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	<title>GigaOM &#187; Blake Snow Archives</title>
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		<title>GigaOM &#187; Blake Snow Archives</title>
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		<title>Does Online Gaming Matter To Consoles?</title>
		<link>http://gigaom.com/2007/09/04/does-online-gaming-matter-to-consoles/</link>
		<comments>http://gigaom.com/2007/09/04/does-online-gaming-matter-to-consoles/#comments</comments>
		<pubDate>Wed, 05 Sep 2007 02:13:34 +0000</pubDate>
		<dc:creator>Blake Snow</dc:creator>
				<category><![CDATA[Online Games]]></category>

		<guid isPermaLink="false">http://gigaom.com/2007/09/04/does-online-gaming-matter-to-consoles/</guid>
		<description><![CDATA[Since 1999, major console makers including Microsoft (MSFT), Sony (SNE), Nintendo, and the now-defunct Sega have been touting online gaming as a mainstay of the industry. And though online console use is rising, mainstream apathy means the initiative has never matured. Of the 172 million systems [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&amp;blog=14960843&amp;post=10160&amp;subd=gigaom2&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p> Since 1999, major console makers including Microsoft (MSFT), Sony (SNE), Nintendo, and the now-defunct Sega have been touting online gaming as a mainstay of the industry. And though online console use is rising, mainstream apathy means the initiative has never matured.</p>
<p>Of the 172 million systems sold in the last generation of consoles*, an estimated 5 million gamers ventured online &#8212; representing just three percent of the market. But wouldn&#8217;t you know it, each and every major console circa the early 2000s was capable of online play (some better than others).</p>
<p><span id="more-10160"></span>By comparison, there are currently 26 million &#8220;next-gen&#8221; consoles in households (11M Wiis, 11M 360s, 4M PS3s). As of August, Microsoft&#8217;s Xbox Live claimed more than <a href="http://gamesuy.blogspot.com/2007/08/xbox-live-userbase-reaches-71-million.html">7 million active users</a>, including paying and free silver account users that aren&#8217;t privy to online multiplayer.</p>
<p>Last <del datetime="2007-09-05T06:10:36+00:00">year</del> April Sony reported some <a href="http://kotaku.com/gaming/psn/playstation-network-hits-13-million-users-253875.php">1.3 million+ online users</a> for its free PS3 platform while Nintendo&#8217;s Wii has seen around <a href="http://ds.ign.com/articles/694/694343p1.html">1 million online users</a> based on a limited number of supporting games (currently only two titles). Add them up, and online console users currently represent about 34 <del datetime="2007-09-05T06:11:20+00:00">39</del> percent of all console owners -– a 31 <del datetime="2007-09-05T06:11:20+00:00">42</del> percent rise.</p>
<p>So it appears that online gaming is, in fact, a staple for consoles, just as Microsoft hoped (they are the only console maker charging for online multiplayer) and prevailing Internet-thinking suggests.</p>
<p>Not so fast.</p>
<p>That estimated 34 <del datetime="2007-09-05T06:17:21+00:00">39</del> percent will likely decrease with time. Early console adopters are largely made up of tech-savvy, <a href="http://news.zdnet.com/2100-9584_22-6164274.html">core gamers</a>; the ones that are more prone to game online.  Additionally, the system driving the most growth in the console industry (read: Nintendo&#8217;s Wii &#8212; by a long shot) has the most underdeveloped online system when compared with the soft-selling Xbox 360 and PS3. Seems those Wii gamers don&#8217;t mind the absence of a super hi-tech matchmaking system coupled with potty-mouthed VoIP chat.</p>
<p>Need further proof? Take the Xbox 360&#8242;s newly released BioShock. In less than a week, it’s become the fourth-highest rated game of all time (96/100 average review score), according to <a href="http://gamerankings.com/htmlpages2/924919.asp">Game Rankings</a>. It will likely go on to sell millions of copies, and yet it doesn&#8217;t contain a smidgen of online support. Not a drop. Perhaps online gaming isn&#8217;t that important to consoles after all.</p>
<p>Granted, this isn&#8217;t to say that online play is undesired by any means (I personally enjoy a good beating online), only blown out of proportion by a myopic group of hardcore journalists, gamers, and select console makers. In short, online gaming is just a value-add, an extra feature, a bonus mode for certain games &#8212; nothing more, nothing less. Just ask Nintendo.</p>
<p><em>* 115M PS2s, 24M Xboxs, 22M GameCubes, and 11M Dreamcasts</em></p>
<p><strong>Related research and analysis from GigaOM Pro:</strong><br />Subscriber content. <a href="http://pro.gigaom.com/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=10160+does-online-gaming-matter-to-consoles&utm_content=blakesnow">Sign up for a free trial</a>.</p><ul><li><a href="http://pro.gigaom.com/2011/03/why-ipad-2-will-lead-consumers-into-the-post-pc-era/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=10160+does-online-gaming-matter-to-consoles&utm_content=blakesnow">Why iPad 2 Will Lead Consumers Into the Post-PC&nbsp;Era</a></li><li><a href="http://pro.gigaom.com/2011/03/the-near-term-evolution-of-social-commerce/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=10160+does-online-gaming-matter-to-consoles&utm_content=blakesnow">The Near-Term Evolution of Social&nbsp;Commerce</a></li><li><a href="http://pro.gigaom.com/2011/02/content-farms-the-players-the-benefits-the-risks/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=10160+does-online-gaming-matter-to-consoles&utm_content=blakesnow">Content Farms: The Players, The Benefits, The&nbsp;Risks</a></li></ul><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&amp;blog=14960843&amp;post=10160&amp;subd=gigaom2&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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		<slash:comments>22</slash:comments>
	
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			<media:title type="html">blakesnow</media:title>
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		<title>Roxio Launches Popcorn 3 for Mac</title>
		<link>http://gigaom.com/2007/08/30/roxio-launches-popcorn-3-for-mac/</link>
		<comments>http://gigaom.com/2007/08/30/roxio-launches-popcorn-3-for-mac/#comments</comments>
		<pubDate>Fri, 31 Aug 2007 02:19:42 +0000</pubDate>
		<dc:creator>Blake Snow</dc:creator>
				<category><![CDATA[Random Access]]></category>

