was about me seeing how difficult it is to develop for Android. Thinglings was “I want to make this really simple, really small card game on desktop” and for Raftsmith I wanted to see if I can draw fast & make a survival game. The game initially had much more plans… but at least I got the very, very, very compact & playable version out.

And yes, one game a month is cool. You too should join.

Some thing that got less attention was my 7 day FPS entry… which unfortunately I could not finish due problems with the FPS game creator. (yeh, I blame technology here, bear in mind that I wanted to spend days not weeks on these). I had a pretty cool story about a murder that happens in a hotel and that detective must figure out who did it… there was several characters and some “hey, why those planks on the roof look odd” type of figuring for the player. Too bad FPS creator simply could not meet all the tiny details I wanted. It was pretty cool thing to work on though.

I continued playing around with the detective ideas and drafted some plans for a a procedural detective/forensic game.

I thought about the gameplay but couldn’t get past “clue” type of hunting so eventually I thought this was too complex beast to tackle. I wish somebody goes and makes a complex, narrative procedural detective game one day, but all the plans I had are not technically so easy. Narrative AI must go some steps further.

I also dived into the Unity camp and made some technical demos for just myself. My first bit grim entry is called Rest In Pieces, and it’s actually pretty neat and there’s some ideas for developing it further… so I just share a picture. This might turn into something more at some point. We’ll see.

I also made a very crude mobile prototyping tool for myself (since I couldn’t bother taking dice and figures to xmas trip). This tool was helping in designing simple gameplay mechanisms (or theoretically even simple games).

Unity is simply a really cool thing and I’m totally sold for it.

I tweeted “Give a man a game engine and he delivers a game. Teach a man to make a game engine and he never delivers anything.” (which sort of sums up my own experiences and thoughts when we look at the industry today) and it got 1000+ retweets pretty fast.

(Please rate and comment here, thanks!)

And the year ended me participating in the Ludum Dare jam. In just 72 hours I created a pretty moody space game where player needs to answer some really serious questions. The game has many layers in which it tries to do and I’m actually very, very pleased how it turned out.

A short teaser is available on youtube:

The game web version can be played here: Selene (download links here)

I’ll write a more detailed “post mortem” and future plans regarding The Selene Project later.

—

That’s pretty much my gaming year 2013 in pictures (with a some piecesof commenting too…)

Over and out.


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Posted by Hao at Wednesday, January 29, 2014 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Gaming, pictures

Saturday, December 7, 2013

Join us at Social Gambling & Gaming Summit Dec 10-11: Register Now to Save $250

Social Gambling & Gaming Summit is right around the corner! This two-day conference, focused on casino-style social games, mobile gaming, and virtual goods, will explore recent issues and successes within the industry.

Taking place at the MGM Grand Las Vegas on December 10-11, the Social Gambling & Gaming Summit will feature panels and discussions concerning the interaction between social games and online gambling, user experience, the evolution of mobile social casino development and more. View the full agenda here.

Social Gambling & Gaming Summit has secured and impressive roster of speakers, including John Connelly, VP of Business Development for Bally Technologies; Phil Gordon, Founder & CEO of Jawfish Games; Andy Choy, Founder and CEO of Casino Offer Network, and Alan Avidan, CEO of Bees and Pollen. View the full speaker list here.

Gaming enthusiasts and industry professionals are encouraged to register before December 9 and save $250 on on-site prices. Register Now!

Mediabistro Course

To say thank you for a great year, we’re offering 15% OFF any boot camp, in-person course, or online course when you use code MBTHANKU. Choose from any of our exciting upcoming courses, from a copy editing class taught by the chief copy of Seventeen Magazine to an intro course for Excel. Hurry – offer expires 12/24!  Browse our upcoming courses.


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Posted by Hao at Saturday, December 07, 2013 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Gambling, Gaming, Register, social, Summit

Sunday, October 6, 2013

Will Valve Change The Gaming Industry Forever?

by Gary A. Swaby, The Koalition, Posted Sep 28th 2013 1:40PM


Edward Velazquez returns to lead The Co-op Podcast, which includes Richard Bailey, Anthony Frasier, Carl Daniel and myself. This week Valve have been releasing a number of announcements. Two of them have already been revealed, with today's announcement centered on their own line of 'Steam Machines'. Earlier in the week Valve also revealed their plans to release a SteamOS. With one more announcement yet to come this week, we speculate on how Valve could possibly change the industry with these three revelations.

Grand Theft Auto V released since our last episode, so we shared our thoughts on the game after spending over a week with it. Is GTAV everything you thought it would be? Let us know below.



Tags: GTA, gta 5, GTA IV, gta v, gta v gameplay, gta V multiplayer, gta v news, gta v ps3, gta v release date, gta v screenshots, gta-chinatown-wars, gta-iv, Gta4, gta5, GTAIV, GtaV, STEAM, Steam Machines, steam os x, steam power, valve, Valve Corporation, valve steam


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Posted by Hao at Sunday, October 06, 2013 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Change, Forever, Gaming, Industry, Valve

Saturday, October 5, 2013

Registration now open for the 2013 Social Gambling & Gaming Summit

social-gaming-summit-304Mediabistro will hold its fourth annual Social Gambling & Gaming Summit in London on November 21, 2013. The full-day conference is focused on all things casino-related in the worlds of social and mobile games, virtual goods, and making the connection between social gambling and gaming.

The Social Gambling and Gaming Summit features a variety of keynotes, panel sessions and opportunities for general discussion, covering a range of topics including HTML5 development, cross-promotions, multi-platform game development and much more.

Here are just a few of the available sessions:

Fanning the Games: Building Engagement By Converting Players To FanaticsHTML5 Reality Check: Will 2013 Bring The Big Breakthrough?The Power of Cross-Promotion: How Leading Mobile Game Developers Are Leveraging Their Own User BaseMultiplatform Soft Gambling TrendsSocial-Focused Betting: The Rise of Social Casino Games and Online GamblingMonetizing the Multi-Platform Landscape on iOS, Android, and Windows 8

Representatives from Facebook, Google, Microsoft Germany, MeetMe, and DLA Piper UK LLP will be on hand as featured speakers during the event, with a full list of current speakers available on the event’s website.

The Social Gambling and Gaming Summit aims to help attendees meet with the leaders in the iGaming space, as well as build partnerships and relationships with major casino operators. The conference will examine the differences between the European and American gaming markets, and is your one-stop-shop for information on this growing area of the gaming industry.

Registration for the Social Gambling & Gaming Summit is now open.

