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August 04, 2009

The Top 25 Facebook Games

(* Source: Christopher Mack *)

 

top25facebookaugust

Chris says...

It’s now official: farming games are all the rage on the Facebook Platform. Of all the big moves we saw in this month’s Facebook gaming charts, none are more pronounced than the staggering popularity of the farming “genre.” FarmVille is now the most popular game on the Facebook Platform with over 16.6 monthly active users, and Slashkey’s Farm Town has skyrocketed 40% in the last month as well to near 15 million monthly players.

This month’s charts are pretty dramatically different than July’s. Smaller games have grown drastically in reach, new faces have appeared, and even long time leaders are falling from the top. The social gaming space is growing beyond just numbers. It is starting to mature.

Here are the highlights from the past month:

  • Long time #1 Texas HoldEm Poker fell from the top spot it held for a long time not one but three places to #4, getting beat out by FarmVille, MindJolt Games, and Mafia Wars.
  • Zynga’s FarmVille is now the #1 Facebook game, with over 16.5 million MAU. That is an 11.5 million MAU growth for the new game in the last 30 days.
  • Playfish’s Pet Society also dropped from #3 to #6 with 14.3 million users this month, as Farm Town held at #5.
  • PopCap’s adapted version of its hit Bejeweled title has shown why the company sets the standard in casual games – the title grew by 1.5 million users in July to move up from #11 to #9.
  • Another farming title from TheBroth, Barn Buddy made an impressive leap from #18 to #11 with nearly 5 million MAUs this month.
  • A classic card game we saw a while ago, UNO BETA also made its first appearance on the charts with close to 3 million users while the odd game of Pillow Fight defies previous predictions and hangs on at #23.

As social games developers compete with one another, the quality of games is going up, and the players are liking it. Will a new era of higher quality games ascend the charts this fall?

 

July 28, 2009

The Pirate Bay: Distributing the World’s Entertainment for $3,000 a Month

(* Source: ThreeBillion *)

 

Janko Roettgers says...

Much has been written in recent weeks about the future of The Pirate Bay, as well as about BitTorrent piracy in general. The sale of the site spooked some, while others are hoping to transform the new Pirate Bay into a legitimate, multimillion-dollar business. One aspect that has been largely overlooked is that the current Pirate Bay, due to the nature of P2P, is actually a relatively small and cost-efficient operation. The site’s trackers facilitate countless downloads of Hollywood blockbusters and music albums, but according to an insider, running these trackers could cost as little as $3,000 per month.

The implications of a number like that are huge. Not only does it mean that anyone with a medium-sized checkbook could replicate The Pirate Bay’s infrastructure in a heartbeat, but it also casts shadows over the hopes of anyone thinking about selling digital content online. Music fans were not longer willing to pay $20 for audio CDs once they noticed that blank CDs only cost a dime. How are they going to feel about download stores knowing that running the world’s biggest download service is that dirt cheap?

Earlier this week, when I was researching my story about federated tracker networks I had the chance to talk to some insiders close to The Pirate Bay as well as some folks working on newer projects aimed at picking up where it is leaving off. During one of these conversations, a person with inside knowledge of The Pirate Bay’s infrastructure estimated the total monthly costs of running the site’s trackers to be around $3,000. Compare that with recent reports that put YouTube’s bandwidth costs anywhere between $130,000 and a million dollar per day, and you’ll understand why I haven’t been able to get that number out of my head. : $3,000. What a steal. Literally.

Of course, that number doesn’t actually reflect all the costs associated with running The Pirate Bay in its current form. The site itself clocks more than a billion page views per month, according to statements from the prospective new owners, which should amount to a whole lot of additional bandwidth. The complete Pirate Bay set-up consists of a little more than 30 servers, of which less than a third are dedicated to tracking torrents.

Still, the impact of The Pirate Bay’s trackers are enormous. It tracks up to 2 million torrents and connects around 20 millions peers at any given time. Researchers estimate that 50 percent of the world’s publicly available torrents are tracked through The Pirate Bay. So how can just a massive system be so cheap?

The answer lies in the way the BitTorrent protocol work. Tracker servers never actually touch the files that are exchanged between users, and don’t compile huge lists of file names to query, either. Instead, these machines just collect the hash value of each torrent tracked. Users’ clients then query a tracker with these hash values, asking them for the IP addresses of others sharing the file associated with a particular hash value. So the whole message flow between client and server consists of just a few bytes, even if the files exchanged are massive Blu-ray videos.

I finished Chris Anderson’s new book “Free” this week, and I couldn’t help but think about The Pirate Bay’s $3,000 tracker while I was reading his theory of how the ever-decreasing costs of processing power, bandwidth and storage inevitably bring down the prices of digital goods as well. In the book, Anderson writes:

“In a competitive market, price falls to the marginal cost. The Internet is the most competitive market the world has ever seen, and the marginal costs of the technologies on which it runs – processing, bandwidth and storage – get closer and closer to zero every year. Free becomes not just an option but an inevitability.”

Of course, content owners would rightfully argue that the cost of producing a Hollywood movie or a TV show is not zero. But that’s beside the point. If all it takes to distribute Hollywood’s entire creative output online is $3,000 a month, then there’s always gonna be someone who will offer this stuff for free — and you’d better find a really good way to compete with that.

 

July 02, 2009

GDGT Social Network for Gadgets


(* Source: Mark Hefflinger *)

 

The founders of gadget news blogs Gizmodo and Engadget have teamed to launch GDGT, a gadget-focused online social network.

The site was launched on Wednesday by Pete Rojas, the founder of Gizmodo and co-founder of Engadget, and Ryan Block, the editor of Engadget.

The site will not produce original news content or reviews, as do Gizmodo and Engadget, but instead aggregate news and reviews, and allow users to post their own gadget reviews.

Users can also create profiles and list their stable of gadgets, as well as wish lists.

Block told The New York Times that the gadget blogs focus on only 5% of a device's lifecycyle, the "lust phase," while GDGT will address "the 95 percent of the time you own the product there is nowhere to go. We are building the place where you can live with your gadgets online in perpetuity." 

 

See site here

March 25, 2009

Study: In-Game Video Advertising Trumps TV Advertising In Effectiveness

(* Source: Robin Wauters *)

 

 

Robin says...

A study commissioned by NeoEdge Mountain View, CA-based casual gaming advertising network, says (surprise, surprise) that video advertising within online games is more effective than TV advertising. Preliminary results of the study, which will conclude at the end of this month, seem to indicate online gaming audiences are more inclined to remember and positively percieve brands who experiment with pre, mid and post-roll video advertisements inside Web-based games.

Of course, studies ordered by commercial companies with a clear stake in the subject of the research like this one always need to be taken with a grain of salt, but the results are interesting nonetheless, and deserve a closer look. After all, major companies like Google and Sony are eyeing in-game advertising revenues in a big way, and for good reason: depending on which research organization you trust, spending on in-game advertising is supposed to grow to between $732 million and $1.8 billion by 2010, although I personally believe the current economic climate might prevent spending to reach even the more conservative prediction by the end of next year.

For more context: some say in-game advertising will ruin the video game industry altogether, others believe standards will spur industry growth, and a recent article on our sister site Crunchgear (based on another study) suggested gamers don’t have a problem with in-game advertising at all.

Anyway, going back to NeoEdge’s study, which was conducted in conjunction with research agency Frank Magid Associates, this is how they came to their conclusions:

The research goal was to determine both the value of online video advertising inside of casual games and the most efficient use of video advertising in casual games. In partnership with advertiser Zappos.com, casual game players across the NeoEdge Network were intercepted with a survey request after game play. Consumers saw one of ten different online video advertising scenarios, which varied number of ads seen, frequency of ads and additional ad products. Over 2,000 consumers participated in the research study and over 1 million ad impressions were used to conduct the comprehensive research.

According to Vicki Cohen, Executive Vice-President at Frank Magid Associates, the preliminary results show a 5x increase in unaided brand awareness over TV advertising where a game included a Zappos.com ad. Other key findings according to the release: over 80% correctly linked Zappos.com as the advertiser who “allowed them to play the game for free” (who knew gamers were such a grateful lot?), while 56% had a more favorable impression of Zappos.com because of their trade-off of watching an ad for free game play.

I am skeptical that the reported uplift in percentages and absolute numbers can be generalized across all in-game advertising and more extensive research would be welcome for backing up the statement, although I am inclined to believe the notion that in-game advertising is generally more effective than TV advertising.

Then again, which form of digital advertising isn’t?

 

October 15, 2008

We Are The Creators Of Worlds

(* Source: Marta Strickland *)

 

littlebigplanet+03+resized.jpg

 

Martha says...

Little Big Planet is one of those games that defies explanation. On Friday, Eric Diem wrote, "I can't find the words to describe what a unique experience this game produces, so I figured it would just be easier to bring in my PS3 in so everyone can check it out."

So he did, and the impression that he left on the office was monumental. Jeff Bossardet confessed to me, "It is gorgeous. I have never been a gamer. For many years now I have thought that it may be advantageous, as an interactive professional, to understand the gaming world from a users perspective. I think I have found my gateway drug I mean game...Little Big Planet."

Why were we all so excited? Little Big Planet isn't just a game. It is a way to make games, mold games, and share games. The only limits are that of human imagination.

In its simplest form, Little Big Planet is a platform game, but it is a game that teaches you how to create your own levels. It provides you with different materials and all the tools you need to turn those materials into moving, changing, and logical objects. These objects can be set to react to different changes in the environment or actions of the players. The result is the ability for every player with patience and practice to create entire video games of their own.

But that is just the tip of the iceberg. The social element of the game is another side to the revolution. All worlds can be "published", which means they are open for the entire community to play. Those worlds can be rated, tagged, and shared. And, if the world creator so chooses, they can give the objects they create (villains, tools, etc) as gifts to other players to use in their levels.

Some see this all as a bold move in consumer-generated gaming, and others see it as opening the door to other greater deeds in co-creation. But everyone agrees it is a HUGE step forward for the industry. Just look at this guy who defied game-makers expectations and created a working calculator. Prepare to be amazed:

 

October 06, 2008

Trends in gaming

(* Source: Dan Taylor *) 



 

Dan says...

1. New input devices / interfaces
The last few years have seen an explosion in the number of innovative new gaming input devices; dance mats, the EyeToy, the DS touchscreen and stylus, Buzz!, the Wiimote and Balance Board, Guitar Hero/Rock Band and the iPhone. Next up: the Neural Impulse Actuator (no really). See earlier post: A visual history of the evolution of video game controllers.

2. Digital distribution
It's been talked about for years but the digital distribution of video games is finally becoming mainstream thanks to the online stores of the 7th generation consoles (PlayStation Store, Xbox Live Marketplace, Wii Shop Channel), the growth of Steam (not being bought by Google after all) and, perhaps most unexpectedly of all, the launch of the iTunes Apps Store (100 million downloads and counting, many of them games). Digitial distribution is also enabling the little guys to get their games out there (check out the wonderful Ben There, Dan That! from the two-man Zombie Cow Studios).

3. Social networking
Gaming and social networking are coming together in a variety of different ways; via casual games / social objects in existing social networks (e.g. Facebook applications such as Scrabulous, Texas HoldEm Poker and the supremely annoying Vampires/Zombies); via games which work across networks (e.g. Mytopia, Come2Play); via social networks dedicated to gaming (e.g. Raptr, Character Planet); via casual gaming sites with integrated social networking functionality (e.g. Cafe.com, MuZui, doof, i'm in like with you) and via browser based games with a social dimension (e.g. PMOG, WebWars: EVE).

4. User-created games
Once the province of the bedroom-coder, it's getting easier and easier for non-technical users to create their own games thanks to sites such as The Sims Carnival and PlayCrafter. The visual richness and complexity of what it's possible to produce is also increasing with the advent of more sophisticated 3D engines like Atmosphir. Sites such as Kongregate and YoYo Games enable amateur developers to get their games out to a wide audience. Creating elements within games is also becoming increasingly commonplace with games such as Spore and LittleBigPlanet taking the creativity offered by The Sims to the next level.

5. Free-to-play games
It looks like Chris Anderson might be right (again) - the shift towards free is gradually starting to permeate the games industry. Whilst freeware has been around for years it's only relatively recently that it's started looking like a viable option for bigger games companies as ad supported gaming and alternative revenue streams (e.g. clothing for avatars) become increasingly commonplace.

6. Personalised avatars
The days of choosing between Pac-Man and Ms Pac-Man are long gone. Fully customised 3D avatars are increasingly becoming the norm in gaming environments. Online virtual worlds and MMOGs such as Second Life, MTV's virtual worlds, EVE Online and City of Heroes set a new benchmark of avatar personalisation which is now starting to percolate through to console titles. WeeWorld and Nintendo also helped shift expectations with their respective WeeMees / Wii Miis.

7. Real-world gaming
The number of gaming experiences tempting joystick junkies beyond their front doors has been on the increase over the last couple of years; from ARG's like I Love Bees and Perplex City to geo-location games like PacManhatten, Crossroads, Conqwest and Plundr. Whether these games transition from the geek-elite to the mainstream remains to be seen, although Akoha (which bills itself as "the world’s first social reality game") looks interesting, as does Zyked (think Nike + on steroids).

8. Episodic gaming
A logistical nightmare when shipping physical product, episodic games becomes achievable when delivered over IP. Telltale Games is at the forefront of episodic gaming having published three separate series: Bone, Sam & Max and Strong Bad's Cool Game for Attractive People (with Wallace & Gromit's Grand Adventures coming soon). Other high profile episodic games include GameTap's American McGee's Grimm, SCE's Siren: Blood Curse and Kuma's controversial Kuma\War. BioWare provided additional downloadable episodes for Mass Effect and Warner Bros. Interactive are reportedly planning to release the Watchmen video game episodically. A somewhat lower profile example is Channel 4/LittleLoud's Bow Street Runner (see earlier post).

9. Casual games
The casual games market has gone through the roof in the last few years. Uber portals such as Pogo, Miniclip and AddictingGames attract millions of visitors a month whilst series such as Virtual Villagers and Mystery Case Files have been downloaded many hundreds of thousands (if not millions) of times. There's also the occasional David amongst the casual gaming Goliaths, with individual titles like Line Rider and TypeRacer capturing the public's imagination and spreading virally.

10. Into the mainstream
Extensively documented elsewhere, there's little doubt that the Wii, Wii Fit, Guitar Hero, Brain Training and Nicole Kidman have all done their bit in helping move gaming beyond the hardcore to members of the family whom previous gaming eras couldn't reach. Will be interesting to see how much further gaming can diversify in order to reach new audiences or whether that particular market strategy has now been exhausted.

 

Video Games Myths Revisited: New Pew Study Tells Us About Games and Youth

(* Source: Henry Jenkins *)

 

Some takeaways comments from Henry Jenkins from a recent report released by the Pew Internet & American Life Project offers some valuable new data about the place video games play in the lives of American young people.

At the most basic level, game playing has become more or less universal.

  • Fully 97% of teens ages 12-17 play computer, web, portable, or console games. 50% of teens played games "yesterday." 

The Pew research may also force us to rethink once again the assumption that there is a gender gap in terms of who plays games:

  • "99% of boys and 94% of girls report playing video games. Younger teen boys are the most likely to play games, followed by younger girls and older boys. Older girls are the least "enthusiastic" players of video games, though more than half of them play.
  • Some 65% of daily gamers are male; 35% are female. Girls play an average of 6 different game genres; boys average 8 different types."

The Pew Data complicates easy generalizations about the place of violent entertainment in the lives of American teens.

  • The five most popular among young Americans are Guitar Hero, Halo 3, Madden NFL, Solitaire, and Dance Dance Revolution. Of these, only Halo 3 would qualify as a violent game. Over all, non-violent genres were the most popular.
  • But, 50% of boys name a game with an M or A/O rating as one of their current top three favorites, compared with 14% of girls. (0ne of those places where gender really does make a difference in how people relate to games.) 32% of gaming teens report that at least one of their three favorite games is rated Mature or Adults Only.
  • 12- to 14-year-olds are equally as likely to play M- or AO-rated games as their 15- to 17-year-old counterparts.

The Pew Data further challenges the idea that game playing is a socially isolating activity.

  • The researchers found "65% of game-playing teens play with other people who are in the room with them. 27% play games with people who they connect with through the internet. 82% play games alone, although 71% of this group also plays with others. And nearly 3 in 5 teens (59%) play games in multiple ways -- with others in the same room, with others online, or alone."

 

More here

October 01, 2008

Tootsville Launches a New Virtual World for Children and Tweens

(* Source: Doriano "Paisano" Carta *)

 



 

 

 

 

 

Doriano says...

Tootsville is a new virtual world for children ages 6-14 that’s very similar to Disney’s online cash cows ToonTown and ClubPenguin (which they purchased for $700 million).

The reference to Disney is important to note because monetization is obviously extremely important to Tootsville. This is evident by the fact that kids cannot really do many of the fun things the site has to offer without their parents ponying up some money on a monthly or annual basis.

These premium accounts range from $5.95 per month up to $57.98 annually. Here are some of the things your kids CAN’T do unless you upgrade to a premium account: Walk on 2 legs, Dress up your toot, buy clothes or furniture, decorite your house, attend special events, collect pivitz, play premium games and safe chat with friends. I know, then what CAN they do? The answer: not a whole lot really. 

 

Speaking of money, since the characters in Tootsville are a bunch of colorful elephants, the currency they use is in the form of peanuts. Kids get a bunch of peanuts if their parents subscribe to the more expensive premiere plans, naturally. This is important because this is what they use to buy objects such as clothes for their elephant or furniture for thier house. Some might say this is a good way to teach children the value of money and how to spend wisely. 

On the positive side of things, the site is full of bright colorful worlds and loaded with activities (some are even free!). Kids can easily chat with other “toots” and checkout places together. The good news is that there are ways for kids to earn peanuts by doing certain things. For example, by going to the water fountain (see image above) and making a wish you quickly make 19 peanuts. 

Tootsville’s goal is to mix educational lessons with entertainment as displayed throughout the site. The Tootering program is scheduled for release for spring 2009 and the Teacher’s Pet Program will emphasize the fun in learning, at home, and in the classroom. 

If you’re a parent with children that enjoy playing online, then safe sites like Tootsville and the ones from Disney provide a service that’ll provide fun for kids and peace of mind for parents. When you look at things that way, then the small cost of membership is well worth it.

 

 

September 22, 2008

Japanese Girl Sensation: Virtual Boyfriends

(* Source: Serkan Toto *)

In Japan, girls are crazy over virtual boyfriends. Webkare (Web Boyfriend in Japanese), a mix between a social network and dating simulation site, is Nippon’s newest web sensation. Geared exclusively towards girls, the site attracted over 10,000 members just 5 days after its release on September 10, racking up 3.5 million page views in the same time frame.

The site is a huge hit over here. Girls sign up and become members of a social network but also users of a dating simulation in cartoon style. They have to try to hook up with one of four male Anime characters (who are the “stars” of the site) through “conversations” and must collaborate with other Webkare members in order to move on in the game. Eventually they conquer the heart of the chosen cartoon boy.

It’s pretty weird but clever. Dating simulations have been popular in Japan for quite a while now, but Webkare marks the first time the concept has been brought online and combined with social networking functionality.

Girls choose between one of four different male cartoon characters they want to hook up with upon registration. They can then “communicate” with their digital crush in cartoon-like sequences to try to win over his heart over the course of the game. It’s also possible to meet other boys later in the story, which uses a virtual high school as the main setting.

Interaction is quite limited, as users themselves can neither type text nor “speak” to the characters. Instead, Webkare will display a short cartoon clip if you click on the boy you like (some of the clips include voice samples such as “What’s up?”, “Do you always stay in the class room until dark?” “Leave me alone!” etc.), driving the love story forward step by step.

Important conversations or events can be stored in the album section of the site as “memories”.

On the surface, Webkare’s social network functions are kept to a minimum. There are profiles (including the “Propeta” feature that lets you decorate your profile with small branded icons, similar to the HotLists used in HotOrNot profiles), a direct messaging system, a discussion board and a Twitter-like microblogging function. But the social aspect is actually quite distinctive, as members need to befriend each other and collaborate. LinkThink, the company behind Webkare, is strangely secretive about the game mechanics, however, making it hard to figure out how to advance in the game. For example, it seems to be essential to “talk” to the boyfriends of other users and view their profiles and albums.

Currently usage is free, with display ads and affiliate links as main sources of revenue. Webkare’s future monetizing strategy could include turning the concept into a video game or novel, merchandising, product placement, selling virtual items, expanding the concept to cell phones, developing a version for male users or offering premium memberships.

Another obvious option is internationalization, but here the question is if such an idiosyncratic way of curing loneliness 2.0 could succeed in the US or Europe as well. Reportedly, 52% of members are Japanese females in their twenties, with thirty-somethings accounting for 18% of the user base.