		<guid isPermaLink="false">http://gigaom.com/2007/08/30/roxio-launches-popcorn-3-for-mac/</guid>
		<description><![CDATA[Roxio released Popcorn 3 for Macintosh yesterday, which promises to shorten video conversion and DVD burn times as well as adding TiVo-to-DVD or TiVo-to-device support. New and enhanced features include automatic TiVoToGo, which starts encoding TV shows as soon as they are transferred to your shiny [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&amp;blog=14960843&amp;post=139445&amp;subd=gigaom2&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Roxio released <a href="http://www.roxio.com/enu/company/press/07_08_29_pr.html">Popcorn 3 for Macintosh</a> yesterday, which promises to shorten video conversion and DVD burn times as well as adding TiVo-to-DVD or TiVo-to-device support.</p>
<p>New and enhanced features include automatic TiVoToGo, which starts encoding TV shows as soon as they are transferred to your shiny Mac; batch DVD conversions that compress multiple DVDs into a single, four-hour 4.7GB disc; and “pause” and “resume” functionality so you can watch a quick YouTube video before you forfeit the majority of your processing power to the conversion/burning program.</p>
<p><span id="more-139445"></span><a href="http://gigaom.files.wordpress.com/2007/08/popcorn3.jpg" title="popcorn3.jpg"><img src="http://gigaom.files.wordpress.com/2007/08/popcorn3.jpg?w=604" alt="popcorn3.jpg"  class=" alignleft" /></a>Popcorn 3 also supports optimized video encoding from Mac, DVD, and TiVo to a broad range of devices including iPhone, iPod, Apple TV, BlackBerry, Xbox 360 and PlayStation 3.</p>
<p>The application ships with a new preview mode to ensure granulized satisfaction before burning an entire movie to DVD. The latest edition of Popcorn also supports Elgato&#8217;s Turbo.264 codec for faster video encoding, Dolby Pro-Logic II, and comes bundled with disc labeling software. Popcorn 3 retails for $50 to newbie owners, or $30 (upgrade) to previous Toast and Popcorn installers.</p>
<p><strong>Related research and analysis from GigaOM Pro:</strong><br />Subscriber content. <a href="http://pro.gigaom.com/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=139445+roxio-launches-popcorn-3-for-mac&utm_content=blakesnow">Sign up for a free trial</a>.</p><ul><li><a href="http://pro.gigaom.com/2011/03/why-ipad-2-will-lead-consumers-into-the-post-pc-era/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=139445+roxio-launches-popcorn-3-for-mac&utm_content=blakesnow">Why iPad 2 Will Lead Consumers Into the Post-PC&nbsp;Era</a></li><li><a href="http://pro.gigaom.com/2011/03/the-near-term-evolution-of-social-commerce/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=139445+roxio-launches-popcorn-3-for-mac&utm_content=blakesnow">The Near-Term Evolution of Social&nbsp;Commerce</a></li><li><a href="http://pro.gigaom.com/2011/02/content-farms-the-players-the-benefits-the-risks/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=139445+roxio-launches-popcorn-3-for-mac&utm_content=blakesnow">Content Farms: The Players, The Benefits, The&nbsp;Risks</a></li></ul><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&amp;blog=14960843&amp;post=139445&amp;subd=gigaom2&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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		<slash:comments>2</slash:comments>
	
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			<media:title type="html">blakesnow</media:title>
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		<title>Kwari Marks Birth of Anti-Social Networking</title>
		<link>http://gigaom.com/2007/08/30/kwari-marks-birth-of-anti-social-networking/</link>
		<comments>http://gigaom.com/2007/08/30/kwari-marks-birth-of-anti-social-networking/#comments</comments>
		<pubDate>Thu, 30 Aug 2007 20:11:50 +0000</pubDate>
		<dc:creator>Blake Snow</dc:creator>
				<category><![CDATA[Online Games]]></category>

		<guid isPermaLink="false">http://gigaom.com/2007/08/30/kwari-marks-birth-of-anti-social-networking/</guid>
		<description><![CDATA[Here’s a novel approach to online gaming: Instead of getting players to buy software or pay monthly subscription fees, make them pay for their ammo. That’s the idea behind Kwari, a UK-based first-person shooter coming to the PC later this year. The publisher, Kwari Ltd., also [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&amp;blog=14960843&amp;post=10135&amp;subd=gigaom2&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><img src="http://gigaom.files.wordpress.com/2007/08/kwari.jpg?w=604" alt="kwari.jpg"  class=" alignleft" />Here’s a novel approach to online gaming: Instead of getting players to buy software or pay monthly subscription fees, make them pay for their ammo. That’s the idea behind <a href="http://www.kwari.com/">Kwari</a>, a UK-based first-person shooter coming to the PC later this year.</p>
<p>The publisher, Kwari Ltd., also promises to throw gambling into the online gaming mix. “All money paid in to the game by players is won out of the game by players,&#8221; the company said in a statement.</p>
<p>Doesn’t the house take a cut? Assuming Kwari doesn’t use in-game advertising, we’re not sure how this boat will float. Executing one emerging business model is hard enough, but Kwari’s going to have to deliver on three new ideas: pay-for-ammo, real-time shooter gambling, and in-game advertising.</p>
<p><span id="more-10135"></span>To play, gamers allegedly set up anonymous profiles linked their respective checking accounts. For reasons unbeknownst to us, the company claims anonymity is necessary once money enters the gaming equation. As a result, Kwari is said to represent “the birth of anti-social networking”  &#8212; whatever that means.</p>
<p>Players are matched by skill level. They then select an agreed-upon game stake, ranging from a penny to a dollar per hit. “Every time a player hits another, money is decremented from the target&#8217;s stake and added to the shooter&#8217;s,” explains the publisher in a press release. “In a way, the player&#8217;s money stake mirrors their in-game health, except it&#8217;s exchanged from one player to another.”</p>
<p>It should be interesting to see how Kwari develops over the coming months, though their commercial ambiguity has us doubting an actual launch.</p>
<p>Kwari officials were not immediately available for comment. In fact, their PR firm, <a href="http://www.kohnkecomm.com/">Kohnke Communications</a>, was hired just yesterday and were unable to disclose those details by press time <del datetime="2007-09-19T18:53:14+00:00">was hired just yesterday and without knowing themselves how their client plans on turning a profit</del>, spokesman Eric Gonzalez said in a phone interview.</p>
<p>A <a href="http://www.kwari.com/beta/">public beta sign-up</a> is currently available at the game’s official Web site.</p>
<p><strong>Update, 9/19</strong>: Clarified Kohnke&#8217;s position during post publication date.</p>
<p><strong>Related research and analysis from GigaOM Pro:</strong><br />Subscriber content. <a href="http://pro.gigaom.com/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=10135+kwari-marks-birth-of-anti-social-networking&utm_content=blakesnow">Sign up for a free trial</a>.</p><ul><li><a href="http://pro.gigaom.com/2011/03/why-ipad-2-will-lead-consumers-into-the-post-pc-era/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=10135+kwari-marks-birth-of-anti-social-networking&utm_content=blakesnow">Why iPad 2 Will Lead Consumers Into the Post-PC&nbsp;Era</a></li><li><a href="http://pro.gigaom.com/2011/03/the-near-term-evolution-of-social-commerce/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=10135+kwari-marks-birth-of-anti-social-networking&utm_content=blakesnow">The Near-Term Evolution of Social&nbsp;Commerce</a></li><li><a href="http://pro.gigaom.com/2011/02/content-farms-the-players-the-benefits-the-risks/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=10135+kwari-marks-birth-of-anti-social-networking&utm_content=blakesnow">Content Farms: The Players, The Benefits, The&nbsp;Risks</a></li></ul><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&amp;blog=14960843&amp;post=10135&amp;subd=gigaom2&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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		<slash:comments>15</slash:comments>
	
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			<media:title type="html">blakesnow</media:title>
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		<title>Disney Gets Into Kids&#039; Social Network Game</title>
		<link>http://gigaom.com/2007/07/18/disney-social-network/</link>
		<comments>http://gigaom.com/2007/07/18/disney-social-network/#comments</comments>
		<pubDate>Wed, 18 Jul 2007 19:49:11 +0000</pubDate>
		<dc:creator>Blake Snow</dc:creator>
				<category><![CDATA[Misc]]></category>
		<category><![CDATA[Online Games]]></category>