Mediabistro Event

Inside Mobile AppsHarness the latest trends and fastest growing opportunities shaping the mobile and social app ecosystem at our Inside Mobile Apps event this December in New York! Discover the best practices for successful game design, distribution, marketing, and monetization in a multi-platform world. Take advantage of early bird prices!


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Posted by Hao at Saturday, October 05, 2013 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Gambling, Gaming, registration, social, Summit

Thursday, June 13, 2013

Zynga’s annual shareholder meeting focuses on real-money gaming

Analysis, Casino, casual, facebook, Featured, gambling, Mobile, News, Real Money Gaming, Social Games, zynga

Zynga script logoZynga today held its annual stockholders meeting in San Francisco, which heavily focused on the game company’s real-money gaming efforts, an anonymous shareholder told PandoDaily.

Zynga’s shareholder meeting comes one day after the company just laid off 18 percent of its staff (520 employees) and shut down three of its offices — Los Angeles, Dallas, and New York — including Omgpop‘s office.

In October 2012, Zynga announced a partnership with real-money gaming operator bwin.party, where bwin would help support real-money games from Zynga in the U.K. The social games giant Zynga launched its first two web-based (client download as well) real-money games — Zynga Plus Poker (review) and Zynga Plus Casino (review) — in April. PandoDaily’s anonymous source says that Zynga referenced positive preliminary reports in the European market.

Zynga looking to real-money gaming to save the company isn’t anything new. Although we have speculated that Zynga may not be able to convert its non-real money audience, which sits at 253 million monthly active users (MAU) as of its last earnings, to real-money gamers. And, with real-money gaming unlikely to be legal on a federal level in the U.S. any time soon, it might be a long shot that real-money gaming will save Zynga from its current troubles.

Phil Gordon, founder and CEO of social gaming startup Jawfish Games, tells Inside Mobile Apps that the real-money gaming market in Europe is already saturated, with the likes of Ladbrokes, Bwin, 888, PokerStars and more.

“Muscling your way into a saturated market with undifferentiated products will not be easy, even with a billion dollars in cash,” Gordon tells us. “Trying to do so with a team comprised of engineers and game designers that don’t have any real-world, real-money experience is a recipe for disappointment.”

Gordon advises Zynga to acquire a small, existing real-money poker or real-money gaming provider in order to kick start what he sees as a “difficult” and “painful” learning experience.

“Were I an investor, I’d be very wary of a company that is ‘slow playing’ their way to a winning hand in real-money gaming,” he says.

Inside Social Apps

Mediabistro Event

Get personalized advice from industry insiders at Facebook, Deloitte, Chartboost, Tango, and more at Inside Social Apps, this Thursday and Friday in San Francisco. Newly added speakers include Val Bauduin of Deloitte & Touche, LLP and Doug Purdy, Director of Developer Products at Facebook, so don’t miss the chance to add these valuable contacts to your network. Tickets are available onsite.


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Posted by Hao at Thursday, June 13, 2013 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: annual, Focuses, Gaming, meeting, realmoney, shareholder, Zyngas

Saturday, February 9, 2013

Betable partners with Frima Studio’s new real-money gaming division, 3OAK

3oakLogoNoirReal-money gaming platform Betable today announced the newest partner in its private beta program: casual game developer Frima Studio’s new real-money game division 3OAK.

3OAK is a new development studio formed to create casual and social games built featuring real-money gameplay.  Like other developers who have partnered with Betable since the company came out of stealth last summer, 3OAK will be targeting international audiences with the games featuring Betable’s API.

Although real-money gaming has only been seen in social casino games so far, 3OAK isn’t working on these kinds of titles right now. 3OAK director Mikael Lefebvre tells us the studio is working to bring real-money mechanics to genres they haven’t really appeared in so far. As a result, the company has a slate of five game concepts it’s working on, based on the most popular social game types. While he can’t share too many details right now, Lefebvre says the company’s first title will be a humorous/light social RPG which is already in the early testing phase and is expected for an early Q2 launch.

Lefebvre says 3OAK tested out real-money gaming by creating a social game prototype with a cash out mechanic. The prototype showed the retention and engagement were significantly higher than the norm in social games, as well as converting users to paying players. He thinks implementing elements like this will is the way of the future because, “all this makes sense because in the current market the cost of acquiring users is getting higher and higher, so we need higher revenue per user and revenue per paying user.”

While 3OAK’s titles will feature real-money gaming in the territories where such mechanics are legal, Lefebvre tells us they’ll also be available as standard social games in other countries with soft and hard currencies.

Betable CEO Christopher Griffin tells us he’s excited about how 3OAK’s implementing his company’s API; according to Griffin, this is one of the first examples of Betable’s technology in social games outside of the casino genre. He tells us there are other developers working with Betable on non-social casino games, but none of them have been officially unveiled yet.

Griffin believes this is just the start of a larger movement in the social/mobile gaming industries to incorporate real-money elements. “I think this is more than a trend and will be more than a trend,” he says. “This has something that will be very core for how these games monetize and will be essential for them to have some element of real money in them if they want to be competitive.”

Although this is the first time we’ve heard of companies making casual games with real-money mechanics, we’ve known this was a possibility since Betable first came out of stealth. When we initially chatted with Griffin back in July, he provided a mock-up graphic showing how his company’s API would look in mobile titles like Words With Friends and Hero Academy.

Betable’s proven a popular partner in the social/mobile games sector ever since it publicly debuted. Griffin reveals the demand to work with the company has been so great that its team has doubled in size. Before this latest announcement, Betable’s announced partnerships with some major casual gaming companies like Big Fish Games, Digital Chocolate, SGN and Slingo.

3OAK’s first games will be launched for mobile platforms, but the plan is to make them cross-platform sooner rather than later. “Everything has to be cross-platform,” Lefebvre notes.

AppData - Facebook application stats and data from Inside Network

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Posted by Hao at Saturday, February 09, 2013 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Betable, division, Frima, Gaming, Partners, realmoney, Studios

Wednesday, February 6, 2013

Race 4 My Place launches, bringing real world rewards and cash prizes to social gaming

Screen Shot 2013-02-04 at 9.11.45 AMLast night, PopRox Entertainment revealed its social citybuilder Race 4 My Place had officially launched on Facebook with Race 4 My Place: Los Angeles.

Although Race 4 My Place is yet another entry into an already overcrowded genre on the Facebook platform, it’s differentiating itself in a major way by offering up cash prizes and real world rewards to players. The other interesting thing about the game is that it’s totally free to play, since requiring users to pay to play a title with cash prizes would turn it into a form of online gambling (which is currently illegal here in the United States).

