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		<title>GigaOM &#187; Wagner James Au Archives</title>
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		<title>Enterprise Virtual Worlds to See Real-World Growth</title>
		<link>http://gigaom.com/2009/10/06/enterprise-virtual-worlds-to-see-real-world-growth/</link>
		<comments>http://gigaom.com/2009/10/06/enterprise-virtual-worlds-to-see-real-world-growth/#comments</comments>
		<pubDate>Tue, 06 Oct 2009 16:00:56 +0000</pubDate>
		<dc:creator>Wagner James Au</dc:creator>
				<category><![CDATA[Online Worlds]]></category>
		<category><![CDATA[Adobe]]></category>
		<category><![CDATA[Cisco]]></category>
		<category><![CDATA[Citrix]]></category>
		<category><![CDATA[CSCO]]></category>
		<category><![CDATA[IBM]]></category>
		<category><![CDATA[multiverse]]></category>
		<category><![CDATA[OLIVE]]></category>
		<category><![CDATA[Open Simulator]]></category>
		<category><![CDATA[opensim]]></category>
		<category><![CDATA[Oracle]]></category>
		<category><![CDATA[Project Wonderland]]></category>
		<category><![CDATA[Second life]]></category>
		<category><![CDATA[Virtual Worlds]]></category>

		<guid isPermaLink="false">http://gigaom.com/?p=73150</guid>
		<description><![CDATA[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 [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=141117&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><img title="3D Virtual World Enterprise Forecast" src="http://gigaom.files.wordpress.com/2009/10/3d-virtual-world-enterprise-forecast.jpg?w=350&h=201" alt="3D Virtual World Enterprise Forecast" width="350" height="201" class=" alignleft">3-D virtual world applications for enterprise use will grow into an industry earning $8 billion to $10 billion in annual revenue by 2014, <a href="http://pro.gigaom.com/2009/10/report-virtual-worlds-for-the-enterprise-market/?utm_source=tech&amp;utm_medium=editorial&amp;utm_campaign=intext&amp;utm_term=141117+enterprise-virtual-worlds-to-see-real-world-growth&amp;utm_content=wjamesau">according to a new report from GigaOM Pro</a> (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, <a href="http://gigaom.com/2007/06/20/here-come-virtual-world-trade-shows-seriously/">job fairs</a>, and other business uses in the years ahead.<span id="more-141117"></span></p>
<p>Companies are likely to embrace virtual worlds for such applications first, the authors argue, because they offer a cost-effective, productivity-boosting (not to mention <a href="http://gigaom.com/cleantech/are-virtual-world-conferences-a-cost-effective-eco-alternative/">“green”</a>) alternative to air travel. After reaching a critical mass in the next 12-24 months and doubling year over year, the industry will soon be earning billions of dollars in annual revenue.  (Anticipating skeptics, the authors note that the existing market for online enterprise training and collaboration already earns that much just in direct costs alone.)</p>
<p>As for the major players in this burgeoning space? Tuttle and Waite name IBM and Cisco, two companies that have been developing virtual world/online collaboration solutions for years, with Adobe, Citrix, Oracle, and Dassault Systems as other contenders to watch closely. They also note that the market’s growth will provoke fierce competition among the many enterprise virtual world solutions already out there — <a href="http://www.forterrainc.com/">OLIVE</a>, <a href="http://blogs.secondlife.com/community/workinginworld/blog/2009/04/01/second-life-lives-behind-a-firewall">Second Life</a>, <a href="http://opensimulator.org/wiki/Main_Page">OpenSimulator</a>, <a href="http://lg3d-wonderland.dev.java.net/">Project Wonderland</a>, to name just a few — leading to a shakeout in the industry.  After this tumult, a few dominant behemoths and successful niche players will emerge, though it’s still unclear if the winners are already on the market, or still in development.</p>
<p>In any case, the report recommends that companies large and small should immediately start pilot programs based around virtual worlds.  “Because the technology is delivering cost savings and improved operations,” they argue, “the time to begin is now.”</p>
<p><em>Tuttle and Waite’s full report, “<a href="http://pro.gigaom.com/2009/10/report-virtual-worlds-for-the-enterprise-market/?utm_source=tech&amp;utm_medium=editorial&amp;utm_campaign=intext&amp;utm_term=141117+enterprise-virtual-worlds-to-see-real-world-growth&amp;utm_content=wjamesau">Virtual Worlds for the Enterprise Market</a>,” is now available on GigaOM Pro (subscription required).</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=141117+enterprise-virtual-worlds-to-see-real-world-growth&utm_content=wjamesau">Sign up for a free trial</a>.</p><ul><li><a href="http://pro.gigaom.com/2009/10/report-virtual-worlds-for-the-enterprise-market/?utm_medium=editorial&amp;utm_campaign=waterfall?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=141117+enterprise-virtual-worlds-to-see-real-world-growth&utm_content=wjamesau">Report: Virtual Worlds for the Enterprise&nbsp;Market</a></li><li><a href="http://pro.gigaom.com/2010/01/in-q4-data-centers-not-the-cloud-were-the-big-story/?utm_medium=editorial&amp;utm_campaign=waterfall?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=141117+enterprise-virtual-worlds-to-see-real-world-growth&utm_content=wjamesau">In Q4, Data Centers, Not the Cloud, Were the Big&nbsp;Story</a></li><li><a href="http://pro.gigaom.com/2011/01/big-data-arm-and-legal-troubles-transformed-infrastructure-in-q4/?utm_medium=editorial&amp;utm_campaign=waterfall?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=141117+enterprise-virtual-worlds-to-see-real-world-growth&utm_content=wjamesau">Big Data, ARM and Legal Troubles Transformed Infrastructure in&nbsp;Q4</a></li></ul><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=141117&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></content:encoded>
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		<slash:comments>5</slash:comments>
	