		<guid isPermaLink="false">http://gigaom.com/2007/07/18/disney-social-network/</guid>
		<description><![CDATA[SANTA MONICA, Ca. – In addition to saying, “Hey! We make video games too!” at E3 last week, Disney announced a new social network for kids called DGamer. I&#8217;d call it &#8220;DLater&#8221;, though, because the service doesn’t come out until May 2008. (As if the Walt [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&amp;blog=14960843&amp;post=139411&amp;subd=gigaom2&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><a href="http://gigaom.files.wordpress.com/2007/07/logo_disney_interactive_stu.jpg" title="logo_disney_interactive_stu.jpg"><img src="http://gigaom.files.wordpress.com/2007/07/logo_disney_interactive_stu.jpg?w=604" alt="logo_disney_interactive_stu.jpg"  class=" alignleft" /></a><br />
SANTA MONICA, Ca. – In addition to saying, “Hey! We make video games too!” <a href="http://gigaom.com/2007/07/16/e3-review-game-biz-loves-casual-games/">at E3 last week</a>, Disney announced a new social network for kids called DGamer. I&#8217;d call it &#8220;DLater&#8221;, though, because the service doesn’t come out until May 2008.  (As if the Walt &amp; Co. can afford to wait any longer to get onto the social networking-for-kids train.)</p>
<p>As described at E3, DGamer will let kids chat, trade items, and acquire online achievements using in-game avatars. Disney claims that anything done on DGamer via the Nintendo DS will also be done online through a designated portal at Disney.com and vice versa, for what they call “complete synchronization.”</p>
<p>Little else of the online community was shown, but the move clearly shows Disney’s interest in simultaneously banking on the rise in popularity of both the DS community (40 million strong) and kid-themed social networks like <a href="http://gigaom.com/2007/05/16/sony-clubpenguin/">Webkinz, Club Penguin</a>, and <a href="http://gigaom.com/2007/07/15/barbie-girls/">BarbieGirls</a>.<br />
<span id="more-139411"></span>According to division president Graham Hopper, DGamer will be safe for children and will include tight integration with existing Disney IP, including Pixar, though no specific properties were mentioned. The service comes bundled with every Disney DS game, and launches with the release of <em>The Chronicles of Narnia: Prince Caspian</em> in May 2008. It&#8217;s unknown if non-DS owners will be able to create a DGamer account online.</p>
<p>Since 1994, Disney’s video game division has quietly grown to 700 employees while publishing in-house games and licensing its IP to other game makers, such as Cars from THQ and Kingdom Hearts from Square Enix. The company now calls gaming a long-term priority and expects double digit growth over the next few years.</p>
<p>It plans to invest $130 million in product development during 2007.  The division just <a href="http://blog.wired.com/games/2007/07/warren-spectors.html">acquired Junction Point</a>, the Austin studio of respected, innovative designer Warren Spector, which suggests Disney Interactive is interested in more than standard family fare.  (Donald Duck meets <a href="http://en.wikipedia.org/wiki/Deus_Ex">Deus Ex</a>?)</p>
<p>While I like the idea behind DGamer, I don’t trust Disney to pull it off. Still, assuming the company leverages that solid IP like it should, kids just might flock to it.</p>
<p><strong>Related research and analysis from GigaOM Pro:</strong><br />Subscriber content. <a href="http://pro.gigaom.com/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=139411+disney-social-network&utm_content=blakesnow">Sign up for a free trial</a>.</p><ul><li><a href="http://pro.gigaom.com/2011/03/why-ipad-2-will-lead-consumers-into-the-post-pc-era/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=139411+disney-social-network&utm_content=blakesnow">Why iPad 2 Will Lead Consumers Into the Post-PC&nbsp;Era</a></li><li><a href="http://pro.gigaom.com/2011/03/the-near-term-evolution-of-social-commerce/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=139411+disney-social-network&utm_content=blakesnow">The Near-Term Evolution of Social&nbsp;Commerce</a></li><li><a href="http://pro.gigaom.com/2011/02/content-farms-the-players-the-benefits-the-risks/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=139411+disney-social-network&utm_content=blakesnow">Content Farms: The Players, The Benefits, The&nbsp;Risks</a></li></ul><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&amp;blog=14960843&amp;post=139411&amp;subd=gigaom2&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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		<slash:comments>7</slash:comments>
	
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			<media:title type="html">blakesnow</media:title>
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		<title>E3 Review: Game Biz Loves Casual Games</title>
		<link>http://gigaom.com/2007/07/16/e3-review-game-biz-loves-casual-games/</link>
		<comments>http://gigaom.com/2007/07/16/e3-review-game-biz-loves-casual-games/#comments</comments>
		<pubDate>Tue, 17 Jul 2007 05:45:47 +0000</pubDate>
		<dc:creator>Blake Snow</dc:creator>
				<category><![CDATA[Online Games]]></category>

		<guid isPermaLink="false">http://gigaom.com/2007/07/16/e3-review-game-biz-loves-casual-games/</guid>
		<description><![CDATA[Santa Monica, California &#8211; If there was one buzzword at this year’s E3, it was &#8220;casual gaming&#8221; in all its synonymous varieties: family-friendly games, games for everyone, usability, intuitive controls, and accessibility, to name a few. Almost every game maker in attendance had casual gaming on [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&amp;blog=14960843&amp;post=9816&amp;subd=gigaom2&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><a href="http://gigaom.files.wordpress.com/2007/07/wii_fit_source_nintendo.jpg" title="wii_fit_source_nintendo.jpg"><img src="http://gigaom.files.wordpress.com/2007/07/wii_fit_source_nintendo.jpg?w=604" alt="wii_fit_source_nintendo.jpg"  class=" alignleft" /></a><em>Santa Monica, California</em> &#8211; If there was one buzzword <a href="http://www.e3expo.com/">at this year’s E3</a>, it was &#8220;casual gaming&#8221; in all its synonymous varieties: family-friendly games, games for everyone, usability, intuitive controls, and accessibility, to name a few. Almost every game maker in attendance had casual gaming on their briefing agenda, even if only name-dropping the idea.</p>
<p>There’s no need to be coy; <a href="http://gigaom.com/?s=wii">Nintendo’s Wii</a> is directly to blame for the recent surge in interest of casual gaming and its much larger audience outside of hardcore gamers. Interestingly, that reality is transcending consoles, something that is sure to excite independent developers looking to avoid unfavorable licensing terms.  Highlights from the E3/casual gaming convergence after the break.<br />
<span id="more-9816"></span>Electronic Arts, the world’s largest video game publisher, dedicated its entire press conference to what it suitably called its Casual Games division. The 60 minute media showcase not only profiled several games for Nintendo’s hugely successful Wii, but mobile phone software and Internet-based games as well. The company called casual gaming “the fastest-growing area within all of gaming.”</p>
<p>Ubisoft, world’s third largest game publisher, did pretty much the same at its presentation, spending a sizable amount of time (roughly half) on what it called its Games for Everyone initiative. In addition to showing several new Wii games, the company displayed its new line of My Coach games for Nintendo’s DS, including My Word Coach, My Spanish Coach, My French Coach, and My Life Coach, which aim to offer self-help training while simultaneously entertaining busy adults. Ubisoft expects its casual games unit to drive 20% of total revenues this year, more than double what it did last year.  Considering <a href="http://www.gamasutra.com/php-bin/news_index.php?story=10432">the success of the similarly-themed Brain Age</a> for the DS, that&#8217;s a plausible estimate.</p>
<p>Even Microsoft promoted its upcoming line of “family-oriented” games, complete with a big-buttoned controller similar in look and feel to a Wii remote sans motion-sensing technology, while Sony showed off casual titles like EchoChrome, basically a black-and-white perspective puzzle game. On top of that, Midway, Activision, 2K, and THQ all touched on casual games, be them for consoles, mobile phones, or web browsers.</p>
<p>But the sustainability of casual games’ is still being questioned despite their recent popularity.</p>
<p>&#8220;Nintendo seems to be the one company that&#8217;s expanding the gaming market, but there&#8217;s some cause for concern there because who they&#8217;re attracting is the casual gamer,&#8221; said analyst Van Baker <a href="http://news.yahoo.com/s/nm/20070713/tc_nm/gamesexpo_casual_dc;_ylt=AjQJ.YfQfCwmRg4wDh_vq.gK77EF">in an interview with Reuters</a> that also examines the rising popularity of casual games. &#8220;That&#8217;s something that someone picks up and does for 15 to 20 minutes and then they put it aside. The question is, in three months or six months, is the Wii going to be sitting in the corner forgotten?&#8221;</p>
<p>But that same argument was being made only months after Nintendo launched Wii last November, and here we are nine months later and it’s still running circles around the competition, namely Xbox 360 and PS3. Nintendo’s newly announced <a href="http://www.wiifit.net/">WiiFit</a>, easily the most disruptive showing this year (though technically not a game), will predictably only deepen the company&#8217;s reach&#8211; not to mention its pockets.</p>
<p>With the biggest names in gaming fully behind both audience and content expansion, the casual play extends far beyond just core gamers and their systems now. Did I mention everyone’s invited?</p>
<p><strong>Related research and analysis from GigaOM Pro:</strong><br />Subscriber content. <a href="http://pro.gigaom.com/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=9816+e3-review-game-biz-loves-casual-games&utm_content=blakesnow">Sign up for a free trial</a>.</p><ul><li><a href="http://pro.gigaom.com/2011/03/why-ipad-2-will-lead-consumers-into-the-post-pc-era/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=9816+e3-review-game-biz-loves-casual-games&utm_content=blakesnow">Why iPad 2 Will Lead Consumers Into the Post-PC&nbsp;Era</a></li><li><a href="http://pro.gigaom.com/2011/03/the-near-term-evolution-of-social-commerce/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=9816+e3-review-game-biz-loves-casual-games&utm_content=blakesnow">The Near-Term Evolution of Social&nbsp;Commerce</a></li><li><a href="http://pro.gigaom.com/2011/02/content-farms-the-players-the-benefits-the-risks/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=9816+e3-review-game-biz-loves-casual-games&utm_content=blakesnow">Content Farms: The Players, The Benefits, The&nbsp;Risks</a></li></ul><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&amp;blog=14960843&amp;post=9816&amp;subd=gigaom2&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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		<slash:comments>14</slash:comments>
	