Race 4 My Place piqued our interest when we spoke to PopRox CEO Mike Gramling at GDC Online in October. When we talked to him, Gramling explained Race 4 My Place would allow users to win things like gift cards, airline flights, movie tickets and iPads, but that there were also significant cash prizes to be had. Cash will come in two forms: weekly and “grand prize” drawings (taking place once every four months). PopRox will pay the weekly winners $1,061 (the average monthly mortgage payment in the United States) and each grand prize will give users the option of a $200,000 mortgage payoff or a $100,000 cash payout. Following each grand prize drawing, the game will unlock a new city for players to start building up.

Social games normally monetize by having users spend money on hard currency, but due to the aforementioned link to online gambling this isn’t a possibility for Race 4 My Place. Instead, the game has players watch video ads in order to do things like recharging energy, acquiring extra goods or hiring people to work at the in-game businesses (though this can also be achieved by inviting friends into the game).

We were able to jump into Race 4 My Place right away, but the game’s official Facebook page notes some users are having issues getting it to launch. Look for our review of the game sometime soon.

AppData - Facebook application stats and data from Inside Network

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Posted by Hao at Wednesday, February 06, 2013 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Bringing, Gaming, Launches, place, prizes, Rewards, social, World

Monday, January 7, 2013

This handy infographic looks back at the year 2012 in casual gaming

by Joe Osborne, Posted Jan 2nd 2013 4:30PM

Conan ObrienIn the year two thousand ... and 12. (Moving right along.) You know, looking back ... 2012 was kind of a crazy year in games. That's especially so in casual games on all platforms. The folks at Dungeon Rampage creator Rebel Entertainment have gathered a handy dandy infographic that touches on all the landmarks moments of last year in the world of casual games, many of which cross path with not only the gaming world at large, but the pop culture world on the whole.

Remember when Atari started making social and mobile games? Or how about that time when Words With Friends became a board game? Other notables from the year in which the world was supposed to end include when the Angry Birds series reached 1 billion downloads, Zynga saw its first insider trading lawsuit and Amazon--of all companies--released social games. A crazy year indeed.

What was your favorite moment in casual gaming from 2012? What do you expect to see in 2013? Sound off in the comments. Add Comment.

Click the image below for full size. Casual games 2012

Tags: casual games, casual games 2012, casual gaming, casual gaming 2012, rebel entertainment, social games, social games 2012, social gaming, social gaming 2012


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Posted by Hao at Monday, January 07, 2013 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Casual, Gaming, Handy, Infographic, Looks

Tuesday, November 20, 2012

Social Gaming & Gambling Summit LA— Register Now and Save

Social Gaming & Gambling Summit LA LogoSearching for a way to profit from your social game or build brand awareness? Join us at Social Gaming & Gambling Summit, December 13-14 in Los Angeles, where experts will gather to show attendees the strategies needed to build a long-term sustainable business in social gaming. Register before Thursday, November 15, and save.

Many of the top mobile apps platforms, payment solutions, social gaming, casual gaming, and gambling brands will be represented. Attendees will receive insight on building games for the core, active gamer, learn trends in game analytics and optimization, and explore the future of online gambling.

Featured sessions include: 

The State of Mobile Gaming: A View from the Top

What tactics are key players in mobile gaming using to stay ahead of the curve? Niranjan Nagar, Head of Games & Apps, Global Vertical Marketing at Facebook, discusses the future state of the industry and Facebook’s marketing strategy for the vertical and architecting programs.

Multiplatform Games: Designing for the Future

As casual games spread throughout every gaming platform from consoles to the latest mobile phones, designers are challenged to innovate and reinvent gameflow and mechanics. Explore how to prepare for the future and look at case studies of successes and failures in moving between platforms with experts at Sulake, Hibernum Creations, Arkadium, King.com, and SignusLabs.

View the full program here.

Register before Thursday and save.

AppData - Facebook application stats and data from Inside Network AdParlor

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Posted by Hao at Tuesday, November 20, 2012 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Gambling, Gaming, Register, social, Summit

Tuesday, July 24, 2012

Big Fish Games brings gaming to the cloud on smartphones, PCs, tablets and more

Big Fish UnlimitedAt this year's Casual Connect conference in Seattle, Big Fish Games debuted its cloud gaming service, which will eventually allow gamers to play up to 1,000 games from the massive Big Fish Games library within seconds, without long downloads and without your progress being held hostage on a single device.

As reported by VentureBeat, the service is called Big Fish Unlimited and it allows players to start playing games within four seconds, even if they traditionally take up more than a gigabyte of space on a PC. While the speed is obviously impressive, the service is even more user friendly still, as it will allow gamers to log into their accounts from any device, whether that be a smartphone or tablet, a traditional PC interface or otherwise. It should be noted that Mac support is not available as of this writing.

As with the Big Fish Game Club, making the most of the Big Fish Unlimited experience will require a subscription of $7.99 a month, which is apparently in addition to the Games Club membership cost. With this subscription, players will be able to access the full supported catalog of games without ads and with full screen graphics. If you'd like to try the experience for free, you can play up to 20 games with a smaller screen size and the addition of ads.


For more information on Big Fish Unlimited, you can head over to the official website.

Will you sign up for Big Fish Unlimited so that you can play your games on multiple devices without losing your save files? Sound off in the comments!


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Posted by Hao at Tuesday, July 24, 2012 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Brings, cloud, games, Gaming, smartphones, tablets

Monday, June 11, 2012

Multiplayer gaming gone cloud

I’ve been so focussed on my card game (now waiting arrival…) that I didn’t know what’s been going on in the multiplayer side of things. And boy, it’s a new world out there.

The first that got my attention was Photon server/cloud. Exit Games has a nice system that gets rid of tons of headache (packet sending, connections and whatnot). Their system is worth checking, and it integrates nicely with Unity (comes with demos too).

Second thing that got my attention was PubNut. It’s a darn simple & fast messaging system. I checked the Monkey demo using pubnut and got it up and running, sending messages back and forth in minutes.

When I first tested developing UDP framework around 2001, I can assure, it wasn’t minutes. Also around 2007 when I knew what I was doing… it wasn’t minutes. Sure, there’s of course many things that you still gotta figure out (authorative servers, what you actually send, persistent data and such), but it’s nice that there’s services that take away some pain in online multiplayer gaming.

I’ve barely checked out what’s out there, so any comments & suggestions for resources is most welcome.

This entry was posted on Tuesday, May 22nd, 2012 at 11:45 pm and is filed under Game Development. You can follow any responses to this entry through the RSS 2.0 feed. You can skip to the end and leave a response. Pinging is currently not allowed.


