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	<title>Comments on: How Casual Game Startups Can Survive Recession</title>
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		<title>By: Social Gaming in 2009: Challenges and Opportunities</title>
		<link>http://gigaom.com/2008/12/14/how-can-casual-game-startups-survive-recessions-winter/#comment-155181</link>
		<dc:creator><![CDATA[Social Gaming in 2009: Challenges and Opportunities]]></dc:creator>
		<pubDate>Wed, 31 Dec 2008 15:50:18 +0000</pubDate>
		<guid isPermaLink="false">http://gigaom.com/?p=31921#comment-155181</guid>
		<description><![CDATA[[...] in October.) And though executives with casual game startups recently told me they&#8217;re confident they&#8217;ll survive this recession, the challenges and opportunities for social games, which still primarily exist on major social [...]]]></description>
		<content:encoded><![CDATA[<p>[...] in October.) And though executives with casual game startups recently told me they&#8217;re confident they&#8217;ll survive this recession, the challenges and opportunities for social games, which still primarily exist on major social [...]</p>
]]></content:encoded>
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		<title>By: How Sonny Became 2008&#8217;s Big Flash Game Hit</title>
		<link>http://gigaom.com/2008/12/14/how-can-casual-game-startups-survive-recessions-winter/#comment-155180</link>
		<dc:creator><![CDATA[How Sonny Became 2008&#8217;s Big Flash Game Hit]]></dc:creator>
		<pubDate>Tue, 23 Dec 2008 17:09:50 +0000</pubDate>
		<guid isPermaLink="false">http://gigaom.com/?p=31921#comment-155180</guid>
		<description><![CDATA[[...] but difficult to master. As casual game startups struggle to stand out among their competitors in these recessionary times, it&#8217;s the kind of franchise we&#8217;re more likely to [...]]]></description>
		<content:encoded><![CDATA[<p>[...] but difficult to master. As casual game startups struggle to stand out among their competitors in these recessionary times, it&#8217;s the kind of franchise we&#8217;re more likely to [...]</p>
]]></content:encoded>
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		<title>By: Casual Games Trends In 2008 &#124; Product Management Meets Pop Culture</title>
		<link>http://gigaom.com/2008/12/14/how-can-casual-game-startups-survive-recessions-winter/#comment-155179</link>
		<dc:creator><![CDATA[Casual Games Trends In 2008 &#124; Product Management Meets Pop Culture]]></dc:creator>
		<pubDate>Sat, 20 Dec 2008 19:27:14 +0000</pubDate>
		<guid isPermaLink="false">http://gigaom.com/?p=31921#comment-155179</guid>
		<description><![CDATA[[...] How Casual Game Startups Can Survive Recession [...]]]></description>
		<content:encoded><![CDATA[<p>[...] How Casual Game Startups Can Survive Recession [...]</p>
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		<title>By: Mochi Network: 10 Most Popular Flash Games of 2008</title>
		<link>http://gigaom.com/2008/12/14/how-can-casual-game-startups-survive-recessions-winter/#comment-155178</link>
		<dc:creator><![CDATA[Mochi Network: 10 Most Popular Flash Games of 2008]]></dc:creator>
		<pubDate>Tue, 16 Dec 2008 03:00:45 +0000</pubDate>
		<guid isPermaLink="false">http://gigaom.com/?p=31921#comment-155178</guid>
		<description><![CDATA[[...] James Au  &#124; Monday, December 15, 2008 &#124; 7:00 PM PT &#124; 0 comments    One reason casual game startups are still confident in these recessionary times is that the top titles attract millions of players. Our friends at [...]]]></description>
		<content:encoded><![CDATA[<p>[...] James Au  | Monday, December 15, 2008 | 7:00 PM PT | 0 comments    One reason casual game startups are still confident in these recessionary times is that the top titles attract millions of players. Our friends at [...]</p>
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		<title>By: Kathy Johnson</title>
		<link>http://gigaom.com/2008/12/14/how-can-casual-game-startups-survive-recessions-winter/#comment-155177</link>
		<dc:creator><![CDATA[Kathy Johnson]]></dc:creator>
		<pubDate>Mon, 15 Dec 2008 20:20:36 +0000</pubDate>
		<guid isPermaLink="false">http://gigaom.com/?p=31921#comment-155177</guid>