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		<title>Nintendo’s Wii plays the platform game</title>
		<link>http://gigaom.com/2007/06/27/wiiware/</link>
		<comments>http://gigaom.com/2007/06/27/wiiware/#comments</comments>
		<pubDate>Wed, 27 Jun 2007 17:57:44 +0000</pubDate>
		<dc:creator>Blake Snow</dc:creator>
				<category><![CDATA[Online Games]]></category>

		<guid isPermaLink="false">http://gigaom.com/2007/06/27/wiiware/</guid>
		<description><![CDATA[Nintendo’s Wii gaming system has been a hit on the marketplace, but to keep the momentum, the company is making a strategic bet, and turning it into a developer platform. With enough developer momentum, iconic products say an iPod or Facebook, can become a mass market [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&amp;blog=14960843&amp;post=9696&amp;subd=gigaom2&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><img src="http://gigaom.files.wordpress.com/2007/06/wii.jpg?w=604" alt="wii.jpg"  class=" alignleft" />Nintendo’s Wii gaming system has been a hit on the marketplace, but to keep the momentum, the company is making a strategic bet, and turning it into a developer platform. With enough developer momentum, iconic products say an iPod or Facebook, can become a mass market phenomenon.</p>
<p>Nintendo today announced a new indie developer platform for its widely successful Wii console, likely to launch in early 2008. Dubbed WiiWare, the service is said to enable developers to create smallish, new games via download on the motion-controlled system.<br />
<span id="more-9696"></span>&#8220;WiiWare brings new levels of creativity and value to the ever-growing population of Wii owners,” Nintendo president Reggie Fils-Aime <a href="http://press.nintendo.com/articles.jsp?id=12571">said in a press statement</a>. “Independent developers armed with small budgets and big ideas will be able to get their original games into the marketplace,” he added. Details about the upcoming projects and prices have yet to be determined.</p>
<p>This isn’t the first time downloadable games have graced consoles, however. Both Microsoft and Sony currently offer downloadable games on their Live and Network platforms respectively, though their indie friendliness has <a href="http://gigagamez.com/2007/03/16/heyday-for-indy-developers-gigagamez-checks-with-two-top-devs/">been questioned</a> due to the high cost of development and strict license regulations.</p>
<p>Nintendo claims the possibilities of its service are “limited only by the imaginations of developers,” but the company conveniently omits the fact that Wii only houses a tiny amount of internal flash memory (512MB). System owners and developers will therefore need to explore other external storage options depending on how large the games end up being.</p>
<p>Still, the news is significant for several reasons. First, it reminds us that you don’t need the most technically advanced product to build a loyal community; only one that interests people. As a result, Nintendo will now be able to create a new sub-economy of users on top of its existing <a href="http://vgchartz.com/">8.5 million</a> Wii base. Second, it shows that Nintendo appreciates the current trend of <a href="http://gigaom.com/2006/12/04/platforms-and-technology-cottage-industries/">nano-type projects</a> like MySpace Widgets, Facebook Apps, and any other company that sells to a community of a million plus members.</p>
<p><strong>Related research and analysis from GigaOM Pro:</strong><br />Subscriber content. <a href="http://pro.gigaom.com/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=9696+wiiware&utm_content=blakesnow">Sign up for a free trial</a>.</p><ul><li><a href="http://pro.gigaom.com/2011/03/why-ipad-2-will-lead-consumers-into-the-post-pc-era/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=9696+wiiware&utm_content=blakesnow">Why iPad 2 Will Lead Consumers Into the Post-PC&nbsp;Era</a></li><li><a href="http://pro.gigaom.com/2011/03/the-near-term-evolution-of-social-commerce/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=9696+wiiware&utm_content=blakesnow">The Near-Term Evolution of Social&nbsp;Commerce</a></li><li><a href="http://pro.gigaom.com/2011/02/content-farms-the-players-the-benefits-the-risks/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=9696+wiiware&utm_content=blakesnow">Content Farms: The Players, The Benefits, The&nbsp;Risks</a></li></ul><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&amp;blog=14960843&amp;post=9696&amp;subd=gigaom2&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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			<media:title type="html">blakesnow</media:title>
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		<title>GigaOM Top 10 Most Popular MMOs</title>
		<link>http://gigaom.com/2007/06/13/top-ten-most-popular-mmos/</link>
		<comments>http://gigaom.com/2007/06/13/top-ten-most-popular-mmos/#comments</comments>
		<pubDate>Wed, 13 Jun 2007 21:30:09 +0000</pubDate>
		<dc:creator>Blake Snow</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Online Games]]></category>