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Posted by Hao at Monday, June 11, 2012 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: cloud, Gaming, Multiplayer

Thursday, June 7, 2012

What the U.S. Can Learn from China in Mobile Social Gaming

Editor’s Note: Chris Shen (pictured) is VP of Chinese online game developer and operator The9. He is also the general manager of the company’s mobile business unit. In this guest post, Shen outlines the convergence of social and mobile gaming in the West and how it compares to China’s experience. The9 recently updated Inside Mobile Apps on the growth of Game Zone, its mobile-social games platform.

With billion-dollar purchases of mobile companies like Instagram by Facebook, it’s very clear social companies are taking mobile seriously. Gaming is no exception, as evidenced by U.S. social powerhouse, Zynga. The online social games company has been creating more mobile titles in addition to buying OMGPOP, maker of sensational mobile game Draw Something, at the height of its popularity — only to see user numbers plummet shortly thereafter. Other social gaming companies, like CrowdStar, have declared they’re moving away from online to focus entirely on mobile games.

In order to understand how social gaming can effectively jump to mobile, U.S. companies need only to look east.

As social gaming struggles to find itself in the U.S., China’s mobile social landscape is flourishing. Why? China has already been there. Social gaming made the jump from online to mobile a few years ago in China, and now foreign developers are looking to tap into this profitable market. Just as popular PC game franchises like Warcraft have moved from the single-computer downloadable model to online networks, mobile games will become more profitable as they become more social.

While Chinese-developed games are showing impressive monetization numbers, foreign developers are realizing the need for an insider’s knowledge — to tap into China’s existing social gaming frameworks and understand its virtual purchasing habits.

The primary hurdle for mobile game monetization in China is piracy — a resistance to pay for downloads of even the most popular games. The Chinese app market is a confusing and fragmented one, with numerous third-party channels rather than the reigning Apple App Store that exists in the U.S. market. With nearly unlimited access to free pirated copies of games, mobile users are disinclined to pay for downloads. In moving to free-to-play gaming models, Chinese developers have taken a stand against piracy, a rampant problem in the country. If games are free, with other methods of monetization, they can’t be stolen.

And at the same time, this model encourages profits — Analysys International predicts a 75 percent increase in revenue from mobile social games in China over the next year. China’s mobile gaming revenue spike can be attributed to an effective social layer, coupled with high-quality gameplay. For monetization on mobile, Facebook has been concentrating on bolstered advertising, but maybe it needs to focus more on its Payments platform — and on promoting games that have high user-retention and promote virtual goods sales.

As Facebook’s relationship with its gaming partners becomes rockier, more developers will be looking to China — the biggest growing mobile market with one billion users. According to research firm Ovum, global virtual sales in games — including PC, mobile and console games — will jump to $53 billion by 2016. That’s more than a 100 percent increase from last year. In China, the games showing this kind of profit are largely those linked to social networks. The two most profitable games in China last year were distributed by Tencent, China’s largest Internet service portal with 700 million users.

Other Chinese companies — The9, NetDragon and PapayaMobile, to name a few — have also seen success localizing and distributing games, both Chinese and foreign, to the Chinese market through social means. But things get tricky when non-Chinese developers attempt to distribute their own games in China and aren’t familiar with this different app marketplace. According to Analysys, 43 percent of Chinese gamers who have paid for mobile games did so in free-to-play games by purchasing virtual goods. By contrast, only 27 percent paid to download a game in the first place.

For example, Australian games studio Halfbrick teamed up with Chinese Android developer iDreamSky to distribute its hit game Fruit Ninja in China. A key aspect of this partnership was integrating Fruit Ninja with an in-game transactions platform and with China’s social networks — bringing in $6 million of revenue for Halfbrick in 2011.

China’s mobile gaming market is a burgeoning gold mine that Analysys anticipates will hit revenues of $4.5 billion by 2015, and it will be interesting to see how many U.S. developers try their luck in the Chinese mobile gaming market as the Facebook-Zynga relationship plays out.

This guest post originally appeared on our sister site, Inside Mobile Apps.

AppData - Facebook application stats and data from Inside Network

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Posted by Hao at Thursday, June 07, 2012 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: China, Gaming, Learn, Mobile, social

Sunday, May 6, 2012

What social games can learn from real money gaming

Last week’s Global iGaming Summit and Expo in San Francisco raised a lot of questions about the future convergence between social games and real money gaming. Though many agree — and are banking on the fact — that there will be convergence, it’s not clear if we’re going to see that in 2012 or at a much later date.

There are three points where we see friction between social games and real money gaming. The first is simple: players that play games on social networks are fundamentally different from those that play for real money. A social games player wants to feel a sense of progress (e.g. levels, high scores, etc.) and perhaps community whereas a real money player wants to win money and possibly renown, as gambling culture in the West glamorizes high stakes players. Each audience has different needs and meeting those of one could alienate the other. For example, a social game might adjust its difficulty level to keep a game engaging to a less skilled player — like an arcade game where the puzzle changes if a user fails a level a certain number of times. A real-money casino game would never adjust the odds of a game no matter how bad a player’s losing (or winning) streak is, not only because it would unbalance the game but because it would illegal in regulated markets.

That’s a second friction point in convergence — regulation. Social game developers are not used to the extremely regulated real-money gambling market and would need to hire additional personnel just to ensure compliance in various global markets where real money gambling is legal. They also have to pay licensing fees to operate in most regions, which can prove prohibitively expensive for smaller developers. These realities could delay or prevent Facebook from introducing real-money gambling to its games platform — because it, too, would need to ensure compliance. Even if the U.S. made real-money gambling legal across all states (instead of only recently allowing each state to make its own law on the matter), it could take another two years before Facebook would be ready to allow it.

The third point is pure cost-benefit analysis. Nobody seems to know exactly what a social game is worth to an online gambling or land-based casino company. Caesars Entertainment spent $90 million on Slotomania developer Playtika while IGT spent $500 million on DoubleDown Interactive — and Slotomania was the larger game. Sure, casino games on Facebook see higher engagement and average revenue per user than farm or simulation games. And yes, online gambling sites see higher levels of conversion (70 to 80 percent conversion compared to social and mobile games’ 2 to 3 percent) and revenues even than social games. However, slapping a poker game onto Facebook with a virtual goods model in place of a real money one won’t necessarily generate revenues worth an online gambling game developer’s time — and it’d be less than a drop in a bucket for land-based casinos. Similarly, cribbing social game mechanics from Zynga poker for an online poker site won’t bring in a significant number of new users to those games because people mainly go to online gambling games to gamble, not to buy virtual goods.