 

August 04, 2008

Put Your Game Face On And Plant Some Trees With SGN

(* Source: Jason Kincaid *)


 

 

Jason reports... 

Social Gaming Network, a startup behind a number of popular social network games, has partnered with the Arbor Day Foundation to create a Facebook game to raise money for, of all things, planting trees. SGN has created a game called “Space Movers: The Bloom Initiative”, and will donate up to $50,000 of the game’s advertising revenue to the cause. You can check out the app by going here.

The game itself plays almost exactly like Bejeweled, with a few goofy characters and icons that all fit under a vague “nature” theme. And while the gameplay may not be too original, the game has high production values, with a full soundtrack and animations.

The partnership is the latest in a string of unconventional promotions we’ve seen from developers on social networks, who are going to great lengths to increase exposure and help their games “go viral”. Last month Slide partnered with VH1 to to promote its application alongside a marathon of reality shows.

SGN focuses on games that include social interaction, and claims 1.1 million daily active users across Facebook, Bebo, MySpace, and hi5, with a reported 54 million application installs. The company has raised some serious cash, with over $20 million in funding and investors including Jeff Bezos. Zynga, its closest competitor, recently closed a $29 million Series B funding round led by Kleiner Perkins, and has raised a total of nearly $40 million.


 

June 02, 2008

Mötley Crüe Song Sells More on Xbox Than On iTunes

(* Source: Erick Schonfeld *) 

 

motley-crue-sola.png

Erick says... 

Can video games save the music industry? Probably not. But video games are emerging as a powerful distribution channel for digital music downloads. Players of Grand Theft Auto IV can buy the songs they hear in the game from Amazon by making their characters dial a number on their cell phones.

Now the rock band Mötley Crüe (yes, they are still alive) is getting in on the action as well. They released a single from their latest album, Saints of Los Angeles, both in the video game Rock Band and as download on iTunes, Amazon and elsewhere. In the first week that the digital single was available for sale (the physical album won’t be released until June 24), it was downloaded 47,000 times on the Xbox alone compared to 10,000 times on iTunes and other digital download stores on the Web.

Maybe people who play Rock Band are just naturally drawn to the Crüe. Or maybe video games are just a better way to sell music. You get to hear the whole song as part of a more immersive experience. And if you just scored high in the game, you are probably more receptive to shelling out some cash for the song that helped you get there. All those feel-good endorphins have to be channeled somewhere.

 

Photobucket 

May 12, 2008

Apple TV + iPhone = Games Console?

(* Source: Dan Taylor *) 

 




Dan says...

As Wired's recent article on the fierce rivalry between leading gadget blogs Engadget and Gizmodo illustrates, no-one likes to be pipped to the (blog) post. So, it was with some frustration that I fired up my feed-reader this morning to discover that Daniel Langendorf from ReadWriteWeb spin-off last100 had posted an op-ed piece entitled 'What if Apple re-enters the console gaming market through the iPhone?' covering much of the same ground as a post that has been kicking around in my drafts folder for the past couple of months entitled 'Will Apple's next play be gaming?'.

However, whilst Langendorf joins the dots on Apple's likely play for mobile gaming with the iPhone / iPod Touch (check out the video of SEGA demoing Super Monkey Ball for iPhone if you've not already seen it) and speculates that they might follow it up with an "integrated game console for the living room - either a new product or the next iteration of the AppleTV", he doesn't connect the two, which in my mind is where the really interesting play is.

What the iPhone lacks as a domestic gaming platform is a big screen and what Apple TV lacks is an appropriate controller. Put the two together, connected via WiFi, and you've potentially got a Rolls Royce Wii (admittedly, with a price tag to match and you probably wouldn't want to throw your iPhone around the living room the way you do your Wiimote). That said, the potential of the iPhone as a controller for a secondary console is pretty interesting to my mind, combining the accelerometer of the Wiimote with the touch-screen of the Nintendo DS to theoretically provide a motion-sensing two-screen experience (e.g. tilt device to steer plane, stroke screen to target missile). Multiplayer would just be a matter of your mates whipping out their iPhones, selecting your WiFi network and joining the game, with information relating to the status of their on-screen avatar displayed privately on their iPhone.

More here 

May 08, 2008

"Grand Theft Auto IV" First Week Sales: $500 Million, 6M Units

 (* Source: Mark Hefflinger *)

 

 

 

 

 

 

 



Take-Two Interactive announced on Wednesday that its "Grand Theft Auto IV" broke all-time day one and week one sales records, posting 3.6 million global unit sales on April 29, with a retail value of $310 million, and 6 million in sales for its first week, with an estimated retail value of more than $500 million. "Grand Theft Auto IV's first week performance represents the largest launch in the history of interactive entertainment, and we believe these retail sales levels surpass any movie or music launch to date," said Take-Two chairman Strauss Zelnick.

The previous sales record holder, Microsoft's "Halo 3," brought in $170 million on the first day it went on sale last fall.

Take-Two expects that Grand Theft Auto IV will sell 12 million copies this year.

May 04, 2008

Moshi Monsters: Neopets Meets Social Networking

(* Source: Duncan Riley *)

 

 

Moshi Monsters, from UK startup Mind Candy officially launched last week with a product that marries the ideas behind Neopets and Tamogotchi with a social network for kids.

Users adopt their own Monster and keep it happy by solving daily puzzles that are sent to each player. Monster owners can interact with their pets by tickling them, playing games, shopping, designing their rooms, and shortly by dressing them up. One core element being promoted for Moshi Monsters is the ability to build an emotional bond between the user and their Monster, which is achieved through flash animation and a complex behavioral engine. Monsters develop their own unique personalities depending on how well, or badly, they’ve been treated.

Players can connect and communicate with others through the Friends Tree, visits to other Monster rooms, Monster blogs, Newsfeeds, and a messaging system. The site is geared towards kids, so online safety is a top priority and the Moshi Monsters team monitors site activity to make sure it remains safe.

Now admittedly it sounds like Neopets or similar services with some social networking thrown in for good measure, but where Moshi Monsters stands out is with $10 million in backing from Index Ventures, Accel Partners, and Newmediaspark. Sure, money should never be the final judgement on any site, but well known VC firms think there’s something here worth investing in. I’m also no judge on what kids like (mine isn’t quite old enough yet to use this) so ultimately you (or your kids if you have any) can be the judge.

 

April 30, 2008

You Gotta Have A Little...Ego

(* Source: Nic Tan *) 

 

I've been a little jaded by the Facebook phenomenon lately and I needed a different fix... Enter Ego (still in beta) by Punch Entertainment, a little startup in Mountain View. These guys used to port console games to mobile phones for carriers like Sprint, Verizon, T-Mobile etc.

After playing it online for a day, I find that Ego is like a cross between a Tamagotchi, a Mii, Facebook and IM. Your avatar starts off with very basic attributes and levels up by developing a stronger persona or archetype through in-game interactions called Socializing. Going from high school to college to adulthood, you can be buddies with not only your friends, but with the whole American Idol crew, the folks from Lost (all AI driven) or random avatars with AI kicking in when they're not online - based on those users' past actions. As you progress in the game, you unlock rewards that help refine your personality instead of buying features.

Ego is built as a social networking game for mobile phones with online components through their site, a Facebook app and beyond. It was awarded "Most Innovative Game" at Game Developers Conference 2008. The target demographic is teens and up.

http://www.ego-city.com/

April 04, 2008

Social Gaming Site Cafe.com Launches; Targets Diverse Demographics

(* Source: Paul Glazowski *)

 

Been hearing about cafe.com for a while now from friend from Boonty.  Paul here gives a good write up about its features.  Read on... 

 

cafe

Paul says...

Launched today, a new site devoted to social gaming Cafe.com is targeting the casual gamer demographic with a starting lineup of 50 titles, some that may be familiar, some which may be new to players.

The New York, NY-based site, purportedly under development for more than two years and the so-called brainchild of Boonty, “one of the largest causal game platforms in the world,” allows users to network and compete with friends known and unknown, courtesy of an import tool that facilitates the invitation of social connections listed on Facebook, MySpace, Bebo and Hi-5, which makes getting started easy, whatever communications platform you might already prefer when communicating with personal associates. Address book and IM service imports are also made possible through Cafe.

cafescreen

The service emphasizes five points to market itself to prospective users, three of which are especially pertinent, given the competition in its burgeoning industry. (Read: SGN and Zynga.)

First, the company lays claim to a good number of social networking features, and the bridges it has so far established are pretty convenient. No need to go through the rigamarole of inviting friends entirely manually via that totally old, passe thing called email to spar against one another via a multiplayer title. Simply pull in your contacts from a myriad of outside sources, including several well-established social networking sites, and you’re pretty much set to offer up challenges to willing parties. Mind you, Cafe stresses security controls, so you don’t have to maintain an open profile. If you only want to play with people you know, no problem. You may do so.

Also, some titles on Cafe allow for two-player combat, while others provide space for as many as 6, making the website into a sort adaptable roundtable of casual gaming. Quite fun. Single-player is possible, of course, but…you know…who really wants that? Play together, we say.

Third, the games provided on Cafe are complex enough for gamers to attain “boosts,” which can add levels for increased skills and strategy. Yes, many games today built for the Web-based industry deliver such intelligent environments, but Cafe may give you the right mix of casual atmosphere and gameplay progression that you’re looking for. It’s all about taste, and if Cafe serves you right, well, all the better.

cafescreen2

A few other items worth mentioning. Cafe is employing a “micro-transactional” business model, based on Cafe Coins, which can grant gamers “boosts,” among other things. The company, having observed the growing popularity of similar systems in Asia and Europe, considers it a strong possibility that online gamers in the US will latch onto the concept as well. To fuel interest in its proprietary currency, Cafe provides new registrees 10,000 coins and will soon offer other promotional “virtual gifts” as well as host online gaming tournaments.

It’s also important to note that Cafe is hoping to cater to an equally male/female userbase. According to data put forth by the company, some 60% of women interested in a casual gaming experience online are over the age of 26. Cafe is looking to grab a healthy percentage of that segment of the Web-connected population.

On the whole, Cafe looks rather appealing. It’s the right mix of variety, simplicity, and convenience that just might make it a winning proposition. Visually, it is inviting. Will it prove enticing enough amid higher-profile fare? And will gamers wish to visit Cafe rather than have Cafe visit them (on their respective social networks)? Only some real-world experimentation will help to determine the answers to those questions. At the moment, I feel reasonably bullish about Cafe’s prospects. But as for its likelihood in achieving great popularity, I’m skeptical.

 

9 Great Games For The iPhone

(* Source: Sean P Aune *) 

 

Sean says...

While we all wait for firmware 2.0 for the iPhone an iPod Touch, there are still plenty of games out there help distract you from work. These nine represent but a fraction of what’s waiting out there; we’ve had some fun with ‘em, and hopefully you will, too.

    http://www.rogerkenny.com/battlefleet/

BattleFleet - The classic game of hunting for the enemy navy to sink it while hiding your own.

    http://yoav.org/dice/

D & D Roller - Why carry around a bag full of dice like the old days? Whip out your iPod Touch or iPhone, hit this site, and start rolling the dice for your games.

    http://www.headsyouwin.us

HeadsYouWin - In this modern day of credit cards, sometimes you simply don’t have a coin to flip, this iPhone/iPod Touch web application will solve the problem for you.

    http://mynumo.com/iphone/roulette/index.htm

Kenny Rogers Roulette - Not only is it roulette on your iPhone, but you get to see Kenny Rogers staring at you!

    http://www.kingdomgame.net

Kingdom Game - A real time strategy game where you control a kingdom, buy defenses, buy and sell goods in the market, build diplomatic relations through embassies and more.

    http://www.powapps.com/lightsoff/

Lights Off - Click a square to turn a light on or off and see what happens to th squares around it. The ultimate goal is to turn off all of the lights.

    http://www.digiwidge.com/Reversi/

Reversi - Also known as Othello, Reversi is a popular and old game, and now you can play quick games where ever you may be.

    http://iphone-tetris.com/

Tetris - It just wouldn’t be mobile gaming if there wasn’t some way to play Tetris on it.

    http://1337pwn.com/iptfriends.php

XBox Live Friends - Add your friends Gamertags to the app and you can check their online status and gamer card from anywhere.

 

March 18, 2008

The Games People Play (And the Bands That Play Along)

(* Source: Paul Resnikoff *)

 

As the influence of major labels continues to recede, a number of ambitious power-players are filling the void.  Early predictions called for the rise of the ultra-powerful management agency, though unexpected retailers like Starbucks, performance heavyweights like Live Nation, and even big-boxers like Wal-Mart are now commanding the most attention.

But when it comes to commanding the most hours of undivided consumer attention, the gaming industry is frequently unparalleled.  The hyper-distracted consumer of today is mostly a multi-tasking, surface-oriented animal, but games often defeat those tendencies.

And that spells a solid promotional platform for up-and-coming bands, especially those wishing to target a younger demographic with larger amounts of free time.  "It's just a new way of going to where kids are, versus where they're not - like radio," said Steve Schnur, worldwide executive of Music and Marketing at Electronic Arts (EA), during a recent discussion at South by Southwest (SXSW) in Austin, TX.

Instead of tapping established artists, Schnur is pursuing a more cutting-edge approach.  "I want someone to hear a song in a game that they'll hear on the radio two years from now," Schnur said.  "We want to be ahead of the curve."  And that means starting careers in a serious way, by starting with gamers who are seriously listening - over and over again.  "For the past seven years, we feel we've been pretty instrumental in helping to break and expose new artists," Schnur continued.

So why simply hand those success stories to others?  That is undoubtedly a question Schnur started asking himself.  And in March of last year, EA formed a collaborative venture with Nettwerk Music Group called Artwerk, one that started signing, distributing, and promoting artists on its own. 

That sounds like a direct competitor to major labels, though Schnur carefully characterized Artwerk as a next-generation publisher.  "Artwerk is not a record label, it's an aggressive, proactive music publisher that delivers master recordings, film and TV synch deals, advertising placements and distribution - it goes way beyond games," Schnur explained.  "We feel that record sales don't matter anymore, from a publisher's point of view - cross-platform global song placement does."

So what kinds of artists is Schnur talking about?  The first signing was Junkie XL, and others include Datarock, Airbourne, and Chromeo.  Some of those groups were discovered at SXSW, according to Schnur, a result that bucks criticism of the event as an overpopulated, hopeless endeavor for artists.

As a self-defined publisher, EA frequently partners with labels, and Schnur still pays for the use of songs and recordings.  "We pay for other people's IP," Schnur assured, though he was less confident that other gaming companies are doing the same.  Still, the total licensing amounts involved are mostly modest. "You won't make your yearly nut from a gaming license," Schnur advised.

 

March 05, 2008

Let the Video Game Ads Begin!

(* Source: eMarketer *) 

 



Pow! Bam! Whap! Watch out! Here comes a hot new ad space!

Video-game advertising comprises a number of different segments, and they are all seeing plenty of action.

Overall, eMarketer projects that US in-game advertising spending will increase from $295 million in 2007 to $650 million in 2012.

In-game advertising spending is buoyed by a vibrant video game industry that is enjoying unprecedented growth. eMarketer projects that video game software and hardware sales will increase to $21 billion in 2012.

”At a time when other sectors of the digital entertainment industry are struggling with lagging sales and rampant piracy, the US video game business is booming,” says Paul Verna, eMarketer Senior Analyst and author of the new report, Video Game Advertising report.

As evidence of the vitality of the game industry, an average of nine games were sold every second of every day in 2007, according to the Entertainment Software Association (ESA).

”To compare video games to other media,” says Mr. Verna, “the top-selling video-game title of the year, ‘Halo 3,’ took in more revenue on its first day of sales than the biggest opening weekend ever for a movie, ‘Spider Man 3,’ and even the final Harry Potter book’s first-day sales.”

In addition, comScore reported that video games, consoles and accessories was the top e-commerce growth category in the US in the second and third quarters of 2007, as well as during the peak holiday shopping period of the fourth quarter.

”The biggest online retailer, Amazon.com, reported its best holiday season ever in 2007 and attributed its success to the Nintendo Wii console,” says Mr. Verna.

Long gone are the days when video games were the domain solely of teenage boys. The category is hot—because eyeballs of all ages are there.

”Today, avid and casual gamers fall into a broadening array of demographic profiles,” says Mr. Verna. “They might include middle-aged men who live out their latent rock and roll fantasies by playing ‘Guitar Hero,’ married women who get together with their friends to play Wii Table Tennis or retirees who play online board games with their grandchildren.”

It is no wonder that advertisers want to play, too.

 

February 20, 2008

Blue Mars Looks Pretty Sweet

(* Source: Kristen Nicole *) 

 


bluemars.png

The Gamers Developer Conference (GDC) 2008 began yesterday, and it’s been interesting to see some of the announcements that have come out of the conference so far. As you may have noticed, gaming (which was already huge) is creeping into our every day web activities more and more, on a more complex level. And by “more complex” I mean that it’s more integrated.

Today, we hear of Avatar Reality’s upcoming launch of an MMVW called Blue Mars. Those at GDC 2008 get a sneak preview of the virtual world, and you Mashable readers get a bit of a sneak preview as well. The graphics are probably the most noteworthy aspect of Blue Mars, especially at this stage of the game’s life, but equally as important are the platform options Avatar Reality will be extending to third-party developers for creating games of their own.

bluemars-golf.png

From the looks of it, Blue Mars will be along the lines of Second Life or Sony Home, where individuals can create realistic representations of things that could occur in real life (shopping, home decor). It could be right up the alley for retailers and brands that would like additional options for integrated online marketing campaigns. I’ll admit, I’ll be anxiously awaiting the arrival of Blue Mars so I can try it out comparatively, though it won’t be available to the public until after Spore is scheduled to actually be released. We’ll see how much free time I have left after that! ;)

bluemars-beach-1.png

bluemars-beach-2.png

 

February 19, 2008

20+ Examples Of Nintendo DS Homebrew Fun

(* Source: Sean P Aune *) 

 


The Nintendo DS is the latest and possibly most popular handheld game system from Nintendo. As has become tradition with just about every game system, there is a large and active homebrew community making all sorts of tools and toys for it. We’ve gathered 20+ examples of some of the things your favorite game system for those on the move can do that you may never have known about.

Make sure to read the instructions for each as some require different homebrew installs than others. The DSWiki has detailed directions on how you can get in to the homebrew world.

Art

    http://www.collectingsmiles.com/colors/

Animanatee - An animation program that allows up to 10,000 frames of animation, or until the memory runs out.

Colors! - A pressure sensitive art program that you can save your artwork via memory card or email it over Wi-Fi.

FlickBook - A simple animation program for making small animations.

Phidias - An art program that lets you create detailed images saved to the BMP format.

Communication

    http://www.neoflash.com/forum/index.php/topic,2964.0.html

DS-AIM - A version of AIM for your DS.

IRCDS - Internet Relay Chat comes to your handhel.

SvSIP - A VoIP tool based on Session Initiation Protocol (SIP). Still in development and only handles basic phone functions at thi time.

Emulators & OS

    http://www.dslinux.org/

DSLinux.org - If it’s electronic, somebody stuffs Linux in it, and the DS is no different.

DSMouse - Turn your DS into a wireless mouse for your computer.
Emulator-Zone.com - A repository of several emulators for the DS.

Goomba - An emulator to run original Gameboy games on the DS.

SnezziDS - Away to run Super NES games on the latest iteration of the Nintendo handhelds.

Utilities

    http://mdxonline.dyndns.org/archives/2007/07/image_viewer_ver07.shtml

DSFTP - Allows you to set up an FTP server on your DS, also includes instructions to incorporate it it into other homebrew programs.

DSLiveWeather - A client to access Weather.com’s weather information.

DSOrganize - A lightweight organizer for your DS that also includes a RSS reader, file browser, web browser, IRC client, text editor, calculator.

DSReader - Another popular ebook reader that also allows you to turn the DS sideways to read it in more in the orientation of a traditional book.

DSVNC - A VNC tool to allow you to control a computer over a private network from your DS.

Image Viewer - From the same homebrew group behind Moonshell, uses an app on the computer end to convert photos for better viewing on the DS and then gives you a viewer inside the DS.

Moonshell - A popular media player that can use MP3, OGG, MIDI, AAC and other audio file formats. Can also show JPG, BMP, GIF, PNG, TXT files and some videos.

TextViewer - Can read several file formats and allows for text bookmarking so you don’t lose your place.

Treasures of Gaia - A Google Maps application that works both in French and English.

TxtWriter - This allows you to create simple txt files using a modified on-screen keyboard. Can be saved to a memory card for transfer.

 

Meez Launching API Platform for Casual Games

(* Source: Kristen Nicole *) 


Avatar creation tool Meez is announcing the gold launch of its distributed gaming service, and a related API platform, which had already been in use for casual games, and other social networking uses, as seen with the recent integration with AOL’s instant messaging tool.