		<guid isPermaLink="false">http://gigaom.com/2007/06/13/top-ten-most-popular-mmos/</guid>
		<description><![CDATA[The attention surrounding MMOs (massively multiplayer online worlds) has never been greater. But it&#8217;s not just role playing games along for the ride; non-game, avatar-driven virtual communities are just as popular, if not by more, and we&#8217;re not just talking Second Life here. So in an [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&amp;blog=14960843&amp;post=9570&amp;subd=gigaom2&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><img src="http://gigaom.files.wordpress.com/2007/06/200_wow_box_art1.jpg?w=604" alt="WoW"  class=" alignleft" /><br />
The attention surrounding MMOs (massively multiplayer online worlds) has never been greater. But it&#8217;s not just role playing games along for the ride; non-game, avatar-driven virtual communities are just as popular, if not by more, and we&#8217;re not just talking Second Life here.</p>
<p>So in an effort to cut through the hype and glean some context, here are the most popular <strong>MMOs in terms of active users or subscribers</strong>, based on publicly available data. These titles may or may not be games, but the medium has expanded far beyond Tolkienesque fantasy worlds. They all are Mac-friendly/Web-based with exception of Guild Wars. <a class="DiggThisButton DiggMedium" href="http://digg.com/submit?url=http%3A%2F%2Fgigaom.com%2F2007%2F06%2F13%2Ftop-ten-most-popular-mmos%2F&amp;title=GigaOM+Top+10+Most+Popular%26nbsp%3BMMOs"></a></p>
<p><span id="more-9570"></span><br />
<strong>1. World of Warcraft, released 2004 &#8211; 8.5 million subscribers</strong>.<br />
While Habbo is giving Blizzard a run, the numbers generally support WoW as the biggest MMO in the world.  Important qualification, though: <a href="http://gigaom.com/2007/06/10/is-wow-the-most-popular-mmo/">only 4 million</a> are based in the West and monthly subscribers, while its 4 million Chinese players only <a href="http://gigaom.com/2006/08/29/world-of-warcraft-2/">pay roughly 4 cents an hour</a> to play it in Internet cafes.</p>
<p><strong>2. <a href="http://gigaom.com/2007/06/10/is-wow-the-most-popular-mmo/">Habbo Hotel</a>, released 2000 &#8211; 7.5 million active users</strong>.<br />
The Finland-based &#8220;social game&#8221; MMO popular with teens and growing fast. Look out, Horde!</p>
<p><strong>3. <a href="http://en.wikipedia.org/wiki/RuneScape">RuneScape</a>, released 2001 &#8211; 5 million active users</strong>.<br />
A Java-based MMORPG operated by Jagex Ltd. with over nine million active free accounts. <a href="http://www.3pointd.com/20070503/runescape-reports-1-million-paying-subscribers/">Boasts one million paying customers</a>. Fancy that.</p>
<p><strong>4. <a href="http://gigaom.com/2007/05/16/sony-clubpenguin/">Club Penguin</a>, released 2006 &#8211; 4 million active users</strong>.<br />
MMO for the kiddies developed by New Horizon Interactive. The game shares similarities with other social environments like Habbo Hotel.</p>
<p><strong>5. <a href="http://gigaom.com/2007/05/16/sony-clubpenguin/">Webkinz</a>, released 2005 &#8211; 3.8 million active users</strong>.<br />
Here&#8217;s a novel idea: create beanie baby like stuffed animals, assign them a unique ID, then create an MMO portal in which kids can spend even more time using your product. When kids graduate from Club Penguin, they go to Webkinz (or so I&#8217;m told.)</p>
<p><strong>6. <a href="http://gigaom.com/2007/04/22/move-over-myspace-gaia-online-is-here/">Gaia Online</a>, released 2003 &#8211; 2 million active users</strong>.<br />
Not quite an MMO, not quite a social site, but founder Derek Liu has openly stated the networks desire to focus on social gaming. Forums make up 30% of the current site activity.</p>
<p><strong>7. <a href="http://gigaom.com/2006/10/26/guild-wars/">Guild Wars</a>, released 2005 &#8211; 2 million active users</strong>.<br />
Another MMORPG made by the popular NCsoft out of South Korea. No Mac love here, but a lot of active users.</p>
<p><strong>8. <a href="http://gigaom.com/2007/02/07/three-rings-gets-into-the-user-created-online-world-game/">Puzzle Pirates</a>, released 2003 &#8211; 1.5 million active users**</strong>.<br />
Published by Ubisoft and developed by <a href="http://gigaom.com/2007/03/10/three-rings-dishes-digits-casual-game-studio-estimates-7-mill-revenue-in-07/">indy king Three Rings</a>, Puzzle Pirates merges casual games with a rising interest in pirate culture. Puffy shirt aside, it&#8217;s working like a charm.</p>
<p><strong>9. Lineage I/II, released 1998 &#8211; 1 million subscribers</strong>.<br />
Published by South Koreas NCsoft, Lineage was once the most popular MMO of its day. At one point total active users peaked at 3 million. A Western release in 2002 mostly fizzled.</p>
<p><strong>10. Second Life, released 2003 &#8211; 500,000 active users</strong>.<br />
No introduction needed here. Created by Linden Lab, this virtual world features a rabid fan base, <a href="http://gigaom.com/2006/12/18/second-life-hype-vs-anti-hype-vs-anti-anti-hype/">inflated numbers</a>, <a href="http://gigaom.com/2007/05/24/virtual-world-marketing-lots-of-companies-few-visitors-so-far/">a high influx of corporate doppelgangers</a>, and lots of digital genitals. <a href="http://www.getafirstlife.com/">First life optional</a>.</p>
<p>Other popular MMOs are sure to exist, particularly new-comers and non-localized Asian games that are sure to grow. Also, this list reflects popularity alone, not necessarily revenue models, though World of Warcraft is performing well on both counts.</p>
<p>For all intents and purposes, the most popular MMOs represent an estimated 50-75% of the total MMO market (30-60 million active users.) Is that enough attention to justify MMO&#8217;s recent surge of attention? Maybe not all of the hype, but definitely a large portion of it. And who wouldn&#8217;t want a piece of Blizzard&#8217;s reoccurring pie or another revenue model with a similar install base?</p>
<p>Interestingly, however, it&#8217;s apparent that no single business model is winning out. Subscriptions work well for MMORPG games like WoW that are more akin to crack cocaine than mere entertainment. But what about other non-game MMOs? How will companies bank on consumer attention in those areas?  One thing&#8217;s for certain: with all the popularity surrounding MMOs several new business models are sure to flourish in the coming years, <a href="http://gigaom.com/2007/05/20/virtual-world-population-50-million-by-2011/">as it&#8217;s not just about games anymore</a>.</p>
<p><em>*Of Western origin or with a localized presence here.  &#8220;Active users&#8221; based on most recent monthly log-in figures when available. Subscriber numbers are not necessarily a reflection of active users.  Figures compiled from Wikipedia (excluding, to the best of my knowledge, free trials, beta users, and web visitors without accounts.) <a href="http://www.virtualworldsnews.com/">Virtual Worlds News</a> also referenced; Habbo figures taken from company spokeswoman, Second Life figures from <a href="http://blog.secondlife.com/2007/06/12/may-2007-key-metrics-published/">most recent published stats</a>. Special attention was given to notable MMOs in terms of where they stack up when looking at the numbers in addition to their popularity and/or high profile (i.e. Second Life.)  Amendments and additions welcome.</em></p>
<p><em>** Update, June 15th:  Puzzle Pirates active users are actually 200,000, according to company CEO Daniel James.  With no single tracking authority or qualitative filtering, this list was bound to be controversial.  Other MMO candidates named in Comments include Bots, Neopets, Final Fantasy XI, City of Heroes, Virtual Magic Kingdom, Lord of The Rings Online, along with others, many of them considered and rejected, others not.  All will be considered in an update to this list.</em></p>
<p><strong>Related research and analysis from GigaOM Pro:</strong><br />Subscriber content. <a href="http://pro.gigaom.com/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=9570+top-ten-most-popular-mmos&utm_content=blakesnow">Sign up for a free trial</a>.</p><ul><li><a href="http://pro.gigaom.com/2011/03/why-ipad-2-will-lead-consumers-into-the-post-pc-era/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=9570+top-ten-most-popular-mmos&utm_content=blakesnow">Why iPad 2 Will Lead Consumers Into the Post-PC&nbsp;Era</a></li><li><a href="http://pro.gigaom.com/2011/03/the-near-term-evolution-of-social-commerce/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=9570+top-ten-most-popular-mmos&utm_content=blakesnow">The Near-Term Evolution of Social&nbsp;Commerce</a></li><li><a href="http://pro.gigaom.com/2011/02/content-farms-the-players-the-benefits-the-risks/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=9570+top-ten-most-popular-mmos&utm_content=blakesnow">Content Farms: The Players, The Benefits, The&nbsp;Risks</a></li></ul><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&amp;blog=14960843&amp;post=9570&amp;subd=gigaom2&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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		<title>Inside the YouTube of Games</title>
		<link>http://gigaom.com/2007/06/07/inside-the-youtube-of-games/</link>
		<comments>http://gigaom.com/2007/06/07/inside-the-youtube-of-games/#comments</comments>
		<pubDate>Thu, 07 Jun 2007 14:22:02 +0000</pubDate>
		<dc:creator>Blake Snow</dc:creator>
				<category><![CDATA[Online Games]]></category>