The only real point of convergence social and gambling games can hope for in 2012 is reducing cost per acquisition. Online gambling sites pay as much as $215 compared to a social game developer’s $1 to $5 on Facebook and their funnels span TV and radio ads in addition to paying for search engine optimized terms on Google and other display ads. Again, part of that is in regulation — there are laws and company policies about where ads can be placed for online gambling sites. But a larger part is in trying to attract the type of player that wants to play for real money — as opposed to on Facebook, where most games are designed with the broadest possible audience in mind.

We spoke with two CEOs of online gambling sites — Malcolm Graham of poker site PKR and Simon Burridge of Virgin Games — that both named viral mechanics and “the psychology” of social games as key places where real-money games could reduce CPA. Most online gambling sites don’t have well-developed sharing or invite mechanics for players to interact with one another beyond individual games. Online bingo may have chat functionality, but that’s only a small fraction of what a social game can do to keep its players engaged with one another, and therefore more engaged with the game. Beyond even that, social games have ways of making players want to spend on an emotional level; they’ll pay for virtual goods not just because the items are pretty or because they need more chips, but because they have formed an emotional connection between paying real money and increased enjoyment.

On the flip side of that, there are things online gambling and land-based casino companies can teach social game developers. Graham and Burridge both spoke to the strength of data analysis within their companies, all of which is done in-house rather than outsourced to a metrics platform provider. By interpreting player data effectively — down to the individual level — PKR and Virgin Games can identify and focus positive attention on those players most likely to convert instead of just sitting back and waiting for a whale player to show up. Developers can also use that data to craft loyalty programs around player behavior patterns, making players feel like they should stay with one site to keep building a reputation and earning loyalty points versus going to some other site where they’d have to start all over.

AppData - Facebook application stats and data from Inside Network

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Labels: games, Gaming, Learn, Money, social

Tuesday, April 17, 2012

New hires in social gaming: Kabam, Plumbee and Playdom

Hiring in the social gaming industry was up sharply this week, with 12 companies reporting 24 recent hires. According to data from LinkedIn and other sources, Zynga reported the most activity with 10 hires. Despite the flurry of activity, there were no high-profile hires to report this week.

If your company is hiring new people or making a notable promotion, please get in touch with us. Email us at: mail (at) insidesocialgames (dot) com, and we’ll get your news into an upcoming post.

If you want to know who else is hiring, the Inside Network Job Board showcases current openings with the industry’s leading companies.

Disney Playdom

Thomas Jung, Art Director — Our hires roundup starts the week off with a promotion for Jung, who was previously a lead concept artist at Disney Playdom.

EA Playfish

Clay Zhong, Software Engineer — Zhong was also a software engineer at Augmentum before joining the Playfish team.

East Side Games

Annie Dickerson, Designer — Dickerson was previously the lead designer at Digido Interactive.

GSN

Jim Otermat, Game Developer — Otermat was a flash developer at 6waves Lolapps.

Kabam

David Dawson, 3D Art Lead – A pair of hires for Kabam. First up is Dawson, who was a lead environment artist / senior artist at Secret Level/Sega.Thomas Baxter, Player Experience Agent — Baxter also works at the University of Colorado.

Kixeye

Evan Jones, Gameplay Engineer — Jones was also a gameplay engineer at 6waves Lolapps.

Kontagent

Sean Po, Software Developer Intern – A promotion this week at Kontagent. Po was previously a Back-end Engineer Co-op at the company.

Loot Drop

Caulder Bradford, Software Engineer – Bradford comes from IQ212, where he was a lead Flash engineer.

Peak Games

Eyup Citci, Software Engineer — Two hires for Peak Games. Citci was a team leader at Mynet.Tolga Firatoglu, Lead Software Developer — Firatoglu starts his career at Peak.

Plumbee

Pablo Varela, Software Engineer — Varela was formerly the director of architecture at EA Playfish.Phillip Runyan, Marketing Consultant — Runyan makes the jump from Double Down Interactive where he was the senior marketing manager.

Social Point

Xavier Manuel Ruiz, Community Manager – Ruiz was previously a Colaborador at RAC 1.

Zynga

Steven Noble, QA Engineer I — Zynga dominates our roundup with 10 new hires.   First up is Noble, who worked in functionality quality assurance at THQ.Jon Weber, QA Manager — Weber was previously the senior manager and scrum master at Avid Technology.Christopher Coster, Senior Software Engineer — Zynga picks up three former 6waves Lolapps employees. Coster was a senior software developer at the company.Hans Park, Concept Artist — Park was also a concept artist at 6waves Lolapps.Tian Han, Software Engineer — Han was a game developer at 6waves Lolapps.Dan Alioto, Art Producer — Alioto comes from enVie Interactive, where he was a producer.John Mathew, Associate Product Manager — Mathew was a software engineer – team lead at L&T Infotech before joining Zynga’s Indian team.Nikhil Kurian, Associate Product Manager — Kurian was previously a DSP software engineer at Analog Devices.Aihua Liu, Software Engineer — Liu comes from Supertech Shanghai, where he was also a software engineer.Pavan Madhini, Content Writer — Finally we have Madnini, who was a management associate at Carpe Diem Marketing in India.AppData - Facebook application stats and data from Inside Network

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Labels: Gaming, Hires, Kabam, Playdom, Plumbee, social

Sunday, March 18, 2012

New hires in social gaming: Disney Playdom, Kabam and Plumbee

Hiring in the social games industry was up slightly this week, with eight companies reporting 14 recent hires. According to data from LinkedIn and other sources, Zynga reported the most activity. The week’s most notable hire went to Peak Games, which brought on Ahmed Alsafar as its director of MMO Games in the Middle East and North Africa.

In related news, former EA Playfish vice president John Earner has joined Plumbee’s advisory board. Earner left EA in January to take a position as an entrepreneur in residence at Accel Partners. Earner is the second Playfish alumni to join Plumbee’s board, following Dan Fiden, Playfish’s former U.S. general manager.

If your company is hiring new people or making a notable promotion, please get in touch with us. Email us at: mail (at) insidesocialgames (dot) com, and we’ll get your news into an upcoming post.

If you want to know who else is hiring, the Inside Network Job Board showcases current openings with the industry’s leading companies.

Disney Playdom

Travis Marshall, Associate Producer – Marshall was previously a technical analyst at Diamond Game.

EA PopCap

Miriam Shen, Project Coordinator – Shen join’s PopCap’s Chinese office. She was formerly a production coordinator at Xinhua Sports & Entertainment Ltd.

Kabam

Vivian Han, Analyst Intern – Kabam reports two hires this week. Han was previously the retail marketing supervisor at Nike Sports.Marielle Piccolo, Player Experience France – Italy - Piccolo joins Kabam’s customer service team.

Kixeye

James Bellenger, Server Engineer - Bellenger was previously a  senior software engineer at Redux.