		<description><![CDATA[Last week, &quot;Hunted Forever&quot; was named by Time Magazine as one of the top 10 video games of 2008 (ranking above Spore) and the only PC-game on the list (others included GTA4, RockBand2, etc.).  Many of those games required $20+ million development budgets.  Meanwhile, consumers had to spend $60 on the game (plus the console and subscription fees).  That&#039;s a lot of money in these recessionary times. Evan Miller knocked out Hunted Forever in six weeks, King.com discovered him, and the game was played over 2 million times in October on over 1,000 sites.  So, for 2009, perhaps big budget + big brand ≠ big success; and gaming companies will become more like studios - discovering, financing, marketing and distributing indie developers to create the biggest video games you&#039;ve never heard of.]]></description>
		<content:encoded><![CDATA[<p>Last week, &#8220;Hunted Forever&#8221; was named by Time Magazine as one of the top 10 video games of 2008 (ranking above Spore) and the only PC-game on the list (others included GTA4, RockBand2, etc.).  Many of those games required $20+ million development budgets.  Meanwhile, consumers had to spend $60 on the game (plus the console and subscription fees).  That&#8217;s a lot of money in these recessionary times. Evan Miller knocked out Hunted Forever in six weeks, King.com discovered him, and the game was played over 2 million times in October on over 1,000 sites.  So, for 2009, perhaps big budget + big brand ≠ big success; and gaming companies will become more like studios &#8211; discovering, financing, marketing and distributing indie developers to create the biggest video games you&#8217;ve never heard of.</p>
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		<title>By: Gadget Sleuth</title>
		<link>http://gigaom.com/2008/12/14/how-can-casual-game-startups-survive-recessions-winter/#comment-155176</link>
		<dc:creator><![CDATA[Gadget Sleuth]]></dc:creator>
		<pubDate>Mon, 15 Dec 2008 16:22:06 +0000</pubDate>
		<guid isPermaLink="false">http://gigaom.com/?p=31921#comment-155176</guid>
		<description><![CDATA[I agree with and understand much of this. The fact is, though, a starting game company can only monetize so many ways, because its unknown and games cost money to put together, at least on a level that will sell well. I learned this first hand with my own company.]]></description>
		<content:encoded><![CDATA[<p>I agree with and understand much of this. The fact is, though, a starting game company can only monetize so many ways, because its unknown and games cost money to put together, at least on a level that will sell well. I learned this first hand with my own company.</p>
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		<title>By: TechLang</title>
		<link>http://gigaom.com/2008/12/14/how-can-casual-game-startups-survive-recessions-winter/#comment-155175</link>
		<dc:creator><![CDATA[TechLang]]></dc:creator>
		<pubDate>Mon, 15 Dec 2008 15:27:50 +0000</pubDate>
		<guid isPermaLink="false">http://gigaom.com/?p=31921#comment-155175</guid>
		<description><![CDATA[Startups should find more creative to monetize in addition to advertising.]]></description>
		<content:encoded><![CDATA[<p>Startups should find more creative to monetize in addition to advertising.</p>
]]></content:encoded>
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		<title>By: Dan Taylor</title>
		<link>http://gigaom.com/2008/12/14/how-can-casual-game-startups-survive-recessions-winter/#comment-155174</link>
		<dc:creator><![CDATA[Dan Taylor]]></dc:creator>
		<pubDate>Mon, 15 Dec 2008 13:00:50 +0000</pubDate>
		<guid isPermaLink="false">http://gigaom.com/?p=31921#comment-155174</guid>
		<description><![CDATA[Agreed.  While advertising budgets typically are the first to get squashed, the gaming industry is in a very unique position.  In rough economic circumstances, free-to-play titles only become more and more attractive to the average consumer.  Toss a casual free-to-play in the mix, and you&#039;ve practically omitted the barrier to entry.]]></description>
		<content:encoded><![CDATA[<p>Agreed.  While advertising budgets typically are the first to get squashed, the gaming industry is in a very unique position.  In rough economic circumstances, free-to-play titles only become more and more attractive to the average consumer.  Toss a casual free-to-play in the mix, and you&#8217;ve practically omitted the barrier to entry.</p>
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