		<media:content url="http://1.gravatar.com/avatar/1feca9facc19c19f16b71f3610d15bd1?s=96&#38;d=retro&#38;r=PG" medium="image">
			<media:title type="html">Wagner James Au</media:title>
		</media:content>

		<media:content url="http:///2009/10/3d-virtual-world-enterprise-forecast.jpg" medium="image">
			<media:title type="html">3D Virtual World Enterprise Forecast</media:title>
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		<title>Riot Games Gets $8M to Target Hardcore Gamers</title>
		<link>http://gigaom.com/2009/09/09/riot-games-gets-8m-to-target-hardcore-gamers/</link>
		<comments>http://gigaom.com/2009/09/09/riot-games-gets-8m-to-target-hardcore-gamers/#comments</comments>
		<pubDate>Wed, 09 Sep 2009 13:00:40 +0000</pubDate>
		<dc:creator>Wagner James Au</dc:creator>
				<category><![CDATA[CNN Startups]]></category>
		<category><![CDATA[NYT Company News]]></category>
		<category><![CDATA[Online Games]]></category>
		<category><![CDATA[PC Games]]></category>
		<category><![CDATA[Startups]]></category>
		<category><![CDATA[SYN Straight News]]></category>
		<category><![CDATA[firstmark capital]]></category>
		<category><![CDATA[riot games]]></category>
		<category><![CDATA[ten cent]]></category>