Newtracks

Johannes Zint, Game Designer - Zint starts his career at Newtracks as a game designer.

Peak Games

Ahmed Alsafar, Director of MMO Games – MENA - Peak reports a high profile hire this week with Alsafar, who was formerly the business development manager (MENA & Asia) at Looki Publishing GmbH.Barkin Basaran, Product Specialist – Basaran is fresh from a position as the marketing and communications intern at Mercedes-Benz Turkey.

Plumbee

Ian Morrison, Automated Infrastructure Engineer – Morrison comes to Plumbee after a 10 year stint running IT service company Darq Ltd.

Zynga

Christopher Fortier, Product Manager – Fortier was formerly the chief operating officer at Agora Health Networks.Souvik Mukherjee, Test Lead-QA - Mukherjee was previously a senior QA specialist at K2 Network.Gemma Kelly, Senior CS Manager Zynga Player Advocacy & Service - Kelly comes from a position as the operations delivery manager at Sportingbet.Jagan Mohan, Software QA Engineer - Mohan was previously the senior authoring engineer at Technicolor India Pvt Ltd.Frank Benedetto, Super Moderator - Benedetto joins Zynga’s community management team as a Super Moderator.AppData - Facebook application stats and data from Inside Network

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Posted by Hao at Sunday, March 18, 2012 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Disney, Gaming, Hires, Kabam, Playdom, Plumbee, social

Saturday, March 17, 2012

Last Week to Pre-Order Inside Virtual Goods: Spending and Usage Patterns of the Social and Mobile Gaming Audience 2012

If 2011 is remembered as the year that games on mobile platforms grew quickly and games on social networks continued to mature, 2012 is quickly becoming the year that mobile games ecosystems are beginning to mature as well. Given massive changes in the Facebook monetization ecosystem over the last year, last year’s hit games are fighting for their lives, and new developers and games are climbing the leaderboards. At the same time, larger players are consolidating smaller studios and teams, investing heavily in a portfolio approach across mobile and social, and large media companies and traditional game developers continue to plot their social and mobile gaming strategies.

That’s why we’re excited to announce today a new original study in our Inside Virtual Goods series by co-authors Justin Smith and Charles Hudson that is exclusively focused on spending and usage patterns in the social and mobile gaming market, entitled Inside Virtual Goods: Spending and Usage Patterns of the Social and Mobile Gaming Audience 2012. The third annual installment of this report, it will be released on Tuesday, March 20, but is available for discount pre-order now.

As a leading source of independent information on the social and mobile games industry, our third annual survey of trends in this market are more valuable than ever for those looking for an unbiased view on player behavior trends. Inside Virtual Goods: Spending and Usage Patterns of the Social and Mobile Gaming Audience 2012 is our exclusive independent look at the virtual goods spending and behavior patterns of social game players on Facebook, iOS, and Android — data you won’t find anywhere else.

About the Report

Inside Virtual Goods: Spending and Usage Patterns of the Social and Mobile Gaming Audience 2012 gives you an inside view of the market at this critical juncture in the intersection of social networking, mobile applications, and online games.

We have surveyed nearly 3,000 players of social games on Facebook, iOS, and Android from around the world and across the demographic spectrum. Inside Virtual Goods: Spending and Usage Patterns of the Social and Mobile Gaming Audience 2012 is the most in-depth independent survey of player behavior and spending patterns in the social gaming market.

What We Cover

Spending Habits and Payment Methods in Top Games – It’s easy to compare games based on audience numbers, but which games monetize better? What payment methods do players use most often in top games? How is the shift to Credits affecting player behavior? We investigate how spending patterns compare across top social amd social games.Frequency of Play and Methods of Game Discovery - As Facebook has cut down on developer access to viral channels, and cracking iOS and Android discovery continues to increase in complexity, designing an engaging and viral game is becoming both increasingly important and challenging. We investigate which games people play most frequently, and which methods of game discovery are most effective for top games.Demographic Differences by Region, Age, and Gender – While the social and mobile gaming markets are increasingly global, the audience is also becoming increasingly diverse by age and gender. How do different segments of the audience differ in terms of spending and usage patterns inside social and mobile games? We take an in depth look.Brand Recall - How important are brands, and how well can users identify developers of top games? We investigate brand recall amongst social game players.

See the full table of contents below:

Table of Contents

I. Methodology and Respondents

1. Introduction

II. Social Games Player Spending and Usage Habits Survey Results

2. Research Methodology

Respondent Acquisition MethodTarget PopulationSurvey StructurePotential For Bias

4. Favorite Game

Distribution of Favorite GameFrequency of PlayDiscovering Favorite GameWith Whom Do You Play?Spending on Favorite GameFrequency of Payment MethodsConsumer Perception of Facebook Credits6. Play Patterns, Spending, and Brand Recall for Top GamesFrequency of Play in Top GamesSpending in Top GamesAided Brand Recall for Top Games7. Mobile Platforms & Game Adoption by Active Social Games PlayersSmart Device OwnershipMobile Games Played by Active Social Game PlayersIn-Game Mobile Purchase Activity by Active Social GamersGame Discovery and SpendingFavorite GamePayment TypesWho are the Social Gaming “Whales”?Spend Across Games

III. Mobile Games Player Spending and Usage Habits Survey Results

10. Survey Methodology on Mobile

How we acquired usersTargeting by platformGiven the importance of paid customer acquisition, seems reasonableNo incentives offered for completion

11. Demographic Information

Gender (explain that it’s predominantly male)Slice gender by region?Age distributionSlice age by region?

12. Device Ownership

Overall distribution of device ownership by platformCall out those who reported owning multiple devicesExamine device ownership trends by region and gender

13. Monthly Game Usage

Identify top games based on monthly usageSlice monthly usage by gender and region to see if there are interesting results

14. In-App Purchase Activity

Overall response on whether they use itDifferences by genderDifferences by regionDifferences by device platform

15. Paid Apps Activity

Overall response on whether they use itDifferences by genderDifferences by regionDifferences by device platform

16. Application Discovery

Variations in app discovery by region or genderVariations in app discovery by platform

Appendix – Survey Questions

More Data, More Actionable Insights

In 2010 and 2011, social games began to show what kind of value can be created on top of social networks, and mobile games began to become and even bigger part of the pie. 2012 will be an even more important year as the industry continues to mature.

Mobile gaming, powered by virtual goods, is this year’s industry to watch. If you’re involved, or are considering jumping in, Inside Virtual Goods will be one of your most important tools.