		<guid isPermaLink="false">http://gigaom.com/2007/06/07/inside-the-youtube-of-games/</guid>
		<description><![CDATA[Casual Flash games generate monthly pageviews in the hundreds of millions, but the game industry has been painfully slow to capitalize on this massive audience—the chief exception being Pogo.com, which Electronic Arts acquired for about $50 million in 2001. Today some 1.4 million “Club Pogo” subscribers [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&amp;blog=14960843&amp;post=9528&amp;subd=gigaom2&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Casual Flash games generate monthly pageviews in the hundreds of millions, but the game industry has been <a href="http://gigaom.com/2007/06/04/game-business-its-crisis-of-attention/">painfully slow</a> to capitalize on this massive audience—the chief exception being Pogo.com, which Electronic Arts acquired for about $50 million in 2001. Today some 1.4 million “Club Pogo” subscribers pay $40/year &#8211; another nice $50 million in annual business.</p>
<p>Jim Greer, former Technical Director at Pogo, like EA thinks that there is a big business to be made out of casual games, and raised a million dollars for his new start-up, <a href="http://kongregate.com/">Kongregate</a>, which aims to be the YouTube of games, offering free, ad-supported Flash games and an online community to increase the site’s stickiness. After the break, Greer talks revenue model and numbers.</p>
<p><span id="more-9528"></span></p>
<p><strong>What’s so YouTube about Kongregate </strong></p>
<p>&#8216;YouTube for games&#8217; is really just the attention-getter for people who don&#8217;t know that much about the space. What we really are is a community for web gamers and developers. Current web game sites don&#8217;t do community right, if at all. If I beat a game on <a href="http://www.miniclip.com/games/en/">Miniclip</a> or <a href="http://www.addictinggames.com">AddictingGames</a>, I don&#8217;t take anything with me and can&#8217;t even see the other people who are playing it as well.</p>
<p><strong>Kongregate by the numbers</strong></p>
<p>Page views for March were 2.4 million. That&#8217;s up from 400K in February. Registered users are in the low five figures &#8211; until recently the only incentive to register was to socialize. Now that we have persistent rewards for playing games, we&#8217;re seeing much better registration rates. Right now we have 483 games, and they&#8217;re coming in at a rate of 40-50 per week. Those are from 224 developers.</p>
<p><strong>Leveraging Ad Revenue</strong></p>
<p>The participation rate for YouTube is somewhere around 2%. That means 98% of the users came there to view videos, not upload them. If our participation rate is around .05%, it doesn&#8217;t really kill us. Good games are something you play for hours. A good viral video you watch for two minutes. So we can have a lot fewer games and have plenty of entertainment value…</p>
<p>(To encourage user-generated content), most other sites pay developers a small one-time license fee. They make a lot of money and they don&#8217;t share it. We think we can inspire love from our developers, both because they like our community, and because we treat them well&#8230; By default, all developers receive 25% of the ad revenue generated from their games&#8230; [But] it&#8217;s possible for a game to earn 25%, 35%, 40%, or 50% of ad revenue (depending on performance).</p>
<p>Unlike YouTube, users can&#8217;t share games on other sites and blogs (yet), but this is something Greer believes is &#8220;less of a blockbuster strategy than it was for video.&#8221;</p>
<p>All this sounds promising, but unlike other proven online communities, making a enjoyable Flash game takes a lot more time and talent than, say, uploading a funny video, and that barrier limits Kongregate’s content stream. So what&#8217;s it going to take for Kongregate to become the number one online game destination? &#8220;Much better virality than we have right now,&#8221; says Greer. &#8220;I&#8217;m very happy with where we&#8217;ve come in the six months since we founded the company. I think we can do a lot in the next six to twelve.&#8221;</p>
<p>You can follow Kongregate&#8217;s saga <a href="http://www.jimonwebgames.com">on Greer&#8217;s blog</a>.</p>
<p><strong>Related research and analysis from GigaOM Pro:</strong><br />Subscriber content. <a href="http://pro.gigaom.com/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=9528+inside-the-youtube-of-games&utm_content=blakesnow">Sign up for a free trial</a>.</p><ul><li><a href="http://pro.gigaom.com/2011/03/why-ipad-2-will-lead-consumers-into-the-post-pc-era/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=9528+inside-the-youtube-of-games&utm_content=blakesnow">Why iPad 2 Will Lead Consumers Into the Post-PC&nbsp;Era</a></li><li><a href="http://pro.gigaom.com/2011/03/the-near-term-evolution-of-social-commerce/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=9528+inside-the-youtube-of-games&utm_content=blakesnow">The Near-Term Evolution of Social&nbsp;Commerce</a></li><li><a href="http://pro.gigaom.com/2011/02/content-farms-the-players-the-benefits-the-risks/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=9528+inside-the-youtube-of-games&utm_content=blakesnow">Content Farms: The Players, The Benefits, The&nbsp;Risks</a></li></ul><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&amp;blog=14960843&amp;post=9528&amp;subd=gigaom2&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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		<slash:comments>6</slash:comments>
	
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		<title>PSP VoIP Not Coming to U.S.</title>
		<link>http://gigaom.com/2007/05/23/sony-psp-voip-usa/</link>
		<comments>http://gigaom.com/2007/05/23/sony-psp-voip-usa/#comments</comments>
		<pubDate>Thu, 24 May 2007 06:59:03 +0000</pubDate>
		<dc:creator>Blake Snow</dc:creator>
				<category><![CDATA[Mobile Tech]]></category>