This particular initiative touches on both of these aspects of online communication, to be used for casual games and social networks. It enables game publishers to tap into Meez’s existing user base across the social networking landscape, including Facebook and Friendster. Similar to the deal between Meez and Sears, this API offering can also provide additional monetization options for game publishers. From Meez:

 

* In-Game Avatars (“Meez Inside”) – Users can import their avatars into a game and use it to represent them as they play, creating a highly personalized gaming experience, which was formerly available only in high-end console gaming. Game players can become the bartender serving friends in Bar Room Blitz, now available at http://apps.facebook.com/meezroomz/, and will be able to have their Meez avatar bring down the house as a DJ in Dance Floor Destroyer later this week.


* Emoticon Avatars (“Meez Enhanced”) - For games without human characters, the user’s individual Meez sits next to the game, reacting with a wide range of emotions as the user plays, such as falling “dead” when the game ends, or giving the thumbs up when the player gets a high score. This experience can now be seen across the games at Meez, as well as at Friendster Games and Perfspot Games.

 

The interesting thing about the Meez API is the interaction options that provide an added networking element in accordance to whatever the game publisher has created with their casual game. For those that would like to layer in social networking tools for their existing games, the use of Meez avatars may be a viable option.

In response to initiatives like Meebo’s API offering, which provides an option for layering in chat tools for casual games, Meez’s interactive avatars looks to extend its interactive tools in order to provide alternatives to the larger trends occurring within the gaming industry. As the bigger game networks like EA Games look to offer more casual games on the web, the casual gaming trend is really beginning to take advantage of tools offered across the Internet.

 

meez-fb-app-s.png

 

February 18, 2008

Warcraft PVP contest has $75,000 grand prize

(* Source: Nicholas Deleon *) 

 

wowcos

And who said World of Warcraft was a waste of time? Turns out you can win a couple of ducats if you’re good enough.

Starting in April, Blizzard will start a contest where players will compete for a grad prize of $75,000. It’ll be a 3v3 Arena contest where players will try to out-PVP each other. To make things intersting, the contest will be held on servers where you can automatically create level 70 characters with the best gear available—the contest is about skill and guile rather than who has the most time to raid and raid and obtain gear the hard way. An even playing filed. Much appreciated, Blizzard. (Not that I’ll enter; my PVP skills can be best described as “atrocious.”

The contest ain’t free, though, with Blizzard charging $20 for North American entrants, and around the same amount in your local currency.

 

February 11, 2008

EA Games Venturing Out Onto Social Web

(* Source: Paul Glazowski *) 

 


eagames

Like online gaming? EA has noticed.

Yes, so it seems. News broken a couple of days ago by Curt Feldman of Gametap, a subscription-based gaming service on the Web, Electronic Arts, one of the largest publishers of video game entertainment, is working to assemble a social online division of the company that will develop, among other things, titles that operate on platforms all over the Internet. According to Gametap’s report on the matter, EA has already begun “testing the waters” with a game dubbed Facebook Smarty Pants [Facebook login req.], a “repurposed version of (2007’s) Wii-exclusive trivia title bearing the same name.

Looking at the clear potential to be gleaned from a large archive of social Web-based games on networks of various stripes (not only Facebook), this looks to be precisely the right moment for EA to make a move into the regions of the Internet populated by people of a variety of ages. With broadband having become something of a near ubiquitous utility for a sizable percentage of the US, Europe, Asia, and places elsewhere, now is as good a moment as any for an interactive-media giant like EA to make a significant impression on the Web 2.0 scene.

 

February 04, 2008

Play A Multiplayer Online Game While Surfing The Web

(* Source: Michael Arrington *) 

 

 

Want to play a MOG (multiplayer online game) passively while surfing the web all day? Then you’ll like PMOG, the first game developed by California and UK-based GameLayers.

PMOG, which is currently in private beta with 150 or so users, is a Firefox add-on that lets you interact with other users asynchronously on websites you visit. In some ways it is like Stumbleupon - users can create “missions” which are groups of websites under a theme (one is called “Laugh, Hard” and is a group of humor sites; another is called “Tech News Tour” and includes links to Engadget, Gizmodo, Digg and Slashdot). When you go on a mission a controller appears in the bottom right of your screen, letting you move from site to site.

Users can also be more mischievous, leaving mines on websites that other users stumble onto and cause them to explode. Points are deducted unless you’re wearing armor. Other users can also attach “St Nicks” to users who leave a lot of mines, which causes their next mine not to work. Finally, a user can add a “portal” to any page, which is a link to a new website. Click it if you want, although there very well may be a mine waiting for you at the other end.

All in all it’s a lot of fun. While on the phone with CEO Justin Hall, I asked him to go to Google, where I had a mine waiting for him. He tripped it, causing damage to his armor. I thought it was hilarious.

You have to rack up points to buy mines and all the other stuff that makes the site fun. Every unique domain that you visit gives you two points, so you get points just from surfing the web. You can also give gifts of mines and other tools to others by leaving “crates” around. Justin’s fiance, Merci Hammon (the company’s CCO), gave me a gift of ten mines while I was testing the service, all of which I am aiming at Justin.

Gathering points and completing missions leads you to higher levels, where you eventually choose a character type. There are six characters in all - two are “chaotic” and leave a lot of mines and portals. The rest follow the “torch of order” and focus on protecting others or creating useful missions.

All those user created missions create page views for the sites covered, so it gives an incentive for people to add them. And here is one possible business model for the game - having advertisers create sponsored missions that give users some reward for completing them. A badge, for example, or points. Hall says they’ll look at other ways to eventually make money once the community is more mature and they see how people use the service.

The game is easy to play because you gain points in the background while surfing the web, and interact with others only when you want to (or when you stumble on a mine). What makes it compelling is the inspired design and storylines that they’ve created as well. When and if you join the service, watch out. I’ve left mines all over TechCrunch to trip you up.

 

January 31, 2008

GameStrata Launches Online Gaming Community

(* Kristen Nicole *) 

 

gamestrata-logo.png

GameStrata began as a developer of community tools for gamers, and is now getting ready to launch a new online community of its own, in order to provide a more in depth look at the games you like to play, whether it be on a game console or on the PC.

There are forums, leader boards, and of course, the actual games that users can take part in online. Theres even a good amount of development going on within the gaming community to bring new products like chat and media-sharing options directly into the games themselves.

But GameStrata takes bits from most of these concepts and rolls it into a community for dedicated gamers. Think of it as a leaderboard on steroids, where you can see an even more detailed look at your own game, including your skills, the weapons you use, and more. GameStrata does this by working directly with the gaming companies, like EA Games, in order to get some interesting stats for the gamers that are signed up in the GameStrata community. So you can see not only your own stats, but the stats from others. What’s the weapon of choice, kills scored for specific classes, etc.

gamestrata-s.png

This brings an interesting look at players, the overarching trends taking place in gaming communities, and some key details that you would be hard pressed to find elsewhere. This type of data would be difficult to get in a centralized location, and the good thing about all this collected data is that it’s being used for the benefit of gamers themselves. Would game developers be intereted in this type of community?

Most likely. Developers like EA Games are working on increasing user engagement for game players in an online market, and research is a big part of that development. So having a community that’s benefiting from such quantitative information that’s also creating its own self-contained metadata is a unique look at overall trends.

 

January 30, 2008

Movie Licensing Goes Virtual With Habbo-Paramount Deal

(* Source: Erik Schonfeld *) 

 

habbo-logo-1.png

 

An important part of any blockbuster movie’s revenues these days comes from merchandising deals—all the ancillary toys, T-shirts, and backpacks that flood stores after the release of a Harry Potter, Spiderman, or Star Wars movie. Now that virtual worlds are popping up where residents actually pay for digital representations of avatars, furniture, clothing, and other items, perhaps there is a new licensing opportunity there for the movie studios. Paramount Pictures and Habbo, a virtual teen hangout with 8 million members worldwide, may have just struck the first such deal.

In February, Habbo will begin selling virtual goods inspired by The Spiderwick Chronicles, timed for the release of that Paramount movie. It will later add virtual items from Beowolf and Mean Girls, two other Paramount films that have already come out. Habbo says it has 1.8 million members in North America, which is the area covered by the deal. It will be a long time before virtual merchandise licensing comes close to matching the revenues from real-world licensing (typically, each item costs less than $1), but for Paramount the money is almost a secondary consideration. As teenagers pass these things around on Habbo, it is great marketing for the films. They are giving the movies their own personal stamp of approval, and expressing their identity through the characters and virtual objects from the films.

 

January 10, 2008

An Inside Look At ZT Online (征途), One Of The Most Massive Of China's MMORPGs

(* Source: Billsdue *) 

 

The largest online gaming market in the world is in China.  I have always believed this for all of 2007 despite some reports and now this post shows the numbers, revenues and (huge) profits.  Interesting read to how and what Chinese gamers are into and what drives them.

 

JDM071226zhengtu.jpg

 

Giant Online's (NYSE:GA) ZT Online (征途) MMORPG has almost 1,000,000 peak concurrent users, making it one of the largest MMORPGs in the world. It also quite a money spinner, generating USD $54M in revenue and USD $39M in net income in Q3 2007.

"Good equipment means money. Unlike other games, in this game there are no items dropped when killing monsters or completing missions. "We all want the best," said Lu Yang. "You have to go to the system's shops to buy materials, and then use the system smith to make them. Or, you could go gambling."

 

JDM071226zt2.jpg
Paying to open a treasure chest is ZT Online's lottery, "like a casino slot machine."

"Gambling" means "opening the treasure chest." Gamers can buy keys and chests from the system for cheap: one yuan per set. When the key is applied to the chest, the screen will display a glittering chest opening. All kinds of materials and equipment spin inside the chest like the drums on a slot machine as the wheel of light spins. Where it stops indicates what you've won. Chests will frequently contain the high-class equipment that gamers desire, but the spinning light wheel always passes over them.

This clever set-up is infinitely alluring, and there are always countless people engaged in frenzied competition over chest numbers. 

As gamers unflaggingly open chests they sometimes chance upon something good, but the vast majority of the time they gain nothing. Each time they receive nothing, however, makes them all the more impatient to open the next chest. Their every click represents one yuan, one more yuan....like an endless sandglass, their money trickles away, becoming a stream as the clicks accumulate, a current heading toward the unseen system.

More here 

 

December 19, 2007

Start-Up to Create Market For Trade of Virtual Goods

(* Source: Nick Wingfield *) 

 

Sounds like eBay all over again, only this time... all the goods are virtual and with the estimates and predictions that 80% of the online population will gave a virtual self by the year 2010, I guess this is the new limitless legal marketplace that all gamers were looking for. Welcome eBay2.0.  


Nick says...

A start-up plans to help game companies get a grip on the booming illicit market for virtual goods, including everything from currencies to magical swords that help players advance in online games.

Live Gamer Inc. is developing an online marketplace where players of Internet games will be able to safely trade in virtual goods, a business that is often plagued by fraud. In the biggest departure from current methods of trading in virtual goods, Live Gamer says it will only allow trading of items with the blessing of game publishers. Live Gamer is working with Sony Corp.'s Sony Online Entertainment division, Funcom GmbH, Ping0 Interactive Ltd. and other online-game operators to integrate its trading system with their titles.

Live Gamer, based in New York, is attempting to tap into the thriving economies that have emerged around online games, often without the consent of publishers. Within fantasy games like Vivendi SA's "World of Warcraft" and Sony's "Everquest II," players can achieve status and advancement for their in-game characters by acquiring powerful weapons, armor and game currency. But many people prefer to purchase those virtual assets with real money instead of putting in the long hours of game playing required to earn them.

More here 

 

December 11, 2007

Ijji.com: The Future Of Casual Online Gaming?

(* Source: Techcrunch *) 

 

We’ve covered a variety of casual gaming sites before on TechCrunch. It’s a hot vertical, particular since the rise of the Nintendo’s Wii console proved that there was a huge willing market for games that don’t need a 4 hour long instruction session from a gaming geek.

South Korean company NHN comes with strong credentials. The company is claimed to be the be “the leading internet company” in its home market and has a huge gaming presence in Japan and China, with the company claiming 170 million registered gamers in China. Its US arm NHN USA Inc launched the ijji.com gaming portal in 2006, and since this time its grown to high levels, with Alexa counting the site at 580, but notably 256th spot in the US (yes yes, Alexa cant be trusted etc.., but sites don’t get this high on Alexa without some traffic).

Ijji.com offers a variety of games including traditional titles such as Poker and Chess, and then site specific games including a warfare game by the name of Soldier Front, a shooter called Gunz and a couple of other games. I’d read about their driving game “Drift City” on Something Awful this weekend so this was my starting point.

Casual Gaming

Most people would presume that casual gaming would equate to quick to play, but with Drift City the word casual is someone’s idea of a joke. First up was the site telling me that I needed to be using IE 7 to play the game (no mention of Windows, but that’s a given), so I switched across to a virtual machine running Windows to get started.

The next hurdle: a 700mb + download. Why you need IE7 when the game runs on its own software is beyond me. Ijji.com also scrimps on a decent server to handle downloads; I may only have a 2mb cable connection but the 700mb took nearly 4 hours to download via a Windows installer program that gave no indication of download speeds or how long it would take. The only option on the download was to turn off P2P sharing, which warns you that if you turn it off your download will be slower, how wasn’t explained but it never takes me that long to download something off BitTorrent for example so perhaps others weren’t using this option.

ijji1.jpg

Then there is a number of screens during installation, and it attempts to install something called XFire, a gamers communication device that isn’t necessary for the game, I hit cancel on this one and finally got to the game itself.

Game play

This is a free game so you wouldn’t expect top level graphics, and you don’t get them. It feels a little bit like the classic arcade game Outrun, which if you’re old enough to remember the game isn’t necessarily a bad thing.

You start with a standard car which you can drive around a city scape which is apparently on some sort of mining focused island in the North Pacific (I tuned out during the intro screens). Like say Second Life or similar virtual worlds you can communicate with other members. Driving itself is as hard as using your arrow keys, and all cars are automatic so there’s no gear shifting. Control gives your car “boost” powered which as the name suggests makes the car go faster, and SHIFT allows you to drift around corners ala The Fast and the Furious 3: Tokyo Drift.

ijji2.jpg

Beginners are presented with tasks that involve driving to one point, picking up an item (by driving over the target area) then returning to base. You do this in an environment which is rich with other users and computer controlled cars as well. Half the fun is driving into other users and things, although you lose “boost” power by doing so.

After getting past a certain point, users can upgrade their cars, change colors and take on new tasks such as special deliveries, goals that earn you money for upgrades etc..

At this point you also have the ability to race other members. The social side of the game allows you to join with other members in teams and participate together. Races offer a variety of challenges other different courses.

Overall

It took me soo long to actually get to the point of having Drift City running that I was prepared to rip shreds into the game and NHN for it, but having eventually got online and played Drift City for a while I actually enjoyed it. It’s not going to appeal to a generation raised on cutting edge computer gaming but for those a little older (and the installation process aside) it’s a bit of casual fun.

Is it however the future of casual gaming? Ijji.com’s offering are a step above the true online casual gaming offered by startups such as Kongregate, but they’re got a much lower barrier to entry than say Second Life or Project Entropia. Many of the low graphics (mostly 2D) virtual worlds such as Club Penguin and Habbo Hotel target kids (and usually girls) where as Ijji.com has an older masculine target audience and offer games that don’t require an ongoing presence or commitment to succeed. If Alexa can be believed this isn’t the future of casual gaming, it’s the now of casual online gaming, and it will likely find a growing audience.

The following video was put together by Something Awful (who rated the game -27), it doesn’t give the full gist of the game but like any Something Awful video it has its moments.

 

November 21, 2007

For Casual Gaming, Ads Are Better Than A Price Tag

(* Source: Techcrunch *) 

 

Casual gaming is getting bigger everytime I look at it.  Here is another article... 

neoedge.png

Nick Gonzalez says...

Casual gaming is a big business. A video games analyst at IDC, Schelley Olhava, estimated 2.6 million casual games were purchased ($52.7 million) last year. But in game advertising firm NeoEdge says they can triple the revenue of these games by serving ads instead of charging. Their rich media ads are served as pre-roll, post-roll, or interstitial advertisements in games. Today they’ve taken the system, Neo ARM, out of private beta and opened it to all developers.

MochiAds is another casual gaming advertising system we’ve covered in the past. Unlike MochiAds, NeoEdge doesn’t rely on developers to insert ads through a self-serve toolkit, but instead adds the advertising code to a developer’s game themselves (a potential bottleneck). Revenue from the ads are split about 50-50. NeoEdge says they can integrate with more formats than just flash games (i.e. download games), although flash appears to be format affecting most developers. Their system delivers the ads dynamically from their servers over the internet, making it possible to target ads based on demographic info provided by publishers.

But 100% free doesn’t seem to be the whole story. Long before social networks casual gaming sites discovered the value of micro-transactions. King.com collected $27 million from gaming micro-transactions last year. Nexon made $250 million in revenue in 2005, mostly through micro-transaction game upgrades. Kongregate is launching their own micro transaction system for game developers as well. A blended monetization model between ads and micro-transactions seems the best strategy for getting the most money out of visitors.

 

November 06, 2007

MMORPG TOOLBOX: 30+ Free MMORPGs


(* Source: Sean P. Aune *)

    mmorpgsrinfo.PNG

We usually talk about things to help you with your work, now we’re going to help you relax! Actually, scratch that: if you get hooked to any of the games on this list, you might actually lose your job. Listed below are 30+ free MMORPGs for you to enjoy.

Don’t forget to check out our post where you can suggest future toolbox topics! (This list, for example, came from one of the suggestions.)

    Anarchy-online.com

Anarchy-Online.com - A 3D game set in the far future; it features multiple expansions, and is a winner of many awards.

ConquerOnline.com - An MMORPG mixing elements of kung fu with magic.

Cronous.com - A 3D fantasy MMORPG that supports zoom-in and zoom-out graphics effects.

DarkEden.com - Who can resist playing as one of the creatures of the night, a vampire.

Deicide - A3D fantasy game with a skill system divided in to close, ranged, white magic and dark magic. As with most “free” games, it’s free until you try to get the really good equipment.

Dofus.com - A manga inspired, strategy based game with over 3.5 million players. Free for basic play, costs for extra content.

Drift City - Get ready to jump in your car and drift race around the city. Has a very anime inspired vibe to the artwork.

DungeonRunners.com - Choose from fighters, mages, or rangers, and explore a fantasy game where some dungeons can take as little as 15-minutes if you’re strained for time.

Fishing Champ - Proving that any thing can be turned in to an MMORPG, now you can wile away the hours fishing for virtual fish.

    Flyff

Flyff - Short for “Fly For Fun”, Flyff is a highly rated, and popular MMORPG set in a fantasy environment.

Hero - Set in a land filled with ancient Chinese myths, it’s a martial arts take on a MMORPG.

Heroes in the Sky - Takes to the skies of the World War II Pacific theater, and over the skies of Normandy.

KalOnline - A MMORPG set in a medieval world with a large amount of advancements.

KnightOnlineWorld.com - A 3D medieval game that heavily encourages partying up with other players.

Martial Heroes - A 3D game set in the world of martial arts fantasy fighting.

MythWarOnline.com - Goes for the classic 2D, painted backgrounds feel.

Ran Online - Set in a fantasy version of Asia where somef orm of evil has come from the sky; it’s up to you to figure out what the hell is going on.

Rappelz - A fantasy game set in a 3D world where you can party up and kill monsters.

RF-OnlineGame.com - Set in a far off galaxy, it’s an immersive sci-fi game with three warring factions.

Risk Your Life Part 2 - Another 3D fantasy environment.

    Scions Of Fate

Scions Of Fate - A 3D game based on a comic of the same name.

SecondLife.com - With appearances on CSI: New York and the American version of The Office, this game gets bigger by the day. While the game can be free to play, don’t be surprised when you start spending tons of money to buy yourself an island.

Sherwood Dungeon - From MaidMarian.com; no registration is needed, just enter a name and hit enter.

Shot Online - Have you ever woken up in the middle of the night and wish you could go golfing? Well, now you can! Yes, it is a golfing MMORPG.

SilkRoadOnline.net - A fantasy game set around the real life Silk Road trading route.

Space Cowboy - Mixing traditional MMORPG with FPS style action, you’re a fighter pilot on a distant planet. The game is free to play… until you want new parts for your fighter.

Tatsumaki: Land At War - Set in 16th century Japan, before the introduction of firearms, you can play as part of the Shogunate or the rebel factions. Currently in beta, they are looking for more testers.

TricksterOnline.com - Cute characters based on animals, fighting isn’t necessary, and free to play until you start buying yourself a home and more.