		<guid isPermaLink="false">http://gigaom.com/?p=68259</guid>
		<description><![CDATA[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 [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=140847&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><img src="http://gigaom.files.wordpress.com/2009/09/lol.jpg?w=200&h=182" alt="LoL" title="LoL" width="200" height="182"  class=" alignleft" /><a href="http://www.riotgames.com/">Riot Games</a> has raised $8 million from <a href="http://www.tencent.com/en-us/index.shtml">Tencent</a> and returning investors <a href="http://www.benchmark.com/">Benchmark</a> and <a href="http://www.firstmarkcap.com/">FirstMark Capital</a>, 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 <a href="http://gigaom.com/2009/04/29/can-free-realms-get-sony-into-kids-mmo-game/">virtual worlds for kids</a>. With this funding, however, Riot plans to target hardcore gamers, starting with the launch of <a href="http://www.leagueoflegends.com/">League of Legends</a>, a downloadable strategy/role-playing game from the creators of the extremely popular <a href="http://en.wikipedia.org/wiki/Defense_of_the_Ancients">Defense of the Ancients</a>. <span id="more-140847"></span></p>
<p>The goal, Riot Games CEO Brandon Beck told me, is to provide a rich gaming experience that&#8217;s competitive with major publisher franchises like Call of Duty and World of Warcraft &#8212; but unlike those retail-distributed, high-cost titles, offer it online for free. As Beck explained, &#8220;The video game industry is undergoing a dramatic transition from a packaged goods offering to a service industry.&#8221; His company is backed by experienced investors with a pretty good track record in gaming: BenchMark also put early money behind <a href="http://www.benchmark.com/portfolio/consumer.shtml">Habbo</a>, <a href="http://www.benchmark.com/portfolio/consumer.shtml">Gaia Online and Second Life</a>, while China&#8217;s Tencent is the big gorilla of virtual goods, <a href="http://digital.venturebeat.com/2009/03/19/the-worlds-most-lucrative-social-network-chinas-tencent-beats-1-billion-revenue-mark/">earning $1 billion in revenue</a> last year.</p>
<p><em>Image credit: <a href="http://www.leagueoflegends.com/">www.leagueoflegends.com</a></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=140847+riot-games-gets-8m-to-target-hardcore-gamers&utm_content=wjamesau">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_medium=editorial&amp;utm_campaign=waterfall?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=140847+riot-games-gets-8m-to-target-hardcore-gamers&utm_content=wjamesau">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_medium=editorial&amp;utm_campaign=waterfall?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=140847+riot-games-gets-8m-to-target-hardcore-gamers&utm_content=wjamesau">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_medium=editorial&amp;utm_campaign=waterfall?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=140847+riot-games-gets-8m-to-target-hardcore-gamers&utm_content=wjamesau">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&#038;blog=14960843&#038;post=140847&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></content:encoded>
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		<slash:comments>2</slash:comments>
	
		<media:content url="http://1.gravatar.com/avatar/1feca9facc19c19f16b71f3610d15bd1?s=96&#38;d=retro&#38;r=PG" medium="image">
			<media:title type="html">Wagner James Au</media:title>
		</media:content>

		<media:content url="http:///2009/09/lol.jpg" medium="image">
			<media:title type="html">LoL</media:title>
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		<title>Review: Nintendo Wii Gets (Very) Beta Online Video Streaming Service</title>
		<link>http://gigaom.com/video/review-nintendo-wii-gets-very-beta-online-video-streaming-service/</link>
		<comments>http://gigaom.com/video/review-nintendo-wii-gets-very-beta-online-video-streaming-service/#comments</comments>
		<pubDate>Wed, 26 Aug 2009 04:00:54 +0000</pubDate>
		<dc:creator>Wagner James Au</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[media mall technologies]]></category>
		<category><![CDATA[nintendo]]></category>
		<category><![CDATA[PlayOn]]></category>
		<category><![CDATA[Wii]]></category>