		<guid isPermaLink="false">http://gigaom.wordpress.com/2007/05/23/sony-psp-voip-usa/</guid>
		<description><![CDATA[Sony and British Telecom announced a new joint venture today that allows UK residents the ability to place and receive VoIP and video calls between PSPs and supporting PCs. Initially the service will only work at BT wireless hotspots, but future plans include the expansion to [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&amp;blog=14960843&amp;post=139303&amp;subd=gigaom2&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Sony and British Telecom <a href="http://btplc.com/News/Articles/ShowArticle.cfm?ArticleID=8f129c6c-79a3-4ad5-98e7-31b07de2e5e5">announced</a> a new joint venture today <a href="http://news.yahoo.com/s/nm/20070523/tc_nm/bt_sony_dc">that allows</a> UK residents the ability to place and receive VoIP and video calls between PSPs and supporting PCs. Initially the service will only work at BT wireless hotspots, but future plans include the expansion to include 100 countries across Europe, the Middle East, and Africa. Sadly, American PSP owners won&#8217;t be allowed to play, at least not yet.</p>
<p><img src="http://www.gigaomnimedia.com/images/sony_psp.jpg"  height="126" width="225" class=" alignleft" />&#8220;There are no plans currently to bring this service to the US,&#8221; said Sony&#8217;s Dave Karraker in speaking to GigaOM. Bummer for the 7.4 million PSP owners living here. Sony had offered Skype connectivity to the owners of <a href="http://gigaom.com/2006/08/08/sony-bets-on-wifi-with-mylo/">Mylo, a communicator type device</a>, that has vanished liked the Yeti.</p>
<p><span id="more-139303"></span>BT <a href="http://gigaom.com/2007/03/06/bt-to-invest-in-fon/">has a deal with</a> Wi-Fi sharing service FON, and this service could play nicely with BT&#8217;s longer term plans. Om had reported that &#8220;the senior management of the British incumbent carrier was pretty bullish on the whole notion of dual-mode phones and municipal wireless. They talked about their Fusion strategy quite excitedly.&#8221; This deal with Sony will possibly allow BT to realize its ambitions to provide voice services over Wi-Fi networks.</p>
<p>To accommodate the four-year deal, Sony will be shipping VoIP-enabled PSPs with the necessary preloaded software (<a href="http://news.bbc.co.uk/1/hi/technology/6683231.stm">video here</a> ). No word yet if the new PSP will include a much rumored face lift. BT also said the service would later support landline and mobile phone calls over multiple networks.</p>
<p>Since first launching in December of 2004, more than 24 million PSPs have been sold worldwide with 8 million in Europe. We&#8217;d be surprised if Sony and another telco didn&#8217;t eventually launch the same service stateside. Then again, we wouldn&#8217;t be shocked if it failed to materialize either.</p>
<p>Nintendo once showcased a VoIP service <a href="http://ds.ign.com/articles/616/616193p1.html">called DSpeak</a> at E3 2004, but the service was never commercialized. Rather, it is now used for many popular DS games as a multi-player VoIP feature on the company&#8217;s Wi-Fi network.</p>
<p><strong>Related research and analysis from GigaOM Pro:</strong><br />Subscriber content. <a href="http://pro.gigaom.com/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=139303+sony-psp-voip-usa&utm_content=blakesnow">Sign up for a free trial</a>.</p><ul><li><a href="http://pro.gigaom.com/2011/03/why-ipad-2-will-lead-consumers-into-the-post-pc-era/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=139303+sony-psp-voip-usa&utm_content=blakesnow">Why iPad 2 Will Lead Consumers Into the Post-PC&nbsp;Era</a></li><li><a href="http://pro.gigaom.com/2011/03/the-near-term-evolution-of-social-commerce/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=139303+sony-psp-voip-usa&utm_content=blakesnow">The Near-Term Evolution of Social&nbsp;Commerce</a></li><li><a href="http://pro.gigaom.com/2011/02/content-farms-the-players-the-benefits-the-risks/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=139303+sony-psp-voip-usa&utm_content=blakesnow">Content Farms: The Players, The Benefits, The&nbsp;Risks</a></li></ul><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&amp;blog=14960843&amp;post=139303&amp;subd=gigaom2&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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			<media:title type="html">blakesnow</media:title>
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		<title>Will Halo3 help Microsoft secure the Digital Living Room?</title>
		<link>http://gigaom.com/2007/05/12/will-halo3-help-microsoft-secure-the-digital-living-room/</link>
		<comments>http://gigaom.com/2007/05/12/will-halo3-help-microsoft-secure-the-digital-living-room/#comments</comments>
		<pubDate>Sun, 13 May 2007 06:25:40 +0000</pubDate>
		<dc:creator>Blake Snow</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Mobile Tech]]></category>
		<category><![CDATA[Online Games]]></category>

		<guid isPermaLink="false">http://gigaom.wordpress.com/2007/05/12/will-halo3-help-microsoft-secure-the-digital-living-room/</guid>
		<description><![CDATA[The latest skirmish in the console wars took place this weekend, at the Mission District&#8217;s ultra-hip Foreign Cinema. That’s where Microsoft offered the gaming media a hands-on media preview of Halo 3, one of gaming’s most anticipated titles— and the company’s bid to expand their broadband [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&amp;blog=14960843&amp;post=139235&amp;subd=gigaom2&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><img src="http://gigaom.com//wp-content/uploads/2007/05/sm_h2_chiefandodsts.jpg" alt="sm_h2_chiefandodsts.jpg"  class=" alignleft" />The latest skirmish in the console wars took place <a href="http://www.joystiq.com/2007/05/11/halo-3-multiplayer-beta-event-nyc/">this weekend</a>, at the Mission District&#8217;s ultra-hip Foreign Cinema. That’s where Microsoft offered the gaming media a hands-on media preview of Halo 3, one of gaming’s most anticipated titles— and the company’s bid to expand their broadband audience.</p>
<p><span id="more-139235"></span>Make no mistake about it, though the PS3 trails far behind and the Wii isn’t a direct competitor, the 360’s position as the HDTV-powered next gen champ is far from assured. The console has sold 10 million units to date since first launching 18 months ago, and claims six million online members to its Live service. It is hard to say how many of those are paying members, and how many are part of trial or some giveaway.</p>
<p>Still, those numbers are impressive, but just to put them into perspective, 10 million 360 owners represents only 6% of the total number of consoles sold last generation, and six million registered online users is tiny in comparison to the total gaming population. Granted, it&#8217;s still very early in the traditional 5 year life cycle of consoles, but the trajectory isn’t promising. Despite Xbox Live boasting the largest online console community to date, it doesn&#8217;t appear to be gaining ubiquitous traction, at least not yet.</p>
<p>Enter Halo 3, the jewel in their gaming crown, and the franchise the company hopes can not only boost online membership to higher levels, but bait gamers into purchasing additional downloadable content such as <a href="http://gigaom.com/2006/11/07/xbox-360-as-video-platform-will-it-work/">movies, music, TV shows, and episodic game content</a>.</p>
<p>Of all 360 exclusive titles, Halo 3 is the one best positioned to do that.</p>
<p>How well did it succeed? We attended the Microsoft’s event at Foreign Cinema where we were treated to an open, hands-on session. The party atmosphere wasn&#8217;t very conducive to intimate gaming, but the game experience is classic, proven Halo. It plays slightly faster than previous editions, which makes frenetic gameplay situations that much more intense. There’s new vehicles and weapons, including a sweet cannon turret and missile launchers that slow down your player, but spew massive damage on your enemies. I especially liked the ginormous laser blaster with equally imposing damage. Microsoft showed off three new multiplayer levels, two of them set in two, outdoor environments, lush but limited in expansiveness. The other map was an annoying sandpit level reminiscent of <em>Return of the Jedi</em>. Overall, the visuals were a bit underwhelming, at least in their current state.</p>
<p>&#8220;It&#8217;s not going to win any awards,&#8221; said one attendee at the event, accurately critiquing the game in terms of innovation. In market terms, this suggests a game that’ll keep its existing audience, but probably not do much to expand it. Or for that matter, gain the 360 any extra edge in Microsoft’s bid to become the main digital distribution channel of the next gen living room.</p>
<p><strong>Related research and analysis from GigaOM Pro:</strong><br />Subscriber content. <a href="http://pro.gigaom.com/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=139235+will-halo3-help-microsoft-secure-the-digital-living-room&utm_content=blakesnow">Sign up for a free trial</a>.</p><ul><li><a href="http://pro.gigaom.com/2011/03/why-ipad-2-will-lead-consumers-into-the-post-pc-era/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=139235+will-halo3-help-microsoft-secure-the-digital-living-room&utm_content=blakesnow">Why iPad 2 Will Lead Consumers Into the Post-PC&nbsp;Era</a></li><li><a href="http://pro.gigaom.com/2011/03/the-near-term-evolution-of-social-commerce/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=139235+will-halo3-help-microsoft-secure-the-digital-living-room&utm_content=blakesnow">The Near-Term Evolution of Social&nbsp;Commerce</a></li><li><a href="http://pro.gigaom.com/2011/02/content-farms-the-players-the-benefits-the-risks/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=139235+will-halo3-help-microsoft-secure-the-digital-living-room&utm_content=blakesnow">Content Farms: The Players, The Benefits, The&nbsp;Risks</a></li></ul><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&amp;blog=14960843&amp;post=139235&amp;subd=gigaom2&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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		<title>China Limits Online Gaming Hours</title>
		<link>http://gigaom.com/2007/04/11/china-limits-online-gaming-hours/</link>
		<comments>http://gigaom.com/2007/04/11/china-limits-online-gaming-hours/#comments</comments>
		<pubDate>Wed, 11 Apr 2007 20:26:03 +0000</pubDate>
		<dc:creator>Blake Snow</dc:creator>
				<category><![CDATA[cool stuff]]></category>
		<category><![CDATA[Web]]></category>