TurfBattles.com - A 3D fantasy MMORPG that’s free at the beginning, and you have to pay to advance.

Upshift StrikeRacer - Jump in your car, race around Triumph City… shoot up some other drivers. Free to play, some upgrades can be purchased with your reputation.

    voyage century

VoyageCenturyOnline.com - A nautical based MMORPG where everyone captains their own ship.

WarRock.net - Free FPS style fighting across land, sea, and air. Free to play, upgraded weapons is where you can start spending the big bucks.

 

October 31, 2007

Who's Who in Mobile Worlds: 10 Plays to Watch


(* Source : Virtual World News *)

Obviously mobile tie ins for virtual worlds are a big deal. From a marketer's perspective, the best things about virtual worlds--their immersive, tight communities--suddenly become all pervasive. From a user's stand point, well, it's pretty much the same.  While the Yankee Group's recent study has had its math called into question, its argument that Anywhere Consumers will drive the future is still a compelling one. "Companies that provide remote access—through mobile devices or other means—to their web experience will have a greater impact than pc-centric companies," said Senior Analyst Christopher Collins. With companies from Sony and Microsoft to third-party hackers in Second Life looking at ways to give users another screen to head into the world on, it looks like consumers will have plenty of options. We present a round up of the major plays being made.

1. Sony's Playstation3 Home: Although it's been delayed until Spring 2008, this console-based virtual world has  a lot of people--both hardcore gamers and worldophiles--excited. Sony is working on tie ins to its games, portable devices, and marketing partners for business, but it wants to take all of those connections mobile. Executive Vice President Phil Harrison said ,"We have the Home client now running on a mobile phone. The touchpoints and community experience of home are expanding to the mobile environment." At the very least, users should be able to upload and download content like pictures from their phone to their Home.

2. Microsoft: No one knows what Microsoft's virtual world play will be, but at  the Virtual Worlds Fall Conference and Expo, Daniel Schiappa, Microsot's General Manager for the Strategy Entertainment and Devices Division, set out some plans for the future: "If a year from now we don’t have anything, then we probably won’t have anything." While Microsoft already has outlets in the Xbox 360 and PC, Schiappa said the company's goals would be to include all of its devices, including mobile.

3. Second Life: Linden Lab isn't doing anything official for a mobile client--at least that they've announced--but there's a flurry of activity out there for third parties to fill the gap. The ngi group's 3Di.jp released its Web-based application, Movable Life, earlier this month, which is also accessible through mobile applications. Comverse Technologies, though, was working on its mobile client back in February, and there's plenty more out there.

4. Habbo Hotel: Earlier this month, we reported that Sulake had 110,000 users on its experimental mobile client. At Virtual Worlds Fall, CEO Timo Soininen told us that the world had 120,000 users, and  Sulake had plans: "It's just been a research project up until now. We wanted to have a proof of concept to show it could be done. We're currently using the Nokia Symbian platform, so you need a Nokia phone. But it is exciting. We're discussing with various parties how to take it to a new height. Because it's clearly proven that there's demand. For Habbo we've had the basic technology for almost two and a half years, but the operating costs for data has been preventitively expensive up until now, especially with the young demo. And the technology reach for the young demo has been low, up until about a year ago. So it might go for a slightly older audience."

5. Disney: Disney's had its fingers in virtual worlds for a while, but it made a gigantic leap in August with its acquisition of Club Penguin. Tucked away in the press release for the sale was this tidbit: "Strategically, Disney plans to develop a Disney-branded connected entertainment network that allows users to access Disney-branded content, including virtual worlds and Disney.com games and videos, any time and anywhere, as well as communicate with each other across platforms, through a Web-based hub connected with PCs and mobile devices such as cell phones and game platforms." Disney  already has firm plans to create a sort of metaverse network for its Nintendo DS games with DGamer, which will allow users to "chat, create personal avatars and trade game-themed items, across the room or anywhere in the world with the Nintendo Wi-Fi Connection."

6. Cyworld: In June the Cyworld US offices explained that they had plans to go mobile for the US market in the first quarter of 2008. Cyworld's parent company SK Telecom has a relationship with Sprint (via Helio) and T-Mobile USA’s parent company in Germany, so the corporate infrastructure shouldn't be too hard to put into place. In Korea, the mobile application has brought Cyworld 2.5 million users, so it's an understandable desire. “We’ve been dragging our feet on this, because we want to get it right," Cyworld USA Vice President of Marketing and Sales Michael Streefland told GigaOM . "We commissioned a research report to figure out what Cyworld Mobile would be in the U.S., and we’re still figuring that out.”

7. There.com: There doesn't seem to be any rush to go mobile, but when we spoke with CEO Michael Wilson in July he remarked that "We believe in extending the platform to as many devices as possible and to more light-weight devices. We’ll be making an announcement next month about lighter weight devices. The problem is that the just doesn’t have a good network. If we were in Asia it would be easier." We haven't heard that announcement yet, though, and There.com says there's nothing to report at this time.

8. Trion: When Trion received $30M in funding in July, CEO Lars Buttler said that the company is pursuing a technology that "essentially build games that are more real time and dynamic, so we can deliver storylines on a daily basis." The game will feature multiple channel-like components across multiple platforms, allowing users to access their information from PCs and mobile devices."

9. Moshi Monsters: These upcoming toys from MindCandy, I don't think, engage directly through a cell phone interface, but they do work with your ring tone. The Guardian reports, in Aleks Krotoski's take on mobile worlds, that the release asks users to "Clip your moshi monster to your bag or jacket, then relax and do whatever you want to do! When your mobile rings your MoPod magically springs to life!"

10. Everybody Else: Because no day is complete without a little rumor mongering, let's not forget that Google is supposedly  working on a virtual world, and it's set to make an announcement about its (separate?) mobile platform within a matter of weeks.

More seriously, mobile is booming as its own separate channel for entertainment, marketing, and engagement. In June Forrester reported  that 3 of the 15 largest interactive agencies in the U.S. see virtual worlds as having one of the greatest impacts on their design practices. But 12 of 15 see the mobile channel as significant. If virtual worlds want to go mainstream,  there's not a much simpler direction than mobile. And as more virtual worlds place a premium on casual elements, it seems like a sure thing.

Did we forget someone? Maybe. Do you know of more happening in mobile virtual worlds? Hopefully. Let us know.

October 29, 2007

Video game giants slaughter the opposition


(* Source : Timesonline *)

Nigel Kendall says :

The video games industry was told yesterday: “Television used to be accused of corrupting the youth of today. Now you are.”

David Mitchell, the TV comedian, was talking to 750 representatives of the industry at the 25th Golden Joystick Awards, which are decided by public vote. In that quarter of a century, Mitchell observed, video games have gone from “being a few dots dancing around a TV screen to a full-on film that you are in”.

Generations of creative Britons who once dreamt of making films and cracking Hollywood are now just as likely to seek fame and fortune in the video games industry.

Tom Dowding, 25, is a graduate in computer science from Bristol University. He has been playing games since he was 10 and last year set up Mobile Pie, a developer of games for mobile phones. His efforts were rewarded at the Golden Joysticks with a prize of £2,500 and a work placement with Electronic Arts, one of the world’s biggest video game developers. Mr Dowding’s winning game is called Let It Grow.

“You install it on your mobile phone, then, using your phone camera, you nurture it and make it grow,” he said. “Then you post your growing flower on Facebook.” He has licensed the game to a distributor.

For many would-be developers, mobile phones offer a way of making games and minimising expense on programming. A leading game, such as the recent Halo 3, can cost $70 million (£34 million) to develop and a mobile game a fraction of that. The possible rewards are vast. Halo 3 outstripped many blockbuster films in the week that it went on the market, generating sales of $300 million.

Video games have quietly overtaken older entertainment forms such as films and popular music. According to the latest figures from Elspa, the industry body, game software sales in Britain for the first half of 2007 were £519 million, 17 per cent more than in the corresponding period of 2006.

More here 

 

As with sex, computer games can be casual


(* Source : Timesonline *)

From the Web 2.0 Summit in San Francisco

The 'next big thing' in computer games has been officially identified and it's called 'casual gaming'. Partly because of innovations like the Nintendo Wii, which have made gaming accessible to a whole new audience who wouldn't traditionally have been considered gamers, and partly because of increasingly sophsticated mobile phones, more and more people are playing basic games. (The gaming industry likes to refer to these as having low production values. The 'mini-golf' common on mobile phones is a good example: it doesn't look great, but it's a happy distraction on the Tube.) During a session on the future of gaming, panelists said there was an enormous opportunity for publishers to capitalise on this audience, who didn't care so much about the traditional values of games - like sophisticated graphics - and played games because they were simple and convenient.

Unlike other web-based services where people connect with one another, like Facebook, there was good opportunity to try different revenue models such as subscription, contributors suggested. Trip Hawkins, a co-founders of Electronic Arts, one of the world's largest gaming companies, pointed to the example of Avapeeps - a'virtual dating' game, where players send virtual versions of themselves (avatars) into 'virtual watering holes' to make friends. "It took four days before players got in touch asking if they could have the real contact details of the people whose avatars they'd met in the game," he said.

Robert Kotick, chief executive of Activision, the company behind the popular air guitar game Guitar Hero, said: "It's true the bulk of our audience have been 16-35 year-old guys who can't get a date on Saturday night, but the number of people who want to have a short-term gaming experience is growing."

 

October 26, 2007

Rock Band Vs. Guitar Hero


(* Source : Brian Hiatt *)

Photo

The two biggest music releases of the year aren't albums: They're video games. Inside the fight for number one.

In a Boston office with a Fender Strat leaning against the wall, Eric Brosius, a sound designer for video-game developer Harmonix, is staring at clusters of tiny blue bars on his computer screen: Keith Moon's madman drum part from "Won't Get Fooled Again," as mapped out note for note by an on-staff musician. The company that developed Guitar Hero has spent the past year transforming that song and dozens of others -- from the Rolling Stones' "Gimme Shelter" to Metallica's "Enter Sandman" -- into playable pieces of its new music game, Rock Band. Soon, players will be furiously banging electronic drum pads to replicate Moon's stickwork, mashing buttons on guitar-shaped controllers to match Pete Townshend's and John Entwistle's parts, and even trying to scream "Yeeeah!" at the right moment into a microphone. "You get to experience what it's like to play every single part of 'Won't Get Fooled Again' and to see how the parts interact," says Eran Egozy, who co-founded Harmonix as a graduate student at MIT.

Guitar Hero may well be this decade's biggest rock & roll phenomenon. Guitar Hero I and II have grossed $360 million since the first game came out in 2005 -- vastly more than any album released in the same period. And the games -- in which players re-create songs' guitar parts by pushing buttons that correspond to notes and chords while hitting a "strum bar" in rhythm -- have inspired kids by the millions to memorize the intricacies of "Free Bird" and "War Pigs." One measure of the games' clout: MTV purchased Harmonix for $175 million last year, and video-game giant Activision paid $99.9 million to acquire RedOctane, the company that owns the Guitar Hero name and manufactured the game's guitar- shaped controllers.

With MTV and Activision unwilling or unable to collaborate, the franchise's future has split in two: Activision's Guitar Hero III: Legends of Rock -- a straightforward sequel with a few twists, including a new "battle mode" -- hits stores October 28th, while Harmonix's Rock Band -- which adds drums and vocals to the formula -- comes out November 23rd. Analysts say that the market is big enough for both games to succeed (music games represent about eight percent of the U.S. video-game market, according to the research group NPD) -- so their near-simultaneous releases could become the music event of the year.

More here 

 

Rockband.com Offers Social Networking


(* Source : David Radd


Hang out and rock out online

Harmonix and MTV Games today revealed the details for Rockband.com. The site will launch on November 20 simultaneously with the PS3 and Xbox 360 versions of the game and will feature band pages, classifieds, leaderboards, blogs, forums and more. San Francisco-based Mekanism was tapped to build the social networking site.

"Rockband .com blurs the lines between fantasy and reality," said Melissa Macaulay, Producer of Rockband.com, Harmonix. "The site allows you to hype your in-game band's accomplishments, while providing a forum to meet other real-life people and potential band mates who share your musical tastes."

"We see Rockband.com as a true extension of the Rock Band world. It will be an awesome way to meet new people who have similar musical tastes," said Josh Randall, Creative Director for Harmonix. "With Rockband.com players will be able to come together and express themselves in a collaborative manner, which is what playing music is all about."

"We are designing Rockband.com as an online home for your band, and as a creative platform for living out your rock and roll fantasy," said Pete Caban, partner at SF-based digital studio Mekanism. "The b ands and rockers that you can create in Rock Band are insanely unique, and it's going to be fascinating to watch this community come to life."



 

October 24, 2007

MySpace to Launch New Gaming Section


(* Source : Adam Ostrow *)

MySpace is set to launch a new casual games area on the site early next year, reports The Wall Street Journal. The games will be provided by Oberon Media, a company that specializes in developing private label gaming sites for major Internet brands including Yahoo and Microsoft.

Overall, it’s not an unexpected move from MySpace, who has arranged similar deals with other companies to power different sections of the site, such as Simply Hired for MySpace Jobs.

With other recently launched sections including News, Sports, and Weather, it’s clear that MySpace is taking a very 90s approach to development, looking to turn its social network into a portal in hopes of keeping people on the site as long as possible. However, the completely stagnant News area and poor integration of other new features raises some questions as to whether this strategy has any chance of working.

 

October 22, 2007

Warner Bros. launches ‘I Am Legend: Survival’ game playable in Second Life


(* Source : Dennis Bouchand *)

iamlegend.png

Warner Bros. Pictures unveiled an original, online, multiplayer first-person shooter/RPG game playable in Second Life. The largest and most expansive Second Life game ever launched in support of a film release, I Am Legend: Survival transports players into an eerie replica of over 60 acres of New York City set in the chaotic year preceding the movie. The future of mankind hangs in the balance as players choose to play in either of two rival factions, uninfected and infected. Uninfected characters must fight to survive as they desperately seek the cure for the terrible virus that is destroying mankind. Infected characters have only one objective: to stop uninfected characters at all costs.

The game features player-customizable avatars loosely based on characters in the film and New York City-based environments that change and expand over time, and supports both voice and text chat for in-game multiplayer communication. The game is available as a free download.

I Am Legend: Survival is inspired by the upcoming feature film “I Am Legend,” starring Will Smith as Robert Neville.

 

October 18, 2007

Disney Launches 10-Week Online Treasure Hunt


(* Source : Karl Greensberg *)

DISNEY IS LAUNCHING AN ONLINE program called "The World's Biggest Treasure Hunt" at Disney.com/NationalTreasure that serves as both a multi-week treasure hunt game as well as the official film Web site for Walt Disney Pictures' and Jerry Bruckheimer Films' "National Treasure: Book of Secrets," starring Nicolas Cage, which opens Dec. 21.

The 10-week site allows users to play a variety of online games and view film content. The site dangles a chance to win prizes, including a new Mercedes-Benz filled with treasure, with winners to be announced on "Entertainment Tonight" before the film opens.

Mercedes' C-Class sedan is also featured in a chase scene in the film.

Video Game Music Tour Expands Beyond Gamer Fans based on demand from People looking for Unique Music and Interactive Experience

(* Source : Riley Bane *)

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When Video Games Live first premiered at the Hollywood Bowl in Los Angeles in ’05 to an eager audience of 11,000 people, that’s when the music, video gaming, and entertainment industries took notice that this could be a lucrative trend. The brainchild of composers Tommy Tallarico and Jack Wall, at the time the concept was to create an amazing show using the soundtracks of popular videogames played by the LA Philharmonic Orchestra.

Video Games Live has clearly grown in the last couple of years. This month, they’ve announced a tour of so many sold-out shows around the country, that they’re adding an additional 25 stops, including the UK.

“Our goal of building Video Games Live as a worldwide brand is becoming a reality,” said Marc Geiger, Senior Executive Vice-President of Touring for the William-Morris Agency. “Tommy & Jack have created a very special and unique event experience that is not only a hit with gamers but also speaks to a general mainstream global audience as well.”

The shows include top orchestras, solo performers, special fx, exclusive video game footage, synchronized light shows, electronic percussionists, and interactive segments from various games. This tour features music from Mario, Zelda, Warcraft, Halo, Final Fantasy, Kingdom Hearts, Metal Gear Solid, Myst, Sonic, and Harry Potter and the Order of the Phoenix, among others.

While the tour is of course unique, what’s important to note is that video gaming has crossed-over into other aspects of entertainment. As noted in our North American and European Youth Culture Studies, just as brands are discovering the importance of product-placement in video games, and fashion designers are discovering inspiration from subcultures such as Cosplay, so too are musicians and the industry of music seeing the power of music in video games to attract a large consumer marketplace outside of gamers themselves.

Next week, as the new version of E3 trade show featuring new releases, platforms, and ideas from the world’s top video gaming brands infiltrate Los Angeles, you can bet that Video Games Live will be a popular example of just how the industry can attract new sources of revenue within the complicated industry of entertainment.

October 16, 2007

Avatars Everywhere: 27 of the Best Avatar Makers


(* Source : Jordan Chark *)

    avatarroundup.PNG

Avatar creator Meez is back in the news this week, but there are dozens more avatar creation tools gunning for this market. Today we attempt an overview of that market: please add more suggestions in the comment section.

    weblin.jpg

Weblin- Create an avatar and use it as your virtual self within web pages in real-time, interacting with other Weblin users who share the same interests.

    meez1.jpg

Meez.com- Create a 3D animated avatar for export directly to most web profiles, blogs, etc.

    secondlife.jpg

Second Life- Use this extremely popular virtual world to do just about anything, but first, you have to create your avatar. Here, avatars can be customized almost entirely, with plenty of room to create a most accurate likeness of yourself.

    mypictr.jpg

Mypictr- Use any image and resize, crop, customize, and export it to many other web 2.0 social networking sites and profiles, like Facebook, and Digg.

    gizmoz.jpg

Gizmoz- Create, animate, and share photorealistic, great looking avatars, and even video clips featuring them. The animation and overall look of the avatar is sourced from a real picture, actually ending up almost like a personal CGI generator.

    wii.jpg

Mii Editor- Create your own “Mii”, the avatars characteristic of the Nintendo Wii.

    simps.jpg

Simpsons Avatar Maker- “Simpsonize yourself” by creating an avatar in the classic style of the Simpsons.

    gickr.jpg

Gickr- Instantaneously create an animate gif file by either uploading your own pictures, or sourcing from Flickr.

    grava.jpg

Gravatar- Create an 80×80 pixel avatar by uploading an image which is then associated with your email address, appearing on Gravatar enabled websites and blogs without additional effort.

    imvu.jpg

IMVU- Create and dress up your personal avatar which can then be used in their virtual chat-rooms or with their visual messenger client.

    fix8.png

fix8- Create, animate, and dress up your avatar primarily through interfacing with your webcam in order to capture real movement and look.

    zwinky.jpg

Zwinky- Customize your personal cartoon avatar and share it across the web.

    caric1.jpg

Digibody’s Caricature Maker- Use the components of a caricature to create your unique caricature avatar.

    faketown.jpg

Faketown- A pixel-art, avatar based, MMORPG, similar to second life, but much less realistically.

    doppelme.jpg

DoppelMe- Simply assemble an apparently “hand drawn” avatar image for use anywhere.

    sitepal.jpg

SitePal- A pay-based 3D, animated avatar creation service aimed towards business looking to create a personal presence on their website.

    gaia.jpg

Gaia- Another avatar-based MMORPG, this one, anime-styled.

    imbee.jpg

imbee- The social network for young people includes an avatar creator featuring images of animals from the National Geographic Kids library.

    myrl.jpg

Myrl- A social network based on avatars in the “metaverse”, supposedly using avatars to connect with the web by virtue of collaboration. Close to it’s beta launch, this definitely looks like something to keep an eye out for.

    kaneva.jpg

Kaneva- Yet another avatar-based virtual world, Kaneva looks like a valid Second Life alternative.

    blogscoped.jpg

Blogscoped- Chat with others in this virtual, visual, chatroom, which makes efficient use of user avatars. While it may not appear to be that “web 2.0″ it uses PHP, MySQL, Ajax, and the Google API, which effectively categorize it as so.

    moji.jpg

MojiKan- A somewhat odd MMORPG for customizable 3D pet avatars.

    frenzoo.jpg

Frenzoo- Customize and use one of their well-designed avatars in chats as well as a variety of other environments.

    clickbeurs1.jpg

Clickbeurs (Dutch)- Create an avatar and apply for a job through virtually chatting with potential employers, a somewhat odd idea.

    mrpicasso.jpg

Mr. Picassohead- Create stunning, Picasso-like paintings which are easily transformed into avatars.

    robbierock.jpg

Whyrobbierocks- Create a “stereotypical” avatar for use on various social networking sites, IMs, etc.

    weeworld.jpg

Weeworld- Interact with some quite uniquely designed avatars in a virtual world primarily based on chats and mini-games.

    voki.jpg

Voki- Create an avatar, record your voice, and share. A possible alternative to something like Sitepal, but geared more towards a less-business-oriented audience.