One year of original data and exclusive in-depth reports delivered on a quarterly basis is $2,495 and contains:

A detailed overview of the current state of the industrySpecific estimates on market size by segmentDiagnosis of key opportunities and issues by segment

Get The Annual Membership

Get Annual Membership (Includes Report + 3 Additional Quarterly Issues): $2,495 $1,995 USD*


OR Buy Single Report: $995 $795 USD*

* Pre-order discount ends March 19, 2012. All pre-ordered reports will be delivered on March 20, 2012.

Although the report will not be released until next Tuesday, March 20, we are offering a special pre-order discount for those who purchase now. A one year subscription is $1,995 until March 20, at which point the price will go to US $2,495. The one year subscription includes three quarterly updates on key developments in the space, including future editions of our annual reports, Inside Virtual Goods: The US Virtual Goods Market 2011-2012 and Inside Virtual Goods: The Future of Social Gaming 2012.

Or, you can download just this report. The pre-order price is $795 until March 20, at which point the price will go to US $995.

About the Authors

charles-hudson-headshotCharles Hudson

Venture Partner, SoftTech VC, CEO and Co-Founder, Bionic Panda Games

Charles Hudson is a Venture Partner with SoftTech VC and the CEO and Co-Founder of Bionic Panda Games, a mobile games company based in San Francisco, CA.

Until February 2010, he was the VP of Business Development for Serious Business, a leading producer of social games. Zynga acquired Serious Business in February of 2010. Prior to Serious Business, Hudson worked at Gaia Interactive, Google, IronPort Systems, and In-Q-Tel. Hudson also founded Third Power LLC, a conference and events company that was acquired by WebMediaBrands. Charles holds an MBA and BA from Stanford University.

justin-smith-headshotJustin Smith

Founder, Inside Network

Justin Smith is the founder of Inside Network, the first service dedicated to providing news and market research to the Facebook platform, social gaming, and mobile app ecosystems. Inside Network was acquired by WebMediaBrands (NASDAQ:WEBM) in May 2011.

Prior to Inside Network, he was Head of Product at Watercooler, now Kabam, a leading social game developer on the Facebook Platform. Prior to Watercooler, Justin was an early employee at Xfire, the largest social utility for gamers, which was sold to Viacom in 2006.

Justin holds a degree in Computer Systems Engineering from Stanford University, where he was a Mayfield Fellow and a recipient of the Terman Award in Engineering.

AppData - Facebook application stats and data from Inside Network

View the original article here

Posted by Hao at Saturday, March 17, 2012 1 comments Email This BlogThis! Share to X Share to Facebook
Labels: Audience, Gaming, Goods, Inside, Mobile, patterns, PreOrder, social, Spending, Usage, Virtual

Wednesday, March 14, 2012

Social gaming news roundup: SGN, Kabam and virtual goods

Playspan: virtual goods consumption up 28 percent since 2009 — According to a study conducted by digital monetization company Playspan, U.S. consumers bought $2.3 billion dollars worth of virtual goods in 2011, spending an average of $64 dollars per person. Playspan included purchases within a game or app, purchases from a console like the Xbox 360 or PlayStation 3, prepaid cards and purchases from online stores and publisher’s websites in its study.

Adobe unveils AIR 3.2 — Adobe has announced the latest updates to Adobe AIR. Version 3.2 of the tool includes both 2D and 3D hardware acceleration, which will allow games to run at 60 frames per second.

87 percent of US gamers play on Facebook or casual gaming websites — According to the latest study from Newzoo, 87 percent of the 145 million gamers between the ages of 10 and 65 in the U.S. either play games on Facebook or through casual portals like King.com. Newzoo also found that 87 percent of Facebook gamers also play games on casual games websites.

Kabam games now available on Download.com — Four of Kabam’s social games, The Godfather: Five Families, Edgeworld, Thirst of Night and Dragons of Atlantis are now available as full-screen, downloadable apps at Download.com. The desktop apps are made by SweetLabs, and were previously available on the company’s Pokki platform.

FarmVille and CityVille go tropical — Zynga has announced the newest expansion for FarmVille will be FarmVille Hawaiian Paradise. The update, which includes a tropical landscape, buried treasure, aquaculture and a new special coconut currency, goes live on Monday. The newest CityVille expansion, CityVille Islands, launched on Feb. 29.

Fiveonenine Games signs with GamesAnalytics — Durham-based social and mobile startup Fiveonenine Games is the latest company to sign a deal with GamesAnalytics. Fiveonenine will incorporate the company’s analysis tools in its upcoming games.

Dungeon Overlord expanding, going mobile — Night Owl Games has added the first expansion to its Facebook game Dungeon Overlord, titled The Succubus Stories. The developer will also be unveiling a companion mobile app for iPhone and Android at PAX East in April.

[Release] Rounds releases Facebook game based on interactive music video — Israeli-based Facebook video chat app maker Rounds has released a game using its technology to promote the rock band We the Kings. The game, based on the video for the band’s single Say You Like Me, was developed by Interlude.

[Release] Marvel: Avengers Alliance launches — After a lengthy preview period, Disney has finally launched Marvel: Avengers Alliance on Facebook. Our full review of the game can be found here.

[Release] Syfy releases Syfy Monster Island — Cable network Syfy has released a social game based on its over-the-top original movies. Called Syfy Monster Island, the game allows players to hunt prey like the Sharktopus. Syfy Monster Island is available on Facebook and the Syfy Games website.

[Announcement] Mindjolt SGN now just SGN – As of Feb. 28, Mindjolt SGN is now officially just Social Gaming Network, or SGN.

AppData - Facebook application stats and data from Inside Network

View the original article here

Posted by Hao at Wednesday, March 14, 2012 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Gaming, Goods, Kabam, Roundup, social, Virtual

Saturday, March 10, 2012

Announcing Inside Virtual Goods: Spending and Usage Patterns of the Social and Mobile Gaming Audience 2012

If 2011 is remembered as the year that games on mobile platforms grew quickly and games on social networks continued to mature, 2012 is quickly becoming the year that mobile games ecosystems are beginning to mature as well. Given massive changes in the Facebook monetization ecosystem over the last year, last year’s hit games are fighting for their lives, and new developers and games are climbing the leaderboards. At the same time, larger players are consolidating smaller studios and teams, investing heavily in a portfolio approach across mobile and social, and large media companies and traditional game developers continue to plot their social and mobile gaming strategies.

That’s why we’re excited to announce today a new original study in our Inside Virtual Goods series by co-authors Justin Smith and Charles Hudson that is exclusively focused on spending and usage patterns in the social and mobile gaming market, entitled Inside Virtual Goods: Spending and Usage Patterns of the Social and Mobile Gaming Audience 2012. The third annual installment of this report, it will be released on Tuesday, March 20, but is available for discount pre-order now.