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		<description><![CDATA[The Chinese government will begin regulating the number of hours that minors spend playing online games starting April 15. The new law requires national game providers to install anti-addiction software that warns under-18 gamers when they have played longer than three hours a day, what the [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&amp;blog=14960843&amp;post=118050&amp;subd=gigaom2&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>The Chinese government will <a href="http://english.people.com.cn/200704/10/eng20070410_364977.html">begin regulating</a> the number of hours that minors spend playing online games starting April 15. The new law requires national game providers to install anti-addiction software that warns under-18 gamers when they have played longer than three hours a day, what the government considers a &#8220;healthy&#8221; level.</p>
<p>Gamers that continue to play above the three-hour mark will only receive half the normal points up to five hours. After the five-hour mark, players receive zero points in addition to an annoying message every 15 minutes that reads: &#8220;You have entered unhealthy game time, please go offline immediately to rest. If you do not, your health will be damaged and your points will be cut to zero.&#8221;</p>
<p><span id="more-118050"></span></p>
<p>Keeping in mind I&#8217;m no World Of Warcraft player, the &#8220;three hours a day will keep the doctor away&#8221; system seems generous, especially for youngsters. My democratic roots from an American upbringing, however, take issue with the whole government mandate thing. It just doesn&#8217;t feel right.</p>
<p>Still, even here we regulate unhealthy drug use including alcohol levels and prohibition of cigarettes and booze from minors; something video games have been likened to, however justified. Therefore, the question largely remains whether or not game addiction significantly damages an individual&#8217;s health beyond repair like that of addictive narcotics. But of course, where do you draw the line (e.g. incessant TV watching)?</p>
<p>While a bummer for kids trying to level up in a short amount of time, how will the &#8220;game fatigue system&#8221; affect Chinese adults? &#8220;The system will only target minors who lack the self-discipline to control their playing time,&#8221; said state official Kou Xiaowei in the China Daily report linked above. But the new rule requires that every online player, regardless of age, register using their real identity; something that could negatively affect the bottom line of game makers in the country. &#8220;This will scare away many adult and young users,&#8221; said analyst Liu Bin of BDA China, also in the Daily report.</p>
<p>So will the &#8220;anti-online game addiction system&#8221; work? Maybe a little. Official statistics show that more than 85% of online Chinese gamers are over the age of 18. You gotta believe a large number of them are playing more than three hours a day. So perhaps even adults &#8220;lack the self-discipline to control their playing time.&#8221; Start &#8216;em young, I guess.</p>
<p><strong>Related research and analysis from GigaOM Pro:</strong><br />Subscriber content. <a href="http://pro.gigaom.com/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=118050+china-limits-online-gaming-hours&utm_content=blakesnow">Sign up for a free trial</a>.</p><ul><li><a href="http://pro.gigaom.com/2011/03/why-ipad-2-will-lead-consumers-into-the-post-pc-era/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=118050+china-limits-online-gaming-hours&utm_content=blakesnow">Why iPad 2 Will Lead Consumers Into the Post-PC&nbsp;Era</a></li><li><a href="http://pro.gigaom.com/2011/03/the-near-term-evolution-of-social-commerce/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=118050+china-limits-online-gaming-hours&utm_content=blakesnow">The Near-Term Evolution of Social&nbsp;Commerce</a></li><li><a href="http://pro.gigaom.com/2011/02/content-farms-the-players-the-benefits-the-risks/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=118050+china-limits-online-gaming-hours&utm_content=blakesnow">Content Farms: The Players, The Benefits, The&nbsp;Risks</a></li></ul><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&amp;blog=14960843&amp;post=118050&amp;subd=gigaom2&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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		<title>Xbox 360 IM, just a ploy to sell peripherals</title>
		<link>http://gigaom.com/2007/04/09/xbox360-im/</link>
		<comments>http://gigaom.com/2007/04/09/xbox360-im/#comments</comments>
		<pubDate>Mon, 09 Apr 2007 18:00:50 +0000</pubDate>
		<dc:creator>Blake Snow</dc:creator>
				<category><![CDATA[personal type stuff]]></category>
		<category><![CDATA[Random Access]]></category>

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		<description><![CDATA[Microsoft&#8217;s Windows Live Messenger for Xbox 360, announced earlier today, might sound cool to some, but to us it seems like a ploy to sell more high-margin peripherals, like keyboards, thereby boosting company’s game division revenues. After all, that tactic has worked well for Apple and [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&amp;blog=14960843&amp;post=118027&amp;subd=gigaom2&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Microsoft&#8217;s Windows Live Messenger for Xbox 360, <a href="http://www.nytimes.com/2007/04/09/technology/09microsoft.html">announced earlier today</a>, might sound cool to some, but to us it seems like a ploy to sell more high-margin peripherals, like keyboards, thereby boosting company’s game division revenues. After all, that tactic has worked well for Apple and its iPod line-up.</p>
<p><img src="http://gigaom.com/wp-content/uploads/2007/04/controllerxbox.png" alt="controllerxbox.png"  class=" alignright" />It is a wily move by Microsoft &#8211; after all, to instant message someone you would need a QWERTY keyboard-based device, which no surprise, Microsoft will start selling later this summer at an undisclosed price as an attachment to existing controllers.</p>
<p>Unless the first 10 million 360 adopters upgrade their controllers, don&#8217;t expect ubiquitous IM use from them. Even then, it&#8217;s unlikely what is being sold as a game machine will transform into a secondary messaging box over night – if ever.</p>
<p>In the interim, gamers will need to rely on the cumbersome on-screen virtual keyboard to communicate with friends. Yeah right – trigger happy gamers are going to do that.</p>
<p><strong>Related research and analysis from GigaOM Pro:</strong><br />Subscriber content. <a href="http://pro.gigaom.com/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=118027+xbox360-im&utm_content=blakesnow">Sign up for a free trial</a>.</p><ul><li><a href="http://pro.gigaom.com/2011/03/why-ipad-2-will-lead-consumers-into-the-post-pc-era/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=118027+xbox360-im&utm_content=blakesnow">Why iPad 2 Will Lead Consumers Into the Post-PC&nbsp;Era</a></li><li><a href="http://pro.gigaom.com/2011/03/the-near-term-evolution-of-social-commerce/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=118027+xbox360-im&utm_content=blakesnow">The Near-Term Evolution of Social&nbsp;Commerce</a></li><li><a href="http://pro.gigaom.com/2011/02/content-farms-the-players-the-benefits-the-risks/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=118027+xbox360-im&utm_content=blakesnow">Content Farms: The Players, The Benefits, The&nbsp;Risks</a></li></ul><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&amp;blog=14960843&amp;post=118027&amp;subd=gigaom2&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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