Honorable Mention

    wow.jpg

While all of the sites (except for a couple, added for their significantly customizable avatars and creation engines) above are primarily based upon the principle of avatar creation and customization, I’d like to quickly mention the importance of your “avatar”, or probably more aptly named character in many popular MMORPGs. The likes of which are probably most easily recognized in games like World of Warcraft.

"CSI" gets a Second Life with integrated episodes


(* Source : Reuters *)

David Ward says :

Anthony E. Zuiker, creator of the CSI television show, speaks at the 2007 International CES (Consumer Electronics Show) in Las Vegas, Nevada January 9, 2007. Zuiker dropped some clues to an upcoming Second Life integration with his CBS series in his address here Wednesday at the Virtual Worlds Conference and Expo. (Rick Wilking/Reuters) Reuters Photo: Anthony Zuiker

SAN JOSE, California (Hollywood Reporter) - "CSI" creator Anthony Zuiker dropped some clues to an upcoming Second Life integration with his CBS series in his address here Wednesday at the Virtual Worlds Conference and Expo.

Zuiker was part of a Hollywood contingent at the event, signaling the mainstream entertainment business' growing investments in the space.

In his keynote speech, he declared that the future of television "will be TV, online, mobile and games."

Zuiker appeared more than willing to be a pioneer in bringing Hollywood to virtual worlds, announcing that a two-part "CSI: NY" -- the first installment airing October 24 and the second February 6 -- will have Gary Sinise's character go into Second Life to chase a killer's avatar.

"And here's the great thing," he added. "CBS is willing to commit to two 30-second spots that night to tell 16 million people that we're having a 'CSI: NY' virtual world . . . that will be up forever."

Zuiker stressed that the "CSI: NY" virtual world in Second Life will be geared for the "CSI" fan rather than the early adopter, with shorter download times and an avatar of Zuiker to walk visitors through the virtual Manhattan.

In addition to casual games for beginners like "Facial Reconstruction," there also will be content for advanced visitors, including the blog game "Murder by Zuiker," where Zuiker will evaluate entries by people trying to solve a crime based on the evidence found in a crime scene in Second Life.

Reuters/Hollywood Reporter

 

October 12, 2007

Virtual Worlds Conference: Demographics And Numbers


(* Source : Worldsinmotion.com *)

Posted by Leigh Alexander :

-

 

 

 

A panel at the 2007 Virtual Worlds Conference titled, 'Demographics and Numbers: Where Things Are and Where They're Headed' brought together Michael Cai, director of Broadband and Gaming at Parks Associates, Mary Ellen Gordon, owner of Market Truths Limited, and K Zero managing director Nic Mitham to parse out the demographics in the virtual worlds space.

Looking at market penetration, Mitham opined, "I think it’s pretty fair to say that virtual growth to date has been heavily based on word of mouth and viral marketing.” Moreover, Mitham expects the trend to continue, calling on the example of companies like BMW opening Second Life islands to widespread media coverage as a driver of Second Life population growth.

Finding New Markets, Developing Existing Ones

One can't rely purely on PR for advertising, Mitham added, stating that he hopes to see traditional marketing to start happening. "We’re seeing children actively adopting Club Penguin, Whyville, Habbo... as they eventually grow out of it, they will be looking for new worlds to grow into. There’s a huge market already there, waiting to happen."

The market is developing globally, too, Mitham said, noting that European countries are also actively embracing virtual worlds. Though typically Russia and South America are slower to adapt, Mitham noted, these are large growth areas that will begin adopting virtual worlds more in the future.

"We don't see much for 'silver surfers,'" Mitham added, noting that older users are also a prime growth area. Similarly, he expects corporate adoption to broaden, as companies like IBM encourage their employees to move into virtual worlds for corporate uses, and educational institutes are using virtual worlds in the classroom for the set aged 8 to 15.

Engaging New Users

It's a matter of product development, he said -- developing new products for marketplaces that already exist. Mitham also noted that better user interfaces and new user orientation will assist in driving more widespread adoption, as will other avenues of access like web-based remote viewers.

Diversification is the other key avenue, Mitham noted -- bringing new products into untapped markets, as with category-centric "vertical worlds". One example Mitham raised is Football Superstars, a virtual world currently in development for people who play football and soccer. Half the world is for playing football, the other half is for living the life of a footballer.

Beyond this, there are platform-centric virtual worlds, such as Sony's upcoming PlayStation Home, which will be used as a convergence tool for gamers. "The reason for going in isn’t the new technology; people are going in for a specific reason,," Mitham said.

Additionally, Mitham said that avatars that can cross worlds -- the interoperability work IBM is currently involved in -- will be "a really good driving factor for getting more people engaged in virtual worlds."

Mitham offered some projections on growth in virtual worlds he believes will take place between the fourth quarter of 2007 to the fourth quarter of 2008. He anticipates growth of registered accounts in Second Life to increase from 10 million to 20 million, 1 million to 7 million for There, .6 to 3 million for Kaneva, from zero to 10 million for the Chinese virtual world HiPiHi, an increase from 3 million to 10 million for Whyville, and from 15 million to 30 million for Club Penguin.

Chris Woodard contributed to this report.

More here 

Youth-Targeted Virtual Worlds Encourage Toy Buying


(* Source : Marketing Vox.com *)


MyePets: So cute it's sickening

Tween marketing has undergone a bit of a golden age online in 2007, thanks to sites like Club Penguin and Webkinz which rely heavily on interactivity to keep kids coming back.

According to Advertising Age, interactive tween sites are now taking a page out of the Webkinz handbook, whereby kids purchase an offline item to either join or enhance the online experience.

To proliferate its virtual world, Webkinz relied on word-of-mouth to get youngsters buying stuffed animals that came with codes that "activated" a virtual pet online.

Mattel's Barbie Girls site will soon offer 5.5 million users the option of buying an MP3-player/flash drive that unlocks additional features on the site, where girls spend an average of 30 minutes a session.

Meanwhile, MGA Entertainment introduced Be-Bratz, a line of dolls "sold with a pet pink mouse and flash drive" that hooks users up to a virtual world online.

MyePets.com, another MGA project, has a business model slightly closer in type to Webkinz, where kids "rescue" homeless pets from the store (a la Pound Puppies, a series of despondent stuffed animals from the '80s) in exchange for access to the site.

Though it may seem the market for tween-focused virtual worlds is getting overcrowded, interactive sites now largely come stock alongside major toy launches.

October 11, 2007

VCs sweet on kids' virtual worlds


(* Source : Stefanie Olsen *)

SAN JOSE, Calif.--Venture capitalists have sweetened on 3D playgrounds for kids online since Disney bought the virtual world Club Penguin for $350 million earlier this year.

Just ask Jim Bower, CEO of Numedeon, which runs an 8-year-old virtual world for the 8-to-14-year-old set called Whyville.net. Here at the Virtual World conference, Bower, who's also a professor of computational neuroscience at Caltech, said his life has changed a bit since that acquisition.

"We certainly get a lot of calls from VCs now," Bower said, adding that he has turned down at least one buyout offer from an investor.

It's no wonder VCs are salivating. Recent research points to vast expected growth in the market. Within four years, more than half of kids online--age 3 to 17--are expected to belong to a virtual world, doubling the membership in 2007, according to a study from eMarketer.

Anecdotally, adult-oriented virtual worlds also tout a rising population of tweens and teens. An executive from There.com, for example, said at the conference that the site's fastest-growing age group is 13-year-olds and up.

Bower said his business has grown by 300 percent this year, thanks to more children joining the world and more marketers spending money to reach this demographic. Whyville.net has an educational bent, so the company only accepts marketing that will teach the kids something about the world, according to Bowers.

For example, Whyville recently opened a bank sponsored by Bankinter, the fifth largest bank in Spain, so that kids can deposit and earn interest on their "clams." Since it's been opened, one in four clams circulating in the virtual world has been deposited in the bank, Bowers said.

No doubt, that's the kind of return on investment VCs like.

Proving their interest, a group of venture capitalists will be speaking here on a panel late Wednesday. Executives from Charles River Ventures, Redpoint Ventures and Scale Venture Partners will be talking about trends and business opportunities in virtual worlds.

 

October 10, 2007

Virtual Worlds News Interview: GoPets' Erik Bethke and Erin Hoffman


(* Source : Virtual World News *)

Last week we spoke to Areae President Raph Koster about his plans for Metaplace, the difference (or lack thereof) between virtual worlds and MMOGs, and his take on microtransactions. After watching him on a panel with GoPets CEO Erik Bethke, both fervently arguing for non-subscription-based revenue streams, we thought it'd be nice to follow up with Bethke. We're lucky this time to present a twofer, an informal email Q&A with both Bethke and Erin Hoffman, who, according to Bethke,  "works on blurred areas between game design and online marketing and points in between at GoPets." Both share their take on virtual worlds growth, community, and casual online worlds. "We're a hybrid between a social networking service, an online games portal, and a virtual pet game," said Bethke. "We have all the features that a Facebook or a Myspace might have, but on top of that we're really the best virtual pet simulation on the market, because our pets are actually alive, responsive, mobile, and full of their own initiatives."

irtual Worlds News: I'd like to talk about the Avatar Bill of Rights and why  you've decided to move in that direction.

Erik Bethke: As I said in my talk at Casual Connect, I really think that the  virtual world space is currently limited by its attitude toward user  rights. And I'm not alone in reaching that conclusion -- there's actually a virtual worlds bill of rights that predates my separate  theory. A lot of what we're doing with GoPets is looking forward into  the future of technology and how people interact online, and this is  another big step in that direction, really just being realistic about  what's happened in the past and what people naturally do when they become invested in a space, whether that's virtual or physical. If we can be aware of those desires and user motivations, we can do better business and make people happier at the same time.

VWN: You've been an outspoken proponent of real-money transactions. Based on your conversation from the AGDC, could you explain why?

Erin Hoffman: This year at GDC I talked to a roundtable of developers about item-based transactions and specifically real-money transactions. The item-based economy roundtables are always full to overflowing, but almost all the casual games groups were opposed to the idea of being realistic about currency with players. But I think in terms of a virtual world, and with women especially, being up front about real-life currency actually establishes trust with the player. Daniel James brought up a great point that iTunes is an item-based economy and deals in real-money transactions, yet is hugely popular, and you're still basically just getting ones and zeroes.

VWN: On a different note, could you talk about partnering with Windows Live Messenger. That's a really interesting way to look at distributing the virtual world, and I'd love to hear more about how users are taking to it.

EB: The users are really supportive and excited about this new  opportunity we have to reach a much wider audience. One of the best things about GoPets is the welcoming, friendly community that's grown up around the service, something that's been able to grow during our years of quiet development, and they're excited about making that community even bigger and more wide-reaching. Because we're a social network as well as a virtual pet service, the MSN partnership is a great fit, since users now chatting online via Messenger can get the visual reward of their own little piece of the virtual world, and their pet, which connects to the person they're chatting with.

Continue reading "Virtual Worlds News Interview: GoPets' Erik Bethke and Erin Hoffman" »

Google tools to power virtual worlds


(* Source : Daniel Terdiman *)

Google tools to power virtual worlds

Get ready for online games set in your favorite Google Earth locations.

Virtual-worlds platform developer Multiverse Network is set to announce a partnership Tuesday that will allow anyone to create a new online interactive 3D environment with just about any model from Google's online repository of 3D models, its 3D Warehouse, as well as terrain from Google Earth.

The idea is simple: Multiverse's technology--which gives game developers tools to design custom virtual worlds--will let those designers pick and choose from most of the millions of 3D models created using Google's 3D software tool SketchUp, and to import pieces of terrain, as defined by entering specific longitude and latitude data, from Google Earth.

If you want to build a virtual world centered on, say, downtown San Francisco, you could use the new technology to create the area itself and populate it with the digital versions of real-world buildings that have been created and uploaded to the 3D Warehouse.

Virtual world images

"The goal is to grab things from the 3D Warehouse when looking at things in Google Earth and then make an instant multiverse world," said Multiverse co-founder Corey Bridges. "What we've done is provide a more streamlined interface for using (Google's technology) as a virtual-world production tool."

Until now, incorporating this kind of information from Google has mostly been the province of fantasy. For some time, Multiverse has made it possible to upload some SketchUp models into a virtual world created using its platform. But the technology the company plans to announce Tuesday, informally called "Architectural Wonders," brings the concept to much more well-rounded fruition, and answers what some people have been crying out for as obvious and necessary technology integration.

"Google's mission statement is to make all the world's information universally available and useful," said Jerry Paffendorf, co-author of the Metaverse Roadmap and co-founder of a stealth start-up called Wello Horld. "So I would say this (is about) making all the world universally available and useful, and that's why this is so fascinating."

For Paffendorf, one of the most vocal proponents of a 3D massively multiplayer environment based on Google Earth and SketchUp information, Multiverse's innovation is nothing short of groundbreaking.

He said he's particularly excited and hopeful that the Architectural Wonders project will allow virtual-world designers to incorporate not just models and terrain from Google Earth, but also much of the metadata that makes it so powerful: the personal notations and photographs that millions of users have added to it.

Of course, Multiverse's project is not the only one that has sprung up to make use of this data. Google is rumored to be working on a prototype virtual world, a beta test of which may or may not be under way at Arizona State University.

Another project is SceneCaster, a new technology unveiled at last week's Demo conference that allows anyone to make 3D "scenes" incorporating models from the 3D Warehouse that can then be attached to blogs or Facebook pages or even to Flickr.

Both SceneCaster and Multiverse's Architectural Wonders projects will be shown at the Virtual Worlds conference, which starts Wednesday in San Jose, Calif.

But because not much is known about Google's stealth project and since SceneCaster does not appear to be a massively multiplayer experience, Multiverse's Architectural Wonders efforts may well prove to be the first publicly available attempt to bring vast amounts of data and models Google is making freely accessible into a working virtual world.

More here 

 

October 09, 2007

Microsoft's Massive In-Game Reach


(* Source : Emarketer *)

Jay Sampson has been in the online space since 1996. He was the sixth hire for MSN, and joined Massive after Microsoft acquired the company in May 2006.

Having spoken with in-game advertising firm IGA Partners, eMarketer asked Mr. Samspon for his thoughts on the same subjects.

eMarketer: How do you see the market right now?

Jay Sampson: In-game advertising is being pioneered over time. Video games are the fastest-growing media form. Virgin’s Megastores now attribute 70% of their revenues to games. But in-game ads are still in their infancy. It is a relatively nascent business with a tremendous upside.

eMarketer: There seem to be two divisions to the in-game ad space. One is between PCs and consoles. The other is between casual gamers and hardcore gamers. Are these artificial divisions?

Mr. Sampson: Gamers are gamers. Most gamers play 10 feet from their TVs and 10 inches from their PCs or portable devices. We do distinguish in terms of levels of engagement and immersivenesss when it comes to content, with games played on TVs being more immersive. It's that much more engaging and social than the PC experience. That’s one of the big drivers for us, since communities are now connected.

The ad network covers both console and PC games. Massive is not, in fact, serving live into Xbox Live arcade, but does serve into Xbox games. Massive is fairly platform-agnostic, since we started in PC games. Now, thanks to Microsoft, we have extended into Xbox 360.

eMarketer: Is there a mass-market approach for reaching all gamers?

Mr. Sampson: Gaming is mass market, so the type of content, be it casual Web or deep PC is still all one comprehensive audience base. It's typically young adult males, but it is broadening.

eMarketer: So when someone says they want to reach "gamers," what does that mean to you?

Mr. Sampson: Our content—the games in our network—determines the audience. Right now it's nominally males ages 18 to 34 (actually ages 13 to 34).

More here 

 

Barry Diller's Web Gaming Play


(* Businessweek *)

Olga Kharif says :

IAC/InterActiveCorp's gaming foray could revolutionize online games and hurt console makers—if it succeeds

Barry Diller's IAC/InterActiveCorp (IACI) is entering yet another arena. The Web conglomerate, owner of businesses such as Ticketmaster.com and the dating site Match.com, announced Sept. 18 that it has acquired a majority interest in GarageGames.com, a game publisher and provider of programming tools for indie game developers.

The acquisition, which will lay the foundation of a new division focused on Web-based gaming, marks the latest and biggest move in IAC's bid to become a major player in that market. In the past few months, IAC has snared several video gaming executives from rivals, including Nicholas Lehman from Viacom (VIA). "We think this is an untapped $2 billion market today growing to $5 billion in three years," says Shana Fisher, IAC's senior vice-president of strategy and mergers and acquisitions. "This is a once-in-a-lifetime market opportunity, we think. And we are investing appropriately."

Viacom's Big Bet

While the acquisition's terms were not disclosed, BernsteinResearch (AB) estimates it will cost IAC between $80 million and $100 million. InterActive also says it hopes to announce a collaboration with a major gaming studio in the next week.

At first glance, IAC is arriving rather late to Web gaming, which is already the third most popular online activity after e-mail and chat, according to the Stanford Institute for the Quantitative Study of Society. In May, the number of unique visitors to gaming sites reached almost 217 million worldwide, a jump of 17% from a year earlier, according to traffic data tracked by comScore (SCOR). The sector attracted 28% of the total worldwide online population in May and recorded an average of nine visits per visitor.

As such, a wide array of media and Internet titans have already been staking out the positions to claim a piece of a market that, according to DFC Intelligence, is expected to swell from revenue of $3.4 billion in 2005 to more than $13 billion in 2011. Viacom's MTV Networks alone expects to dump $500 million into gaming in the next two years. Meanwhile, portals led by Yahoo! (YHOO) and Microsoft's (MSFT) MSN have built up their offers to lure online players. Microsoft also offers owners of its Xbox gaming console an online portal called Xbox LIVE Arcade where they can play games, including GarageGames' own Marble Blast Ultima, where players navigate marbles through moving platforms. Similarly, the Cartoon Network (VIA) has been working to adapt its games for online play with Sony's (SNE) PlayStation 3 and Nintendo's (NTDOY) Wii consoles.

More here 

 

October 04, 2007

Why Virtual Worlds Are Overtaking the Game Industry


(* Source : Virtual World News *)

CVSherman says :

The bar for online gaming has been raised, with community becoming as important as gameplay. Virtual worlds and Web 2.0 habits are driving users to worlds that support socializing instead of questing and user-created content instead of magic. World of Warcraft may have nine million subscribers, but Habbo Hotel has 7.5 million users per month, and it's growing. BarbieGirls.com grew at over 40,000 new members per day to reach four million registered users after only three months of its public beta. Gartner Research predicts that 80 percent of the online population will be involved in non-gaming virtual worlds by 2011.

"The game industry may have created the idea of online entertainment, but the days of orcs and elves ruling the online space is drawing to a close," said Christopher Sherman, Executive director of the upcoming Virtual Worlds Fall Conference and Expo taking place October 10-11 at the San Jose Convention Center. The show is attracting big wigs from across the entertainment industry.

"There will always be a place for platforms that just want to allow users to play a game together, but now interaction is key. Community is key," said Sherman who jumped from the game industry to the virtual worlds industry late last year. "The content revolves around and facilitates the community. Treating the online environment like less of a game and more of community or virtual world is key. Major media companies are now looking at anything they do as online entertainment - with a virtual world tied to it."

Case in point: Raph Koster, the former Chief Creative Officer of Sony Online Entertainment, recently took the wraps off of his stealth startup Areae with the announcement of Metaplace. Metaplace is designed to provide an easy-to-use interface allowing users to create virtual worlds that can run anywhere and do anything.

Said Sherman of the announcement, "Whether or not Metaplace is successful, the wake-up call for the game industry has been issued."

Virtual worlds like Kaneva strive to provide activities for their users, including games. Developers like Trilogy Studios, who created a Virtual MTV environment, have a background in next-generation console games like Medal of Honor and The Chronicles of Riddick. It shows in their products. MTV's Virtual Pimp My Ride lets users build experience points while socializing.

More here

 

October 02, 2007

Q&A: eMarketer's Debra Aho Williamson Talks Kids and Virtual Worlds


(* Source : Worldsinmotion *)


-Earlier this week, we took a look at a research report published by market researcher eMarketer about kids, teens, 'tweens and virtual worlds that found that 34.3 million US child and teen Internet users will visit virtual worlds once a month in 2007 -- and eMarketer expects that number to rise to 34 percent in 2008, and to 53 percent by 2011.

Worlds in Motion spoke to eMarketer's Debra Aho Williamson about her findings. "I think what’s attractive about virtual worlds for kids and teens is that they exist at a 'sweet spot' between online games, which are very popular with younger kids, 'tweens and boys, and social networks, which are very popular with teens, particularly girls," she explains. "I think that virtual worlds combine aspects of both of those things."