As a leading source of independent information on the social and mobile games industry, our third annual survey of trends in this market are more valuable than ever for those looking for an unbiased view on player behavior trends. Inside Virtual Goods: Spending and Usage Patterns of the Social and Mobile Gaming Audience 2012 is our exclusive independent look at the virtual goods spending and behavior patterns of social game players on Facebook, iOS, and Android — data you won’t find anywhere else.

About the Report

Inside Virtual Goods: Spending and Usage Patterns of the Social and Mobile Gaming Audience 2012 gives you an inside view of the market at this critical juncture in the intersection of social networking, mobile applications, and online games.

We have surveyed nearly 3,000 players of social games on Facebook, iOS, and Android from around the world and across the demographic spectrum. Inside Virtual Goods: Spending and Usage Patterns of the Social and Mobile Gaming Audience 2012 is the most in-depth independent survey of player behavior and spending patterns in the social gaming market.

What We Cover

Spending Habits and Payment Methods in Top Games – It’s easy to compare games based on audience numbers, but which games monetize better? What payment methods do players use most often in top games? How is the shift to Credits affecting player behavior? We investigate how spending patterns compare across top social amd social games.Frequency of Play and Methods of Game Discovery - As Facebook has cut down on developer access to viral channels, and cracking iOS and Android discovery continues to increase in complexity, designing an engaging and viral game is becoming both increasingly important and challenging. We investigate which games people play most frequently, and which methods of game discovery are most effective for top games.Demographic Differences by Region, Age, and Gender – While the social and mobile gaming markets are increasingly global, the audience is also becoming increasingly diverse by age and gender. How do different segments of the audience differ in terms of spending and usage patterns inside social and mobile games? We take an in depth look.Brand Recall - How important are brands, and how well can users identify developers of top games? We investigate brand recall amongst social game players.

See the full table of contents below:

Table of Contents

I. Methodology and Respondents

1. Introduction

II. Social Games Player Spending and Usage Habits Survey Results

2. Research Methodology

Respondent Acquisition MethodTarget PopulationSurvey StructurePotential For Bias

4. Favorite Game

Distribution of Favorite GameFrequency of PlayDiscovering Favorite GameWith Whom Do You Play?Spending on Favorite GameFrequency of Payment MethodsConsumer Perception of Facebook Credits6. Play Patterns, Spending, and Brand Recall for Top GamesFrequency of Play in Top GamesSpending in Top GamesAided Brand Recall for Top Games7. Mobile Platforms & Game Adoption by Active Social Games PlayersSmart Device OwnershipMobile Games Played by Active Social Game PlayersIn-Game Mobile Purchase Activity by Active Social GamersGame Discovery and SpendingFavorite GamePayment TypesWho are the Social Gaming “Whales”?Spend Across Games

III. Mobile Games Player Spending and Usage Habits Survey Results

10. Survey Methodology on Mobile

How we acquired usersTargeting by platformGiven the importance of paid customer acquisition, seems reasonableNo incentives offered for completion

11. Demographic Information

Gender (explain that it’s predominantly male)Slice gender by region?Age distributionSlice age by region?

12. Device Ownership

Overall distribution of device ownership by platformCall out those who reported owning multiple devicesExamine device ownership trends by region and gender

13. Monthly Game Usage

Identify top games based on monthly usageSlice monthly usage by gender and region to see if there are interesting results

14. In-App Purchase Activity

Overall response on whether they use itDifferences by genderDifferences by regionDifferences by device platform

15. Paid Apps Activity

Overall response on whether they use itDifferences by genderDifferences by regionDifferences by device platform

16. Application Discovery

Variations in app discovery by region or genderVariations in app discovery by platform

Appendix – Survey Questions

More Data, More Actionable Insights

In 2010 and 2011, social games began to show what kind of value can be created on top of social networks, and mobile games began to become and even bigger part of the pie. 2012 will be an even more important year as the industry continues to mature.

Mobile gaming, powered by virtual goods, is this year’s industry to watch. If you’re involved, or are considering jumping in, Inside Virtual Goods will be one of your most important tools.

One year of original data and exclusive in-depth reports delivered on a quarterly basis is $2,495 and contains:

A detailed overview of the current state of the industrySpecific estimates on market size by segmentDiagnosis of key opportunities and issues by segment

Get The Annual Membership

Get Annual Membership (Includes Report + 3 Additional Quarterly Issues): $2,495 $1,995 USD*


OR Buy Single Report: $995 $795 USD*

* Pre-order discount ends March 19, 2012. All pre-ordered reports will be delivered on March 20, 2012.

Although the report will not be released until next Tuesday, March 20, we are offering a special pre-order discount for those who purchase now. A one year subscription is $1,995 until March 20, at which point the price will go to US $2,495. The one year subscription includes three quarterly updates on key developments in the space, including future editions of our annual reports, Inside Virtual Goods: The US Virtual Goods Market 2011-2012 and Inside Virtual Goods: The Future of Social Gaming 2012.

Or, you can download just this report. The pre-order price is $795 until March 20, at which point the price will go to US $995.

About the Authors

charles-hudson-headshotCharles Hudson

Venture Partner, SoftTech VC, CEO and Co-Founder, Bionic Panda Games

Charles Hudson is a Venture Partner with SoftTech VC and the CEO and Co-Founder of Bionic Panda Games, a mobile games company based in San Francisco, CA.

Until February 2010, he was the VP of Business Development for Serious Business, a leading producer of social games. Zynga acquired Serious Business in February of 2010. Prior to Serious Business, Hudson worked at Gaia Interactive, Google, IronPort Systems, and In-Q-Tel. Hudson also founded Third Power LLC, a conference and events company that was acquired by WebMediaBrands. Charles holds an MBA and BA from Stanford University.

justin-smith-headshotJustin Smith

Founder, Inside Network

Justin Smith is the founder of Inside Network, the first service dedicated to providing news and market research to the Facebook platform, social gaming, and mobile app ecosystems. Inside Network was acquired by WebMediaBrands (NASDAQ:WEBM) in May 2011.

Prior to Inside Network, he was Head of Product at Watercooler, now Kabam, a leading social game developer on the Facebook Platform. Prior to Watercooler, Justin was an early employee at Xfire, the largest social utility for gamers, which was sold to Viacom in 2006.

Justin holds a degree in Computer Systems Engineering from Stanford University, where he was a Mayfield Fellow and a recipient of the Terman Award in Engineering.

AppData - Facebook application stats and data from Inside Network

View the original article here

Posted by Hao at Saturday, March 10, 2012 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Announcing, Audience, Gaming, Goods, Inside, Mobile, patterns, social, Spending, Usage, Virtual
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