Author Archive for Wagner James Au
By Wagner James Au
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Tuesday, October 6, 2009 |
9:00 AM PT |
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3-D virtual world applications for enterprise use will grow into an industry earning $8 billion to $10 billion in annual revenue by 2014, according to a new report from GigaOM Pro (subscription required). Today, virtual worlds are primarily associated with role-playing games and avatar-based chat, but analysts Kris Tuttle and Steve Waite say they will gain widespread corporate adoption as a platform for long-distance conferencing and training, job fairs, and other business uses in the years ahead. Continue »
By Wagner James Au
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Wednesday, September 9, 2009 |
6:00 AM PT |
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Riot Games has raised $8 million from Tencent and returning investors Benchmark and FirstMark Capital, said the Culver City, Calif.-based publisher, which develops free-to-play, digitally distributed games with a microtransaction/virtual goods revenue stream. Such a model has worked extremely well in Asia, and is showing promise in the West, but mainly for web-based social/casual games and virtual worlds for kids. With this funding, however, Riot plans to target hardcore gamers, starting with the launch of League of Legends, a downloadable strategy/role-playing game from the creators of the extremely popular Defense of the Ancients. Continue »
By Wagner James Au
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Tuesday, August 25, 2009 |
3:00 AM PT |
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Smith & Tinker, a Bellevue, Wash.-based game company, today announced it’s raised $29 million from Alsop Louie Partners, DCM, Foundry Group, Leo Capital Holdings, and Paul Allen’s Vulcan Capital. The money will primarily fund Nanovor, an ambitious kids’ game that will extend across multiple platforms, from online games to animated videos to comics and handheld toys. Smith & Tinker President and co-founder Joe Lawandus told me in a call yesterday that the goal is to create a game that combines all the ways kids play online and offline into a unified experience. Continue »
By Wagner James Au
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Thursday, July 30, 2009 |
6:00 AM PT |
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Roughly 12 percent of Americans, or more than one in 10, have bought a virtual item at some point in the last 12 months, according to a new study by analyst firm Frank N. Magid Associates and commissioned by virtual currency provider PlaySpan. With the virtual goods and currency market estimated to reach $1.8 billion this year, the Magid study offers some insight into exactly who’s doing the buying, and where.
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By Wagner James Au
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Tuesday, July 21, 2009 |
4:53 PM PT |
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Play Sushi, a gaming portal, has attracted 3 million visitors less than three months after launching, reports site owner Future Ads, yet another example of the explosive growth taking place in the free online gaming space. Sites offering free games clocked 87 million U.S. visitors in May 2009, according to comScore, a 22 percent year-over-year increase. And the rise is clearly coming at the expense of the retail-driven side of the game industry. According to NPD, sales of game-related hardware and software dropped 31 percent in June over the same month in 2008, continuing a downward slide that has been underway for months.
The recession is an obvious culprit, pushing consumers with lighter wallets away from store shelves in search of free gaming on the web. While retail games had previously been considered recession-proof, the quality and variety of free online games has been steadily improving. But this is part of a larger trend, one that’s already impacted recorded music, movies/TV, and print publications: When costly physical media comes into direct competition with free digital delivery on the Net, the latter eventually wins out.
By Wagner James Au
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Tuesday, July 21, 2009 |
2:00 PM PT |
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When the Rock Band Network — essentially an App Store for musicians who want to upload and sell Rock Band-playable versions of their songs — opens for business later this year, it has the potential to transform the music industry by giving musicians large and small a distribution platform on one of the few online services that’s managed to successfully monetize music downloads. If, that is, the Network can make their songs easy to find and enjoyable to play. Continue »
By Wagner James Au
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Tuesday, July 21, 2009 |
12:00 AM PT |
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Mochi Media is adding a virtual currency/microtransaction system to its network of online Flash games today. Players can use Mochi Coins to buy in-game upgrades for 16 titles from its game developer partners. Want a “tactical chain saw” in SAS Zombie Assault II>? (And really, who doesn’t?), it’ll cost you 600 Mochi Coins — around 75 cents, given the 800-to-$1 exchange rate.
Mochi joins an increasingly crowded and competitive market for virtual currency solutions to monetize online games, with Facebook’s own system soon to come. (And in all likelihood, a standards war among competing virtual currencies soon to follow.) With 100 million monthly unique users across its network, however, Mochi immediately becomes one of its lead players. I’m watching this space closely, because as I noted in my GigaOM Pro analysis of virtual worlds (subscription required), monetization of virtual currency is one of the market’s biggest opportunities. Unsurprisingly, while Mochi currently has no virtual worlds in its network, in a phone call earlier today, Mochi’s Jameson Hsu told me to expect MMO partnership announcements soon.
Image credit: Mochi/Ninjakiwi.
By Wagner James Au
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Sunday, July 19, 2009 |
9:00 AM PT |
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Social games attract tens of millions of players on Facebook and other networks, but compared with traditional PC and console-based games, they make a lot less money, a challenge impeding the genre’s growth. While millions of “hardcore” gamers willingly pay $60 per title and $15 in monthly subscriptions for an MMO like World of Warcraft, the average monthly revenue per user for even the biggest social games is estimated to be $1 to $2. When it comes to getting consumers excited enough to pull out their wallets, old-school game makers still have the advantage. Which is why I was so intrigued by news that social gaming giant Zynga recently hired veteran game developer Brian Reynolds as the company’s chief designer. Continue »
By Wagner James Au
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Monday, July 13, 2009 |
5:50 PM PT |
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Investors poured $237 million into virtual world-related startups and payment systems last quarter alone, according to a report released today by industry trade show producer Engage Digital, signaling venture capitalists’ continued enthusiasm in the market. (Nearly $600 million in funding went into this sector for all of last year.) And ask the average tech-savvy person to name a major virtual world, chances are they’ll mention World of Warcraft or Second Life. Both MMOs certainly get the lion’s share of media attention; according to Nielsen Games, they often generate the most total monthly player minutes among all PC-installed worlds. However, as the recent investment news suggests, WoW and Second Life are only part of the story; neither world is truly representative of the MMO sector, nor reflective of where the larger virtual world industry is growing. Continue »
By Wagner James Au
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Wednesday, July 8, 2009 |
1:16 PM PT |
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Google’s Chrome OS has added a very interesting wrinkle to the future of online gaming. As we reported back in May, Google reportedly plans to fully integrate O3D, the company’s rich 3D graphics plug-in, into the Chrome browser by the end of this year. That gives Google a platform for game development that’d be a seamless part of its OS when it’s released next year. A number of developers are already creating games for O3D; for instance, here’s a demo for Infinite Journey (a screenshot of which is on the left), a visually engaging, Mario-style title showcased at the recent Google I/O conference. If consumers embrace netbooks pre-installed with Google OS, I think we’re likely to see O3D become an increasingly popular platform for games — at the expense of Windows-based PC games and web-based games powered by Flash.
But what do game industry insiders make of Chrome OS? I just reached out via email to several leading CEOs; here’s a sampling of their takes: Continue »