Zeroing in on major factors in online social worlds, she elaborated. "There are a lot of games, there's the opportunity to meet friends, interact socially, learn about other people and express your interests. So I think those are the two driving factors." Real-time interaction also plays a big role, she says. "[It's a] very immersive experience. You don’t just 'poke' somebody like on Facebook -- you can actually, physically, poke somebody. What that means is that there’s that much more real-time interaction, no latency, no making a post on someone’s wall and waiting for them to respond. It’s all occurring in real time."

More here

Japan to open G-rated virtual world

(* Source : AP *)

art.virtual.tokyo.ap.jpg

TOKYO, Japan (AP) -- Orderly, pornography-free and safe for children, "meet-me," an online interactive virtual Tokyo, is Japan's answer to "Second Life." Or so its creators hope.

In "meet-me," players' avatars are rounder and softer than the angular and realistic avatars of "Second Life."

Kunimasa Hamaoka, who oversees "meet-me" at digital marketing company Transcosmos Inc., is banking on the cultural differences between Japanese and Americans to compete against the world's top virtual community.

Japanese are so well-behaved and conformist, he says, they would prefer a more predictable and secure virtual environment over the free-spirited anything-goes of "Second Life," created by San Francisco-based Linden Lab.

In "meet-me," players' avatars, or computer-generated alter-egos, are rounder and softer, more like the cuddly characters of "Pokemon" than the angular and relatively realistic avatars of "Second Life."

The sun rises and sets in "meet-me" on Tokyo time. And avatars must ride trains or other vehicles or walk or run to get around a city whose streets and buildings look much like real Tokyo's; they can't jump from place to place as they can in "Second Life."

More here 



Xivio Launches Democratic Content Rating


(* Source : Virtual World News.com *)

CVSherman says :



 

Xivio, a Flash-based virtual world with a Web-based social network,  announced that it had introduced a content rating system based on user votes on the TV-MA rating system. When photos, music, videos and journals are uploaded, they are immediately rated TV-MA until the staff or community votes them into a lower rating. "We've tested it out in house, and it works very well," said President/CEO David Wisotzky. "After hearing a lot of the stuff going on with Myspace, you know protecting the kids and how other programs don't allow kids to upload content, we figured that it's the digital age and someone should make that safe to do. It seemed like nobody had been stepping up."

"Being safe is a very important thing," Wisotzky continued. "We launched around a year ago, and we've been slowly getting more and more users. As we start enhancing our social networking features, we want to give parents some peace of mind. Unless they're sitting over their kids constantly, there's no peace of mind. For this, a parent could go in for a seven-year-old and disable all social networking features totally. Or you could allow your 15-year-old to go in and have a video conference."

Xivio, which launched in April 2006 as a Flash-driven virtual chat room for teens, now offers completely modifiable avatars, personal rooms, and profile-based home pages for users of all ages.

More
here

Virtual Worlds Platforms and User Numbers


(* Source:  www.VirtualWorldsNews.com *)

Here's a quick and dirty summary of some of the major virtual worlds platforms and their users.

company world name Users
Activeworlds alphaworld 70,000 registered, 1,000,000 hits to the universe server per day (August 2007)
MindArk PE AB Entropia Universe 634K registered users, September 2007
Google, Inc. Google Earth 200M downloads by June 2007
HiPiHi HiPiHi 13K Users in Beta (August 2007)
imvu imvu More than 1M (August 2007)
Kaneva Kaneva "Close to 600,000" registered users (August 2007)
Microsoft Virtual Earth Microsoft Virtual Earth
Yoick Project Outback
ProtonMedia ProtoSphere
Qwaq Qwaq Forums
Linden Lab Second Life 8.5M registrations, 88,797 premium subscribers,  556,643 Active Avatars
Sony PlayStation Home PlayStation Home In closed beta
Timeless Cities
In stealth mode
Cisco Systems unknown
IBM IBM Quick Innovate Internal Metaverse Project In development
Makena Technologies, Inc. There.com 1M Members (July 2007)
Three Rings Whirled In development
3B International 3B
Metaversum Twinity Will go into private beta in q3 2007
Journeys Journeys In stealth mode
UoneNet Uworld Begins Alpha testing December 2007
Co-core Meet-me In development due in December 2007



TEENS and TWEENS

Linden Lab Teen Second Life 4,842 Avatars (July 2007)
Doppelganger vside 150,000 registered users (July 2007)
Flowplay unknown In development
Dubit Ltd. Dubit 509,975 Active Members (Sept 2007)
Disney Club Penguin 700K current subcribers, 12M activated accounts (August 2007), 2.9 million unique visitors Jan 2007
MTV / Viacom Virtual Laguna Beach 600K Registrations (March 2007)
MTV / Viacom Virtual MTV Video Music Awards
MTV / Viacom Virtual Newport Harbor
MTV / Viacom Virtual Pimp My Ride
MTV / Viacom Virtual The Real World
MTV / Viacom The Virtual Hills
Stardoll AB Stardoll 10M registrations, 6M monthly unique users (August 2007)
Cyworld, Inc. Cyworld US: 250,000 members, 1M monthly uniques (June 2007), Global: 20M monthly uniques (March 2007)
Sulake Corporation Habbo 7.5M uniques globally (Sept. 2007)
Gaia Interactive, Inc. Gaia Online 2.5M Monthly Users (September 2007)
Circle 1 Limited Idea Seeker Universe 800K Users (Sept 2007 from company)
IAC Zwinktopia 9.5 million registered users, 4.6 million active users per month (September 2007)
Xivio Xivio 22k registered users (Sept. 2007)



KID WORLDS

Disney ToonTown 1.165 million users May 2007
Ty Inc Ty Girlz under development
LEGO Group Lego Universe
Mattel Barbie Girls 4 Million Users (August 2007)
Viacom Nicktropolis 1.4 million unique users May 2007
Corus Entertainment multiple worlds
Viacom Neopets 4.8M Unique visitors (June 2007)
Disney Virtual Magic Kingdom 1 million player characters (Feb 2006)
Ganz Webkinz World 1.9 million uniques, December 2006
Numedeon Whyville 1.7M registered citizens (Sept 2007)
gopets gopets 744,431 registered users (from site September 2007)
Ragdoll Worldwide (by Nice Tech) Tronji
FakeTown FakeTown 35K Uniques/month (June 2007)
MGA Entertainment MyePets.com
MGA Entertainment Be-Bratz.com


September 28, 2007

EA Launches The Sims on Stage Beta


(* Source : Leigh Alexander *)

Launches The Sims on Stage Beta

-Electronic Arts has announced the beta launch of The Sims On Stage, a free interactive online webiste-based toolset that lets users record, watch and share karaoke songs, stories, comedy routines and other creative projects.

The Sims on Stage is based on the SingShot Media karaoke community, which EA acquired earlier this year. EA says "thousands of well-known rock, pop and country songs" will be available at launch; For the members not vocally inclined, The Sims on Stage also offers "Open-Mic Recordings," for spoken-word and comedy performances.

In addition to karaoke, The Sims On Stage will also feature a "Movie Mashup" that will allow members to create original movies featuring The Sims content, some of which will include assets made available only to members of The Sims On Stage community. Recordings can be kept private or publicly shared, and can also be uploaded to blogs and social networking sites.

The announcement continues EA's commitment to The Sims as one of its chief and most important brands - in the recent re-organization of the company, it has been elevated to one of the four main company 'labels' alongside EA Sports, Casual, and EA Games, the only single franchise to be given that honor.

“The Sims has long had one of the largest, friendliest and most creative communities in the world. With the release of The Sims On Stage we welcome a new kind of customer to our way of having fun,” said Rod Humble, studio head of The Sims label. He continued: “The world of interactive entertainment is now broader than ever thanks to new web-based technologies, and we are thrilled to give you a new way of having fun with The Sims On Stage.”

The Sims On Stage is now available in a beta version at its official website.

[The preceding announcement ran previously on Worlds in Motion sister site Gamasutra.]

 

Getting Casual With Coobico


(* Source : Worlds in Motion *)

-Hong Kong-based developer Linking People has let us know about a new flash-based strategy and RPG MMO slated for release in early 2008, and it's described as "MySims meets Habbo Hotel meets the Settlers." It's called Coobico, and it casts players in the role of settlers on a deserted island, tasking them with building up the neighborhood and competing with other settlers to become the island's most influential resident -- the experience "blends features like city-building, roleplaying and social networking in a casual game-experience," Linking People tells us.

It'll be isometric 2D, to boot -- looks like a lot of companies are realizing that high-powered graphics aren't always necessary, especially when appealing to a casual audience. Elaborates the Coobico site: "To put a good face on the matter: it’s a lightweight strategy-game with no retail box to purchase, no cumbersome client software to download and install and no nasty DRM. Just click and you’re in. Maybe you are, just like us, a sucker for stuff like World of Warcraft, but you just don’t have enough time for it. What’s more, we won’t require you to take a summercamp on how to play and navigate around on Qubus’ Island."

The company was founded in 2006 by three German Web developers, Wetzel, Martin and Winter, who prior to founding Linking People, built commercial and promo sites for international customers (they list Land Rover and Bayer as past clients). They're now focused on developing new social networking games and apps for the Asian and European markets, aiming for a "casual blend" of chat, social networks, Web 2.0 and multiplayer games.

But they're not targeting the "sweet spot" tweens-and-teens -- rather, Linking People's gunning for the market pegged as the "core" of casual gaming and the broader market, those aged 30 to 44.

As co-founder Winter explains: "We see this as a huge, financially strong and yet mostly untapped market -- current games and networks are completely focusing on pre-teens, teens and young adults. We see a large opportunity for games targeted at a more mature audience: people who grew up with videogames, who still like them, but nowadays neither have the time to spend hours of gameplay in traditional multiplayer-games, nor like to play casual titles like Match-3-puzzles."

Coobico is Linking People's attempt to address this market; while it's still in development, it should be interesting to see how it turns out!

Club Marian Launches


(* Source : Worlds in Motion *)

-When we reviewed Gene Endrody's Sherwood Dungeon for our Online Worlds Atlas, we were impressed by the solid simplicity of Endrody's completely free, Google ad-supported MMO. Nonetheless, it's a game for those who like stat management, combat and level-grinding. Now, though, it looks like Endrody's Maid Marian has launched a more temperate solution: Club Marian, a "massive multiplayer social hangout where users from around the world can chat, dance, drive and create music in a fun 3d environment," as the site says.

There are apparently three islands to explore, a music maker, emotes, customizable avatars and even a sports car to drive -- and everyone gets one!

The interface resembles Sherwood Dungeon a bit, only with a hipper look to the avatars and a few stylish updates (guess the medieval look isn't in fashion in Club Marian), and instead of inventory management and armaments, users can chat, dance, or take their car for a spin. Though the range of customization isn't particularly wide, it's broader than Sherwood Dungeon's, and users can choose from an entire color palette for each clothing and hair option, and for the car, too.

It's still completely free and runs in the browser on Shockwave. Neat work, Gene.

Neopets Announces Massive Retail Toy Initiative


(* Source : Leigh Alexander *)

eopets Announces Massive Retail Toy Initiative

-Jakks Pacific and Nickelodeon & Viacom Consumer Products announced that they have executed a domestic-based master toy licensing agreement to produce a variety of products based on the Neopets virtual world, by which Jakks will create a full line of toys and merchandise to capitalize on Neopets and its characters. The Neopets world lets kids adopt virtual pets, accumulate points for virtual goods, and play minigames.

According to comScore, Neopets drew 5.9 million visitors in the month of August, making it Neopets' strongest month yet and marking a 50 percent increase over the same period last year. The company says 'tween users spend an average of 2 hours and 33 minutes on the site.

The Jakks toy line will focus on plush Neopets toys, but the aggreement also covers action figures, accessories, playsets and plug-and-play interactive toys, as well as role-play products, vehicles, youth electronics, water toys, novelties, stationery products, kites, and craft activity toys. Jakks’ Neopets collectible plush products are expected to begin to hit retail shelves in early spring 2008, with figures, playsets and other Neopets products shipping to retailers nationwide for fall.

Additionally, the plush toys and other upcoming Neopets consumer products will tie into a new multiplayer “Neopets Key Quest” in the game. The toys will contain codes that allow kids to unlock virtual extensions of the toys to use as part of the Neopets Key Quest game, with virtual versions of the toys represented in the users' Neopets profile.

"We plan to add engaging real world components to the already hugely popular virtual world of Neopia," says Jakks CEO Stephen Berman, "and maximize the deep online connection kids have with Neopets through a collectible roll-out strategy, which is one of Jakks’ core strengths. Neopets has all the makings of a great toy property.”

More here

September 26, 2007

Kids, Teens and Virtual Worlds

(* Source : Emarketer.com *)

It's a virtual, virtual world after all.

The Walt Disney Company's $350 million purchase of Club Penguin signals a new focus of attention for marketers and media companies targeting kids and teens online.

Virtual worlds are becoming more frequent destinations as the percentage of children and teens who use the Internet increases.

"For marketers trying reach kids and teens on social networking sites, there is a new game in town: virtual worlds," said Debra Aho Williamson, eMarketer senior analyst and author of the new report, Kids and Teens: Virtual Worlds Open New Universe.

"Of course, virtual worlds are not new, but the level of development activity, venture capital investment and consumer interest in virtual worlds is unprecedented," she said.

Club Penguin is one of the fastest growing virtual worlds for young children. As of August 2007, it had 12 million registered users and 700,000 paid subscribers, according to Nielsen//NetRatings.

According to eMarketer estimates, 41.5% of children ages 3 to 11 will use the Internet at least once a month in 2007. In total, 14.9 million children will go online in 2007, rising to an estimated 16.6 million in 2011.

Among teens, eMarketer estimates 76.4% will go online at least once a month in 2007, rising to 87.1% by 2011.

Overall, children and teens make up 18.2% of all US Internet users.

"eMarketer estimates that 24% of the 34.3 million child and teen Internet users in the US will use virtual worlds at least once a month this year," Ms. Williamson said. "And by 2011, 53% of them will be going virtual."

As more kids and teens start to use virtual worlds, their viewpoint on the Web changes, too.

"They are growing up not only with social networking but also with the ability to interact with people, shop, learn and play in a graphic environment," Ms. Williamson said. "Flat Web pages with clickable links and banner ads may pale in comparison."

Younger kids are getting used to a graphical representation of a social network, Jonathan Collins, executive producer of virtual worlds for MTV, said in an interview with eMarketer.

"They're going to feel a social network that doesn't have [that] element is missing something," Mr. Collins said.

eMarketer expects that virtual worlds — particularly those for kids and teens — will see an increased level of interest from marketers in the next few years.

"The intense activity in virtual worlds for kids and teens is only a microcosm of the larger development work being done in virtual worlds," says Ms. Williamson. "Many believe that the graphically rich environment of virtual worlds will transform how consumers shop, communicate and browse the Internet."

September 25, 2007

Hasbro's LITTLEST PET SHOP Jumps into the Digital Plush Arena with Virtual Interactive Pets


(* Source : Press release Hasbro*)

Fastest Growing Girl Toy Brand Launches "The Cuddliest Pets on the Net"

PAWTUCKET, R.I.--(BUSINESS WIRE)--Hasbro, Inc. (NYSE: HAS - News), announces the launch of LITTLEST PET SHOP VIPs (Virtual Interactive Pets), a line of five cuddly, plush pets that bear secret codes on their collars to unlock a virtual world where tween girls can interact with the digital counterparts of their plush pals and explore a fun online VIPs destination jam packed with exciting games, activities, and community events. LITTLEST PET SHOP VIPs will be unleashed in the New York Metro market and online in mid-October 2007 followed by a global retail launch in early 2008. Each LITTLEST PET SHOP VIPs plush pet will carry an approximate retail price of $14.99 and includes exclusive access to the VIPs virtual world which will continuously evolve with new and exciting elements.

The initial LITTLEST PET SHOP VIPs line will include a dog, cat, turtle, penguin and panda. Upon getting home with their new cuddly plush pet, girls with parental permission will plug in the secret code found on the collar at www.littlestpetshop.com, receive a VIPs Adoption Certificate and watch their pet come to life online. The fun really begins as they begin to customize their pets and environments, earn "Kibble" points to keep pets happy and healthy, play mini-games and engage in fun individual or community based activities.

"This is a very exciting time for the LITTLEST PET SHOP brand," said Valerie Jurries, vice president of marketing for Hasbro's girls brands. "We wanted to take this incredibly popular property and do something truly spectacular for the millions of girls who have come to adore the LITTLEST PET SHOP line over the years. Creating an engaging and meaningful online connection between girls and their LITTLEST PET SHOP pets was an instinctive next step. VIPs delivers a rich, immersive online world where girls and their pets can have endless hours of fun exploring, playing and bonding."

Blending Traditional LITTLEST PET SHOP Play with Online Fun

Just as they do with their real world LITTLEST PET SHOP pets, VIPs will allow girls to customize homes for their pets as well as personalize the pets with the latest apparel and accessories purchased at virtual stores and boutiques with VIPs currency called Kibble. Kibble points are earned based on keeping pets happy and healthy by completing activities such as going for a check-up at the "Get Better Center", going to the playground for some exercise and fun, playing mini-games or simply exploring the environment for hidden surprises.

 More here

Kaneva Brings Dance Competitions to Its Clubs, Pre-Paid Cards to Target

(* Source : Virtual World News *)

CVSherman says : 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 When we spoke with Kaneva CEO Christopher Klaus back in August, he hinted that the game-oriented virtual world would be rolling out a series of casual games in its fourth quarter. The first, Dance Party 3D, launches tomorrow with prepaid cards for access and bonus items, in $10 and $25 varieties, appearing in Target by October 1. What sets Dance Party apart from a business point is that it's being marketed as a standalone game instead of just a value-add for existing Kaneva users. "There are lot of people who want to go into virtual worlds, but there are a lot of people who don't understand the concept, but they want to go dancing," said Klaus. "Instead of saying, 'There's a world and we have a dance game,' we want to go out and say, 'Imagine the world is our theatre, and here's the movie we just produced.' We want to make this a packaged game similar to traditional games and talk about it that way, and then say, 'By the way, one of the major features is that you end up in a virtual world.'"

"It's kind of flip-flopping it for the virtual world industry. While I think virtual worlds are important, to go out there and reach a broader segment, say people who are into music or the club scene or dance games, you just say, 'Here's a full-on game for you.' I think we're going to find members who join the game just to play the game. I think we'll also find members who join for the game and then realize that they can decorate their homes. As we add more games, it becomes like a themepark where you can run around to all the different rides. You advertise the new rides, not just the theme park."

Klaus does say the virtual world creates a different atmosphere than a standard dance game would. For one thing, it draws on the fact that Kaneva already encourages its users to stream media into the world and create their own spaces. Every club can have all of YouTube's library as its DJ's archive, letting users dance along to any video they can find.

Maybe more importantly, Dance Party 3D is still meant to be a social game. If you play Dance Dance Revolution against two or three other users, you're there to compete in the game. If you're dancing in a club with 50 other people and then happen to start a competition, you're already tied into the social experience.

More here 

September 24, 2007

Virtual worlds opened up to all


(* Source : BBC News *)

Jonathan Fieldes says :

Screen shot from Metaplace
The tool could be embedded in blogs as well as used in gaming

Metaplace demo
A free tool that allows anyone to create a virtual world has been launched.

Users of Metaplace, as it is known, can build 3D online worlds for PCs or even a mobile phone without any knowledge of complex computer languages.

The web-based program is the brainchild of Raph Koster, one of the developers of massively multiplayer online games such as Ultima Online.

Users make the virtual spaces from simple building blocks.

The results, which could be used for gaming, socialising or e-commerce, can be embedded in a webpage, facebook profile or blog.

"We are out to democratise virtual worlds and bring them to absolutely anybody," said Mr Koster, founder of Areae, the company behind Metaplace.

"You can come to the site, press a button and have a functioning virtual world that supports multiple users in about 30 seconds."

Web puzzle

Screen shot from Second Life
Second Life is one of the most popular virtual worlds

There are already a number of popular virtual worlds such as Second Life, There and Entropia Universe. In addition there are games worlds such as World of Warcraft (WOW).

Most of these require a person to download specialist software or buy a game and there are no links between the different universes.

"They're all walled gardens," said Mr Koster.

In contrast, Metaplace is entirely web based and connections can be made between all of the different worlds.

"We modelled this on the web," said Mr Koster. "You can think about each world being a webpage and every object within in it is a link."

Users can create the worlds using different methods.

People with no programming background can use the graphical interface and choose worlds from a number of templates, such as a shop or a puzzle game.

They can also clone worlds developed by other Metaplace users.

More competent visitors to the site can build a world from scratch using the tool's own programming language known as metamarkup.

The language is "platform agnostic", according to Mr Koster, which means that it can be used to create worlds which can run on anything from a powerful PC to a mobile handset.

User control

Screen shot from Metaplace
We want to see 10,000 virtual worlds so that lots of wild and crazy stuff gets made because that is the only way it will advance as a medium
Raph Koster, founder, Areae
Mr Koster believes the tool will be used to create a wide variety of different virtual worlds including chatrooms, games similar to WOW, or teaching environments.

"Others may want to make a book club that is integrated with Amazon where people can get together and chat every Thursday night about a book but they can actually see the pictures of the books on the wall, click on them and buy them," said Mr Koster.

"The applications are pretty open."

When complete, each world is given its own page on the Metaplace website.

 More here

 

Plenty of Material Girls in the Virtual World


(* Source : Nextgreatthing.com*)

Sherrie Hui says : 

Imagine how much you would shop if you could pick a perfect body. With the advent of computer graphic simulation, playing dress-up has taken on exciting, previously unattainable possibilities. Just about everything looks good on your idealized avatar, right? Virtual costumes play into today’s love of customization, allowing men and women to more fully realize an online or gaming identity, and savvy businesses are taking the first steps to brand fantasy fashion.

Miuccia Prada’s creations, often dubbed “cerebral” or “highly editorial”, translated perfectly into the high-gloss CGI world of Shinji Aramaki’s anime film Appleseed: Ex Machina. The designer’s costumes have added a touch of luxury to the virtual world of anime—possibly the only other facet of Japanese pop culture that generates a Prada-sized tsunami of consumer fanaticism. Design influences have always flowed between worlds both physical and imagined. Prada’s Appleseed outfits informed her fall 2006 Metropolitan Arrmor collection, and Vogue’s new darling, Rodarte, drew inspiration from Hayao Miyazake’s Spirited Away for spring 2008. The trend that’s truly grabbing everyone’s attention is virtual retail.

prada-appleseed.gif
A costume from Appleseed: Ex Machina

Fashion brands are transitioning from the real world to simulated environments, like The Sims and Second Life, with increasing fluidity. H&M has partnered with The Sims and Yahoo to give consumers the ability to do everything from dressing an avatar in H&M to creating personal designs and assembling an online runway show. From the virtual designs submitted to The Sims 2 H&M Fashion Runway Showcase, H&M will choose one design to manufacture and sell in stores.

hm.jpgsecond-life.jpg
H&M in The Sims 2; Aimee Weber on Second Life

While simulated sex is still the most profitable Second Life industry, fashion is growing fast enough to garner investments from American Apparel and Adidas, which have both opened virtual stores selling styles that imitate the ones they carry in their brick-and-mortar establishments. (Second Life avatars deal in Linden Dollars, which can be exchanged for actual currency.) Avatar fashion has even spawned Second Life critics and commentators, like Janine Hawkins (alias: Iris Ophelia) of the popular fashion magazine Second Style. Hawkins earns a Linden Dollar salary from arranging fashion shoots, writing about trends, and interviewing designers in the virtual world.

For those still anchored to their first life, gaming offers another entrée into avatar fashion. Even retail-allergic men enjoy customizing the outfits on their wrestlers for Xbox 360’s WWE Smackdown vs. Raw, and players can earn “style points” for their outfits on Def Jam: Icon, a street-fighting game with hip-hop elements. Video game developers can earn product placement dollars by branding items found in games, like Vans sneakers in Tony Hawk’s Project 8. Gamers who fall in the love with the Vans on their avatars can seek them out in real life.

Life gets easier in the avatar world. If you want to design your own wedding dress, just create a virtual model on iVillage and piece together design templates for a personalized gown. You don’t need to draw, sew, or get out of a chair. Despite the obvious limitations of an avatar stand-in, virtual fashion allows consumers to explore creative arenas that seem intimidating in everyday life.

PlaySpan Takes $6.5m Series A, Founder In Grade 6

(* Source : Duncan Riley *)

arjun.jpgVirtual world goods seller PlaySpan has received $6.5 million Series A in a round led by Easton Capital, Menlo Ventures, STIC and Novel TMT Ventures.

PlaySpan hasn’t launched yet, but is promising a product that will attempt to be an official commerce provider for multiple MMOGs. According to PlaySpan, the company has already signed up seven MMOG partners

The interesting side of PlaySpan is with the background story: PlaySpan was founded by Arjun Mehta (pictured) , a 6th grader from Silicon Valley who founded the company from money earned selling online game items won from quests he fought while attending 5th grade at Challenger School in San Jose.

No word on when PlaySpan will be launching.

(via Metaversed)

September 21, 2007

Sony delays launch of virtual universe for PS3

(* Source: AFP *)

MAKUHARI, Japan (AFP) - Sony said Thursday it was delaying until next year the launch of an online virtual universe for the PlayStation 3 where users will be able to socialise, shop and even go to the movies.

Sony had planned to launch "Home" this year but PS3 owners will now have to wait until early 2008, the head of Sony Computer Entertainment Inc, Kazuo Hirai, revealed at the Tokyo Game Show.

The delay is another setback to Sony, which has much riding on the success of the PS3 but faces fierce competition from Microsoft's XBox 360 and Nintendo's Wii.

Sony said in March the free service would allow PS3 users to set up an apartment for life-like virtual characters, or avatars, which can invite friends over, share pictures and videos, and play online games.

Users can personalise their virtual home with furniture, art and other items and chat through audio or video links.

The service is seen as a cross between social community website MySpace and Linden Lab's Second Life, which allows "residents" to build homes, create vehicles, nightclubs and stores, and to communicate with instant messaging.

Hail to the Halo


(* Source : John Conroy *)

Published: September 19, 2007

The "Halo" legacy is one that in many ways represents the state of the video game industry as a whole. Top titles are more than just games; they are entertainment properties on the level of blockbuster movies, spawning sequels, spin-offs, soundtracks and collectible merchandise. The current development process for a major video game title bears more in common with the "Lord of the Rings" trilogy than "Pong." Because of the confluence of modern-day multimedia entertainment opportunities, games require equally broad marketing campaigns in order to catch the consumer eye. As a game developer, you aren't just competing with other game titles, you're competing with movies, television, YouTube and MySpace.

When it comes to sequels, video games do have one unique quality, however. They are almost always better than the original. So when the third installment of the legendary "Halo" franchise was announced, its marketing campaign pretty much hit the ground running without having to do anything. The first game in the series, "Halo: Combat Evolved" single-handedly "made" Microsoft's Xbox in 2001. It is considered by many to be the most influential first-person shooter game ever made for a console. "Halo: Combat Evolved" and "Halo 2" have since created a global cultural phenomenon, selling more than 14.8 million units (equivalent to roughly $600 million) and logging nearly 1 billion hours of multiplayer time on Xbox LIVE.

The franchise's reach has also expanded into other games, books, graphic novels and toys. Its legion of fans -- known as the "Halo Nation" -- range from everyday gamers to Oscar-winning filmmaker Peter Jackson, who is producing a new interactive game set in the "Halo" universe and may produce a feature film, as well. To put its popularity into perspective for non-gamers: when "Halo 2" was launched in 2004, its official strategy guide was second only to "My Life" by Bill Clinton on the best-seller list.

So how do you execute a compelling marketing campaign when you're already starting off with one of the biggest worldwide entertainment properties in history? We talked to Microsoft to find out how the company was stoking the flames for an already hotly-anticipated product, and discovered that some interactive elements of its marketing campaign might, much like "Halo" itself, change the way we think about the medium.

More here 

Marketers vs. gamers: the real score revealed


(* Source : Michael Estrin *)

Not all in-game ad strategies are created equally. While this emerging platform promises stellar returns, only the savvy will survive.

Ask a few marketers how they plan to reach gamers -- an increasingly hot demographic group -- and you'll get more than a few responses.

Should you serve ads inside the game just as the player is about to make a full house? Does sponsorship of a first-person shooter tournament provide brand lift? Do gamers appreciate pre-roll ads before zapping aliens or hitting the links with Tiger Woods? Or, are the best ads the ones that are served after the user has stopped playing?

While marketing strategies vary wildly, most marketers agree on one thing: Gamers aren't who you think they are. That's important, because who you believe gamers to be invariably dictates your approach.

Say the word "gamer" to a colleague and you're likely to conjure up images of pale, overweight boys hunkered down in their parent's basement subsisting on a steady diet of Mountain Dew, Snickers bars and the latest video game title peppered with ad copy familiar only to those fully conversant in the language of geek. While there certainly are gamers like that, Greg Johnson, CMO of GGL, isn't so sure gamers can really be profiled.

"One of the challenges we have is that we can't create a profile of a gamer," says Johnson, a self-described member of the gaming community. "It's a widely variant [group]."

Johnson's assessment jibes with statistics compiled by the Entertainment Software Association (ESA), a trade group for the video game industry. According to the ESA, the average gamer is 33 years old. Most gamers are men, a stat that holds true to the stereotype, but increasingly women are getting in on the action, accounting for 38 percent of the community. And while games are fun for those who play, they also represent a significant time commitment, with 49 percent of gamers reporting at least one hour per week spent on gaming.

Remember, that's at least one hour spent in a highly engaging medium where distractions are not an option because they make for a less successful gamer.

Play in the game?
With all that gaming action, it is little wonder that many view games as a winning platform for delivering ads. In a recent Parks Associates study, spending on in-game ads is expected to mushroom from $370 million in 2006 to more than $2 billion in 2012.

More here 

September 19, 2007

Entertainment for All Ages

(* Source: Duncan Riley *)

FlowPlay

flowplay.png

FlowPlay is a virtual world community built around browser-based casual games. Users play casual games as their own created anime-like avatar, earning virtual goods for their character including clothing, refrigerators and other virtual store items. The site wants to provide the option to play casual games or interact with people in the virtual world (or both).

Animation virtual world product, anime style 2.5D visuals

strong privacy features to protect the kiddies

similar to Hobbo Hotel, Cyworld, Club Penguin, but with casual games emphasis.

Pitched a girls…well it appears to be, you can win dresses and stuff.

flowplay.jpg

Unfortunately the time was used to show a demo video, not the best use of their time on stage. Will appeal to kids.

Metaplace

metaplace.pngAreae’s Metaplace platform aims to revolutionize the virtual worlds space with a platform that will provide an open, easy-to-use interface which will allow users to create virtual worlds that can run anywhere. Metaplace-created virtual worlds will allow user to play games, socialize, create content and conduct commerce. Metaplace-created virtual worlds can be embedded into external sites, including Facebook, MySpace or a blog. Virtual worlds in the Metaplace network can be easily linked together.

Virtual world product, market still growing.

Virtual worlds are like AOL in 94, walled gardens etc, not a good thing according to them.

Has Facebook, MySpace widget, blog widgets, 30k embed.

Generic virtual world platform, can have Sim’s style games, shooters, even an Amazon store front.

Virtual world can also import XML: content, services etc can be imported.

Users can set up their own world from scratch, each world communicates with each other.

“virtual worlds for everyone”
P1020489.JPGP1020488.JPGP1020487.JPGP1020484.JPGP1020480.JPG

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Woome

woome.pngWooMe brings speed dating online and extends it to let users meet new people live in speed sessions that are “fast, fun and free.” WooMe doesn’t require long forms or lengthy profile descriptions, users simply find a session that interests them and meet five people in five minutes. Users can also create their own session based on their interests and can invite people they want to get a know or friends.

Speed dating product.

Good presentation, talk to people quickly via webcam, both parties must agree to hookup

Zivity


zivity.pngZivity offers a social networking platform focused on “sexy models and beautiful photography.” With a $10 subscription, members receive five votes that they can cast for models and photography they find appealing, with 80c out of every $1 vote cast being distributed to the model and photographer. There is no limit on the amount of money that a photographer or model can make; as long as a photo remains popular, models and photographers will share in ongoing royalties whilst retaining full ownership of the pictures.

Lots of warnings prior to this demo about it including porn…so far all we have is clothed model…false advertising perhaps?

User gen content makers aren’t making money, Zivity wants to change this…well at least for “sexy pics.”

Demo has PG rating…seriously, complete with the PG on the screen.

Ahhh…breasts. PG obviously different in the US to Australia

zivity.jpg

Kaltura


Kaltura is a collaborative Media startup that allows groups of users to do with video, audio, and animation what wiki platforms enable them to do with text. Think of it as YouTube meets Wikipedia. See our full post here.

Rich Media & Mash Ups

(* Source: Duncan Riley *)

XRT3D

xtr.png

XTR3D develops software that lets users interact with computers and gaming consoles using 3D human motions. Their real-time software analyzes 3D human motions using only one simple web cam. It will allow users to play games and interact in virtual worlds using natural human motions instead of keyboards, mouses and joysticks. They refer to their technology as a “3D Human Machine Interface”

mouse movements in the air via a web cam…pretty damn cool.

Demo includes moving around Google Earth by hand movements.

As can be used for virtual worlds, games.

Demo includes boxing, works well. Definitely one of the best product/ presentations of the conference.

xtr.jpg

More at CrunchGear here.

 

BroadClipbroadclip.pngBroadClip’sMediaCatcher for Facebook offers a way to search and listen to DRM-free music that is optimized to deliver music to portable media players such as iPods and cell phones. All users have to do is “clip” streaming music and they can transfer the recording to their portable media player in a legal way similar to other “time-shifting” technologies like TiVo, VCRs and tape recorders.Bizarre Star Wars demo…WTF? one line was this is very bad…he’s right, a shame thoough, I like the idea, even if the copyright side is a big question mark…they claim it’s legal yet the RIAA was demanding that webcasters put stream rip blocking software into place as part of the royalty negotiations…Broadclip is a easy to use stream ripping service.No one on stage…some sort of streamed presentation, not sure if they are even in the building. Sorry to be negative, but it’s not a good effect.

mEgomego.pngmEgo lets users create personalized avatars that carry their online network aggregation profiles and can be integrated into users’ blogs, social networks, websites, and IM clients. The online profiles display user-picked content like profile details, videos, photos, feeds, and widgets.

A couple of giggling chicks…Jason Calacanis notes that it’s great to have someone on the stage presenting.

Tag team with the presentation which works well.

Interactive widget, sample is shown in Facebook.

Lots of features, provides social aggregation including pulling in RSS, Twitter etc.. can be any size as is vector based.

Wixi

wixi.pngWixi is a media focused social network where users interact with each other by privately watching, posting, and sharing content of all media types, including photos, audio, and video. The site offers a unique interface whereby media can be managed in the same way files are organized on a computer desktop, creating a true “drag and drop” and “click and play” experience.

wixi.jpg

Looks like a Web OS, smells like a Web OS…but it’s a “media sharing platform” :-)

visit main.wixi.com use code tech40access for free unlimited storage.

Zat waz ok..I think.

fb.jpg

BeFunky

befunky.pngBeFunky provides users with online tools for creating digital online representations of themselves for use on their blogs, websites, and social networks like MySpace. Their online tools Uvatar and Cartoonizer enable users to turn themselves into an avatar, cartoon, digital painting or comic.

I hate the name, but political correctness means I can say what I think about it. :-)

It’s a pic to cartoon/ avatar tool. Not bad, demo worked well.

Can also manipulate pics, they demoed it on a picture of Michael Arrington and took “20 pounds off him”

befunky.jpg

Also does video, demonstrated on a scene from Matrix. Impressive…very impressive.

Avator package creates cartoon like avatars, free at first, $5 a pop later.

More here 

September 17, 2007

Zwinky Cashes in On Virtual Economy


(* Source : Techcrunch *)

Nick Gonzales says :

zwinkylogo.png

 

 

 

IAC’s Zwinky has been carefully growing their pre-teen social networking service. It started out as an online avatar creation tool. They later created a virtual world where those avatars could socialize. Usage of the service has been growing, under heavy advertising, as well. They currently have over 9.5 million registered users with 4.6 million active users per month that spend an average of 64 minutes a day in their virtual world, Zwinktopia.

Zwinky is now expanding the service to their users pocketbooks, or rather those of their parents. The site is now letting users purchase batches of “Zbucks”, their virtual curency, instead of having to earn them. They join a growing group of other tween sites with paid virtual economies as well (Club Penguin, Habbo Hotel, Gaia). Users can purchase them using PayPal or credit card at a rate of about $10 for 2,000 Zbucks. With the Zbucks, users will be able to purchase their own avatar accessories or furnish their virtual rooms in Zwinktopia. Zwinky is not only making money from the Zbucks, but also through sponsorships and sales made through the virtual goods.

So far users have spent over 500 million free “Zbucks” on the site since launch on April. There’s no telling how strong the uptake of the new paid currency will be, but other services have shown a clear market for virtual goods. The passion around World of Warcraft drove a black market for virtual gold. Secondlife has had a similar success. While virtual goods seem hokey for outsiders, startups that create a meaningful environment find their customers willing to pay to save time earning currency or get at exclusive items.

zwinkyitem.png

 

Full-On Rock Band Makes Jamming Follow-Up to Guitar Hero


(*Source : Chris Kohler *)

Night has fallen in West Hollywood, and it's the rocking hour at the Troubadour, the legendary club that helped launch the careers of Pearl Jam and Guns N' Roses. A band on the tiny stage is crunching out a surprisingly faithful rendition of the Hives' "Main Offender." The drummer, a skinny hipster with fuzzy sideburns, is as steady as a metronome. The lead singer, a blonde in a low-cut, lacy black top, caterwauls into the mic, a red bandanna wrapped around her wrist.

It's the first night of E3, the yearly trade show for the videogame industry, and this concert is crawling with game developers, executives, journalists, and retailers. They were lured here by the promise of hearing metal bands Queens of the Stone Age and Eagles of Death Metal, but the audience loves this amateur opening act.

The guy on bass, overdressed in dark slacks and a button-down, is Peter Moore, a Microsoft vice president and the public face of the Xbox 360 console. On drums, lead guitar, and vocals are staffers from a Boston-area game developer called Harmonix. They all play and sing with abandon. But they aren't playing music, exactly. They're playing a videogame.

The instruments are plastic facsimiles festooned with brightly colored buttons. These faux instruments, as well as the microphone, are all plugged into an Xbox 360. The more accurately the players follow the rhythm, the more points they score and the better the music from the game console sounds.

This concert is a coming-out party for Harmonix and its new game, the aptly named Rock Band, which will be released for Xbox 360 and Sony's PlayStation 3 console by the end of the year. The company had a surprise success with its previous franchise, Guitar Hero, and was recently bought by Viacom, the latest in a string of acquisitions that the media conglomerate hopes will rejuvenate its MTV brand. MTV has partnered with industry juggernaut Electronic Arts to help distribute Rock Band, which along with its four peripherals will retail for $200, four times as much as a typical game. EA and MTV are betting that it will be a multiplatinum hit that attracts consumers who never even thought of themselves as gamers.

More here 

 

 

Elite Beat Agents Creator Concerned About Future of Music Games


(* Source : Susan Arendt *)

 It's no secret that music games are the in thing at the moment, which has Keiichi Yano more than a little concerned. Yano is the co-founder of iNiS, the folks behind Game|Life fave Elite Beat Agents, and while he thinks that the genre will become even more popular than it already is, he's worried about the possibility of shovelware:

But one of the things I would say to that, is that I'm very concerned about the quality of the music games that are coming out and will come out, because again, I do feel as though it's kind of a special genre that requires specific knowledge of music and what makes music fun. Hopefully, the games that come out that are in that genre can take advantage of all that and do all those things right, and make sure that it's a really fun experience so that the genre itself can stay strong and not have a lot of bad clutter in it.

Yano also revealed that iNiS is working on a 360 title, though he wouldn't go into any detail about it.

Feeling the Elite Beat [Gamasutra]

September 12, 2007

Activision Salutes Those About to Rock

(* Source: Businessweek *)

Christopher Palmeri says: 

With the help of consumer focus groups, the gamemaker has produced such hits as Call of Duty and Guitar Hero, and is expected to nearly double its earnings.

Call it a lesson from the Battlezone. In 1998, video game maker Activision (ATVI) launched a version of the popular arcade game featuring a tank battle between the U.S. and the Soviet Union on other planets. It was one of several mid-'90s games—including Heavy Gear and Dark Reign—that turned into expensive flops for the company. The common theme? "They were well-produced and highly rated," says Activision Chairman and Chief Executive Robert Kotick. "And they had no audience."

The experience prompted Kotick to change the way he managed video game development. Rather than rely on programmers to formulate game ideas, Kotick started commissioning focus groups to gauge what customers wanted. Even as he introduced a more top-down approach for ideas, he gave game developers more responsibility for the profitability of their creations. Now they compete for corporate resources and look for ways to reduce costs. Before, Kotick notes, the average programmer "didn't know the difference between a balance sheet and a bedsheet."

The results have validated Kotick's strategy. Activision's stock returned 182% over the past five years, vs. 76% for the Standard & Poor's 500-stock index and 63% for the company's longtime rival Electronic Arts (ERTS). Earlier this year, Activision shot its way past EA to become the top independent video game maker in North America. EA's hefty international sales keep it twice as big overall, $3.1 billion in sales for the fiscal year that ended Mar. 31, vs. $1.5 billion for Activision. But Activision, based in Santa Monica, Calif., is expected to have another strong year thanks to the many game franchises the company has built. "We're more bullish than ever on Activision," says Michael Pachter, an analyst at Wedbush Morgan Securities who follows the company.

Studio Stable

It's been a remarkable ride for Activision, which was the first independent video game producer, making games for the Atari system back in 1979. In 1990, Kotick, a high-tech entrepreneur, bought control of the then-bankrupt company for $440,000. Today, Activision has a stock market value of $5.5 billion. Analyst Pachter expects the company to earn $165 million on sales of $1.8 billion this year, nearly twice what it earned in fiscal 2007.

Kotick's strategy involved separating the company into a dozen small studios focusing on particular games. There's one that develops the games licensed from Marvel Entertainment (MVL), including Spider-Man and X-Men. Another for those from DreamWorks Animation (DWA), namely Shrek the Third and the upcoming Bee Movie. Under the new business model, studio employees get bonuses for meeting or exceeding profit targets set for their units. Kotick says the strategy has turned employees into brand managers, planning years ahead and keeping several versions of their games under development at the same time. That allows them to stagger releases so the company can produce more consistent sales.

More here 

Guitar Hero II Song Pack Downloads Are Major Cash Cow

(* Source: Wired *)

Susan Arendt says:

Guitarheroicons

More than 650,000 Guitar Hero II song packs have been downloaded from Xbox Live over the past five months. At three songs a pack, that means that...carry the one, add two...more than two million songs have been added to 360 owners' hard drives.

The latest song pack to be released, from My Chemical Romance, was downloaded more than 50,000 times in its first week of release. Have you ever seen a gold mine up close and personal? RedOctane's head of publishing, Dusty Welch, has:

The Guitar Hero II downloadable video game song packs are some of the most popular content on Xbox Live and are quickly becoming a very lucrative revenue stream and powerful promotional vehicle for musicians and record labels today.

Cha-ching!

September 11, 2007

Warner Bros. Characters Get Web Portal


(* Source: online.wsj.com *)

Peter Sanders says :

For the first time, Bugs Bunny and dozens of his animated companions at Time Warner Inc.'s Warner Bros. unit will be housed together on a single interactive Internet portal.

The new Web site, dubbed T-Works, for "Toon Works," is scheduled to go live in April. Warner Bros.' stable of animation divisions includes Looney Tunes, Hanna-Barbera and DC Comics. It will feature all the studio's key animated characters -- from the famous bunny, Sylvester the Cat, Scooby Doo and the Flintstones to comic-book heroes, such as Batman, from the DC Comics division.

It is the latest effort by a major Hollywood studio to control distribution of its content while simultaneously playing catch-up to established social-networking sites such as MySpace and Facebook and virtual worlds like Second Life.

"T-Works fits perfectly with our overall digital strategy of creating original content online, as well as developing compelling consumer destinations," Bruce Rosenblum, president of Warner Bros.' Television Group, said in a statement.

The ad-supported site will be free to consumers. Users will be able to watch classic cartoons and original animated programming designed specifically for distribution on the site; create virtual worlds using cartoon characters as their online identities, or avatars; and customize their online identities on their own computers and on social-networking sites. They can also digitally alter cartoon characters to their liking and play online games based on the animated characters.

The site is Warner Bros.' latest effort to put elements of its vast catalog of content onto the Web. Officials of the Burbank, Calif., studio say T-Works will compete directly with Walt Disney Co. and Club Penguin, a social-networking site aimed at children that Disney bought last month.

Last year, in partnership with sister Time Warner unit AOL, Warner Bros. provided classic TV shows on the new In2TV site. That site has since largely been eclipsed by the major television networks, which now offer newer programming through various online sites. Rival studio Sony Pictures Entertainment, a unit of Sony Corp., earlier this summer revamped Crackle, its video-sharing Web site.

 

September 07, 2007

Habbo Holding Film Awards in Virtual World


(* Source: Mashable *)

Kristen Nicole says:

Habbo, the online virtual world, is holding its first worldwide Habbowood Digital Movie Awards. Using the MovieMaker tool, filmmakers are encouraged to create animated movies. The top film in Habbo.com will be entered into the “worldwide” competition where it will go up against the top films from 18 other Habbo communities. The winner gets a trip for two to Hollywood.

With the MovieMaker tool, you can edit your film and use a provided set of sets, props, special effects, music, etc. to create sets for virtual avatars to act out your movie. This editing tool supports up to ten different scenes to create a film that’s 5 minutes in length. The Habbo community will choose the ten finalists, based on page views and ratings. Editors will choose a winner from the top ten, and there will be awards handed out for Best Director, Best Writer, Best Actor and Best Actress as well. These awards will be presented live at a virtual gala in Habbowood.

Clearly the virtual “movie” world is heating up. Origin Digital now offers on-demand streaming media to be used in virtual worlds, while the rights for a documentary filmed in Second Life have been acquired by HBO.

    habbo-s.png

 Check Youtubevideo

September 06, 2007

A First-Hand Look at a Chinese Second Life, HiPiHi


(* Source: Gigaom *)

Wagner James Au says : 

Zhong Guan Village, Beijing - Last year, a mysterious YouTube video purported to demo a “Chinese Second Life” called HiPiHi (pronounced “high-pee-high”) stormed the virtual world blogosphere. But with little English language commentary to go on, metaverse experts like Raph Koster were left to wildly speculate.

hipihilogo.jpgWas it Asian vaporeware attempting to cash in on a Western fad? Or something bigger than that? And if it really was a user-created world like Second Life, how could it succeed in the land of The Great Firewall? To get those answers, I did the only sensible thing: I flew to Beijing to see it for myself.

hipihi1.jpg

Actually, it was a touch less dramatic than that. I’m already in China, in part, to speak about Second Life at the excellent multi-city Get It Louder arts festival. As it turned out, Xu Hui, HiPiHi’s founder and CEO, was on a follow-up panel. Afterward, he invited me to stop by the office, located in Beijing’s high-tech district (Microsoft’s campus is visible through the haze from the main office windows), for a look. We were joined by Zhang Anding, Hipihi’s young policy director. What follows are my notes from that meeting (with some details quite possibly lost or gained in the translation.)

Dare to Compare

For a Second Life user, the most striking thing about HiPiHi is how similar its interface is – reverse-engineered is probably the more accurate term. (This despite the fact that Second Life’s confusing user interface is easily its weakest selling point.) Xu said he conceived of the basic idea before even knowing about Second Life, but it’s abundantly clear he and his team have modeled a lot of HiPiHi on it. Like Second Life, content is streamed from the networked HiPiHi servers — which comprise the world — to users’ computers.

Residents can shape their environment with a library of prefab, customizable artifacts (furniture, homes, etc.), or for the more ambitious, in an atomistic creation system that very much resembles Second Life’s tool chest. (Albeit without a scripting system, though Xu’s team promised one will be available in October, when HiPiHi is slated to be launched) The 16,000 or so beta users/testers are drawn from the Chinese regions, but Xu said English and Japanese versions will launch later this year.

hipihi2.jpg

At the same time, some of the graphic elements in the demo I saw are already superior to Second Life, such as dynamic water reflection, and a considerably more lush and varied environment. The singular feature that distinguishes Second Life from all other MMOs so far is that subscribers retain the underlying IP rights to their creations — and here, too, HiPiHi will compete.

More here 

Second Life (finally) gets a direct competitor: Multiverse

(* Source: Gigaom *)

Wagner James Au says :

multiverse.jpgThe brainchild of several ex-Netscape execs, the Mountain View start-up Multiverse, as the name suggests, isn’t a single online world, but a platform for creating games and other 3D experiences with the company’s development tools, which are then run on its servers. (Like Dark Horizons, a sci-fi MMORPG pictured here.) Version 1.0 was just rolled out yesterday, and though it’s too early to know how it’ll fare, one thing is official: after 4 years of being the only user-created 3D online world on the commercial market, Second Life now has competition. The system and revenue model is markedly different from SL, however: instead of fostering user-created content in a single world, Multiverse is a network of worlds accessible by the client software. It comes with e-commerce tools built into the system, so developer’s can earn an income, while Multiverse makes money by taking a 10% cut of that revenue.

I haven’t yet had a chance to check it out first hand (the client is cantankerous with my Vista machine), but I’ll be keeping a close eye on its progress. Multiverse’s advisory board includes Avatar director James Cameron and some other Hollywood heavyweights, so you have to think movie-to-MMO tie-ins are planned. (Indeed, a Multiverse version of the cult TV show Firefly was announced last year.) What’s more, famed MMO academic Ed Castronova is already using Multiverse to develop the education-oriented MMO Arden.

My writing career has been tied up in Second Life on one level or another since 2003, so you might think I’d consider Multiverse a threat to my livelihood. Actually, I’m relieved. There are some truly impressive and popular mini-MMOs built within SL, like City of Lost Angels and Midgar, but they’ve largely succeeded in spite of Second Life, which is still far from ideal as a platform for game development. It’s never healthy for any one company to dominate a space for so long, and an active competition to attract and retain new users and developers can only benefit us all.

 

Virtual World Hangouts: So Many To Choose From


(* Source: Techcrunch *)

Mark Hendrickson says:

The avatars roaming many online virtual communities may be cartoonish and their activities inconsequential, but the recent sale of Club Penguin to Disney for $350 million (with $350 million in earn out) demonstrates that the business of casual immersive worlds, or virtual hangouts, is not entirely child’s play.

Virtual hangouts are where people can engage each other using imaginary characters in imaginary environments. They have been around and popular in Europe and Asia for years. However, they appear to be gaining traction in the United States as of late. Some commentators even believe that the type of experience provided by these destinations could very well become integral to the forthcoming Web 3.0 era.

The newly released MultiVerse platform, which is designed for the creation of online 3D worlds, certainly anticipates a future in which developers demand the tools necessary to build niche virtual communities because such communities have gone mainstream.

Currently, virtual hangouts differentiate themselves by targeting particular audiences and providing certain types of immersive experiences.

Destinations such as Club Penguin and Barbie Girls cater to children and pre-teenagers with their simple user interfaces, basic games, and cartoon graphics. Other immersive worlds such as Second Life and Habbo Hotel shoot for a broader audience by providing more advanced chat capabilities, more realistic simulations of reality, and tools to design objects and surroundings. Then there is Red Light Center (NSFW), which targets mature adults to give them an altogether more explicit breed of entertainment.

The worlds meant for children are designed with a concern for the safety and security of their users. Webkinz, for example, only lets users chat with a preselected assortment of phrases so no one can say anything inappropriate or share personal information. The services meant for general audiences lack such restrictions and theoretically can be enjoyed by all types of people, although this freedom often translates into behavior that would be utterly inappropriate for children. Second Life, for example, does not explicitly promote adult behavior but has become notorious for it nonetheless. Embracing the more voluptuous side of human behavior, services like Red Light Center are professedly all adult, all the time and encourage users to participate in explicit behavior.

Virtual hangouts range not only in the audiences they target but also in the level of immersion they provide. Some, such as Second Life and Active Worlds, put you in 3D-rendered environments with first person points of view in an attempt to approximate virtual reality. Others, such as Gaia (“the world’s fastest growing online world hangout for teens”) and Barbie Girls, use sprites (two-dimensional pre-rendered figures) to provide a bird’s-eye view of characters moving around in largely static settings. Even further down the immersion scale, the “worlds” of certain services such as Cyworld and Neopets are produced simply using HTML images and Flash animations.

More here 

 

September 05, 2007

Report: 24% of White Collar Workers Play Casual Games on the Job


(* Source: Mark Hefflinger *)

Dublin, Ireland - About one-quarter of white collar workers say they play casual games at work, with a further 35% of senior executives admitting the practice, according to a survey conducted by Information Solutions Group on behalf of casual games distributor PopCap Games.

While 61% said they play during lunch or other official break periods, 52% said they play during the work day, when they need a short break, and one in seven (14%) said they had played casual games during a business meeting or conference call.

Benefits cited from casual game play at work included stress relief and relaxation (91%), mental workouts (69%) and memory strengthening (54%); 84% of those surveyed said they felt more relaxed after playing casual games.

Many employers even encouraged casual games play, with 79% of those surveyed who hold supervisory roles reporting that they encouraged their staff to take brief mental breaks during the workday.

September 04, 2007

Bonus.com Offers Games for Parents and Kids


(* Source: Mashable *)

Kristen Nicole says:

bonus-l.png

Bonus.com is relaunching its site as an online hub for parents and children to interact around games and activities in this web-based community.

The new features that have been added to Bonus.com in order to enhance this multi-faceted community start with The Multiplex. This lets site visitors to watch video clips, movie trailers, and more from television shows, games, and music with a customized way to expand information on individual pages. The Bonster Avatars are for users to personalize their Bonus.com experience, choosing bodies, and dressing its with clothes and accessories.

There’s also a new comic book creator that lets kids start their own stories. The editing tools available for this comic book creator are designed to offer more creativity outlets for kids. The Fridge is tne new messaging hub for Bonus.com where players can exchange messages with other players regarding comics, games, and other site activity as a sort of bulletin board system. New games include Battlefield 2, which is an MMPOG, and Acronom, which operates around collecting cards and features the Paramormals characters.

Other developments with online networks slanted towards kids is the acquisition of Club Penguin by Disney, and the launching of Scratch, a programming language for kids.

    bonus-s.png

In-game advertising company adopts TV ad model


(* Source: Reuters *)

N. Evan van Zelfden says:

AUSTIN, Texas (Reuters) - Double Fusion, a private company that connects advertisers and video game publishers, rolls out new technology on Tuesday to allow advertisers to mount last-minute ad campaigns in games the same way they use spot TV ads.

The technology will be shown to developers at the Austin Game Developers Conference starting on Wednesday.

Game designers now designate and hard-code locations for in-game advertising during the development process. After the coding is completed, advertising content can be changed via an Internet connection, but locations for ads cannot be changed or added.

Double Fusion's new program, called fusion.runtime, separates in-game advertising from the development process, allowing developers to create new placements in completed games, including back catalog titles.

"With the fusion.runtime, you can get the code in the game, and figure out the ad-spaces later," Jonathan Epstein, Double Fusion's president and chief executive, told Reuters.

The new program adds almost unlimited flexibility to what was once a fixed constellation of advertising slots within a game, Epstein said.

"This allows advertisers to dynamically run campaigns," he said.

The potential for new advertising inventory may also fund a re-release of back catalog titles -- completely free of charge to gamers, in some cases -- and longer lives for hit titles.

Games typically have a short window at retail. Once they sell out, they remain out-of-print, or transition into a cheaper digital download form.  Continued...

 

September 03, 2007

50 Million Adults Play Casual Video Games to Bond with Children,grandchildren


(* Source: Marketingcharts.com *)


Nearly a third (31%) of adults surveyed indicated they had children or grandchildren under 18 who played family-friendly “casual” computer/video games - puzzle, word and simple action games - in their home, according to what PopCap Games said was the largest survey of players of casual computer/video games conducted (via NextGeneration).

Of those 2,298 “family gamers,” 80% said they played casual games with their children or grandchildren. Since conservative estimates peg the casual games market at more than 200 million people, the survey would indicate that more than 50 million casual gamers are “family gamers” who enjoy experiencing the games in the company of younger family members, PopCap said.

Survey firm Information Solutions Group contacted 7,487 consumers and identified 2,298 as “family gamers.” Some 79% of those “family gamers” were female and 95% were age 30 or older - figures that closely reflect the overall casual gamer audience, according to PopCap.

As many as 44% of survey respondents identified themselves as mothers of children who play casual games, and 36% said they were grandmothers. Among males, 16% and 6% of respondents identified themselves as fathers and grandfathers, respectively.

 More findings from the PopCap casual games study

August 30, 2007

Zango: Puzzles Most Popular With Casual Gamers


(* Source:Onlinemediadaily *)


BELLEVUE, WA-BASED ZANGO RELEASED DETAILS from an analysis of its reported 20 million users and found that puzzle games reigned supreme among casual gamers--with puzzles comprising five of the online service's top 10 most popular games. "Puzzles, particularly number puzzles, are popular," said Val Sanford, vice president of marketing at Zango. "What's interesting is that we're seeing several different versions of the same game being developed and enthusiastically received by casual gamers."

Consumers head to Zango.com for access to casual games, videos, music and other content, and in exchange, the online media company serves them ads via a browser toolbar add-on. The findings suggest that advertisers who target Zango's puzzle games may see the best ROI for their casual gaming investments.

 

August 29, 2007

Stardoll’s Virtual World Reaches 10 Million Members


(* Source: Mashable *)

Kristen Nicole says :

Stardoll, the virtual paper doll social network, has reached a milestone with the registration of 10 million members.

Reported by comScore as being the number one site for girls age 9 to 17, Stardoll has definitely become a hub for teenage activity online. To celebrate this achievement, Hilary Duff is welcoming the 10 millionth member with a personal video congratulation, and a Stardoll expert stylist will work with that same member to personalize their suite and build up their virtual wardrobe. This lucky member will also get 1000 stardollars for buying virtual fashion goods on the site, and will be featured on the site’s homepage and magazine. All Stardoll members will get virtual goodie bags full of prizes, including perfume, chocolates, and Seventeen’s current issue.

With Stardoll recently launching real brand fashion boutiques in its online virtual world, it’s no wonder that the site has done so well for itself. The level of integration between the real and virtual world is appealing to teens and tweens, and is proving a good breeding ground for particular marketing campaigns as well.

Game aims for bigger, better smiles


(* Source: TheAge.com.au *)

A new Nintendo game helps players exercise their facial muscles to have nicer smiles and livelier expressions.

A new Nintendo game helps players exercise their facial muscles to have nicer smiles and livelier expressions.

Advertisement

Nintendo DS players in Japan can now exercise their facial muscles to have nicer smiles and livelier expressions.

A digital camera that comes with the new Face Training game fits into the dual-screen, handheld machine to show live video of the player's own face on the right screen while an animation of a woman's face illustrates exercises on the left screen.

The 16 types of exercises called "facening", designed by beauty expert Fumiko Inudo, take about two to 10 minutes each to complete.

Nintendo, the Kyoto-based maker of Pokemon and Super Mario games, recommends playing Face Training no longer than 15 minutes at a time to avoid over exerting face muscles or getting them "out of balance".

Besides the animation that serves as a model for players, an electronic voice resembling an aerobics instructor guides you to twist your mouth, drop your jaw, wink, glare at the ceiling and perform other moves to tighten flabby cheeks and develop that bright-eyed look.

"Open your mouth slightly, one, two, three, four," the machine says during one exercise.

The game went on sale last week in Japan. Overseas sales plans are still undecided.

The new game is part of Nintendo's efforts to appeal to a wider audience, including women. Nintendo has scored success with its drill-like games, such as Brain Age.

Nintendo's Wii console, which comes with a motion-sensitive remote control for playing virtual tennis and other games, is also doing well. Nearly 9.3 million units have been sold worldwide since its launch seven months ago.

August 28, 2007

McDonalds in Japan Offers Happy Meal Video Game Toys But It’s Collectors Who Are Lovin’ It

(* Source: Labelnetworks *)

McDonald’s has been moving into new realms including video gaming and music in the last few months. Starting with sponsoring a music tour this summer in North America, which we discovered in Venice Beach, CA, featuring Neyo, they’ve ventured off their beaten path and joined the crowds of concert sponsorship. And now in Japan, McDonald’s is offering up basic, colorful video game toys with Happy Meals. But it’s not necessarily the little kids who are lovin it most, but rather collectors of toys and urban vinyl dolls, as well as sneakerheads.

There are 6 different video game Happy Meals called the “Happy Set” including PK Soccer, Rhythmic Dance, Bike Racing, Bowling, Music Drum, and F1 Racing. Like an LTD drop of sneakers in Tokyo, these games have quickly become a must-have item among a similar subculture—especially as the promotion ends September 6th.

This promo is also going on at the same time as a Hello Kitty collaboration McDonald’s has having in the States, which has captured the fascination of collectors as well. Obviously it’s a cross-cultural thing, but taps into the fascination American’s have for Japanese Hello Kitty, and that Japanese have for hand-held video gaming systems.

 
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August 27, 2007

uVme Site game-of-skill.com launches


(* Source: Webwire *)

uVme

Sveinn Johannsson recently announced the launch of his new uVme site www.online-game-of-skill.com. The site is based on a revolutionary concept that plans to join social networking, online gaming