		<guid isPermaLink="false">http://newteevee.com/?p=30471</guid>
		<description><![CDATA[Video streaming service PlayOn from Media Mall Technologies recently added support for the Wii, which owners of Nintendo&#8217;s phenomenally popular video game console can use to watch Hulu, CNN and other selected channels online. It&#8217;s about time: The Wii excels at games, but when it comes [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=220630&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><img  title="PlayOn for Wii" src="http://newteevee.files.wordpress.com/2009/08/playon-for-wii.jpg?w=300&h=366" alt="PlayOn for Wii" width="300" height="366" class=" alignleft" />Video streaming service <a href="http://www.themediamall.com/playon/">PlayOn</a> from <a href="http://www.themediamall.com/">Media Mall Technologies</a> recently <a href="http://www.themediamall.com/blog/playon-launches-wii-beta">added support for the Wii</a>, which owners of Nintendo&#8217;s phenomenally popular video game console can use to watch Hulu, CNN and other selected channels online.  It&#8217;s about time: The Wii excels at games, but when it comes to offering great online content, it&#8217;s running a distant third to Microsoft&#8217;s Xbox 360 and Sony&#8217;s Playstation 3.  That in mind, I gave PlayOn for Wii a quick spin today.  Instant verdict: Not a bad video streaming alternative for long format videos, but not yet ready for everyday couch surfing.</p>
<p>You first need to install the PlayOn program on a computer running on the the same network your Wii uses for Internet connectivity.  (<a href="http://www.themediamall.com/blog/playon-launches-wii-beta">Instructions here</a>; follow those closely before even turning on your Wii or downloading the client, or you may end up with hours of aggravation and confusion, like me.)  Once PlayOn&#8217;s launched on your PC, just point your Wii&#8217;s web browser to &#8220;<strong>playon.tv</strong>,&#8221; and you&#8217;re in.</p>
<p>PlayOn&#8217;s Wii starting screen presents you with the available channels to choose from, including Netflix and Amazon, though you need to register your account info in the PC client, to access those services.   Video quality is not bad, at least on my console &#8212; slightly better than the average YouTube video, but a notch or two below Hulu.  PlayOn for Wii seems to stream long format videos well; I was able to watch an extended <em>60 Minutes</em> segment without any sputtering. Overall, however, it is still <em>very</em> beta.  For instance, many of Hulu&#8217;s listings don&#8217;t even have show/subject titles.  (I only found <em>Daily Show</em> episodes after much digging, and got a 404 error for my pains.)  YouTube videos don&#8217;t seem to come with a rewind or replay button.  At the moment, channel navigation and content search is so kludgey and time-consuming, it&#8217;s not a very good solution for random viewing.</p>
<p>Final summary for Wii owners?  Instead of using the 14-day free trial offer now, I&#8217;d wait a month or two (or three) in hopes the folks at Media Mall Technologies can work out the worst kinks, and only then give it a whirl before deciding if you want to plunk $39.99 down for a full license.</p>
<p><strong>Related research and analysis from GigaOM Pro:</strong><br />Subscriber content. <a href="http://pro.gigaom.com/?utm_source=video&utm_medium=editorial&utm_campaign=auto3&utm_term=220630+review-nintendo-wii-gets-very-beta-online-video-streaming-service&utm_content=wjamesau">Sign up for a free trial</a>.</p><ul><li><a href="?utm_source=video&utm_medium=editorial&utm_campaign=auto3&utm_term=220630+review-nintendo-wii-gets-very-beta-online-video-streaming-service&utm_content=wjamesau"></a></li><li><a href="http://pro.gigaom.com/2011/02/a-2011-connected-consumer-forecast/?utm_medium=editorial&amp;utm_campaign=waterfall?utm_source=video&utm_medium=editorial&utm_campaign=auto3&utm_term=220630+review-nintendo-wii-gets-very-beta-online-video-streaming-service&utm_content=wjamesau">A 2011 Connected Consumer&nbsp;Forecast</a></li><li><a href="http://pro.gigaom.com/2011/01/connected-consumer-q4-new-platforms-and-otts-dynamic-duo-dominated/?utm_medium=editorial&amp;utm_campaign=waterfall?utm_source=video&utm_medium=editorial&utm_campaign=auto3&utm_term=220630+review-nintendo-wii-gets-very-beta-online-video-streaming-service&utm_content=wjamesau">Connected Consumer Q4: New Platforms and OTT&#8217;s Dynamic Duo&nbsp;Dominated</a></li></ul><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=220630&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></content:encoded>
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		<slash:comments>5</slash:comments>
	
		<media:content url="http://1.gravatar.com/avatar/1feca9facc19c19f16b71f3610d15bd1?s=96&#38;d=retro&#38;r=PG" medium="image">
			<media:title type="html">Wagner James Au</media:title>
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			<media:title type="html">PlayOn for Wii</media:title>
		</media:content>
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		<item>
		<title>Cross-Platform Kids&#039; Game Scores $29M</title>
		<link>http://gigaom.com/2009/08/25/cross-platform-kids-game-scores-29m/</link>
		<comments>http://gigaom.com/2009/08/25/cross-platform-kids-game-scores-29m/#comments</comments>
		<pubDate>Tue, 25 Aug 2009 10:00:39 +0000</pubDate>
		<dc:creator>Wagner James Au</dc:creator>
				<category><![CDATA[Casual Games]]></category>
		<category><![CDATA[CNN Startups]]></category>
		<category><![CDATA[NYT Company News]]></category>
		<category><![CDATA[NYT Startups]]></category>
		<category><![CDATA[Online Games]]></category>
		<category><![CDATA[Online Worlds]]></category>
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		<category><![CDATA[nanovor]]></category>
		<category><![CDATA[Smith & Tinker]]></category>

		<guid isPermaLink="false">http://gigaom.com/?p=65606</guid>
		<description><![CDATA[Smith &#38; 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 [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=65606&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><img title="Tank_Walker1" src="http://gigaom.files.wordpress.com/2009/08/tank_walker1.png?w=150&h=178" alt="Tank_Walker1" width="150" height="178" class=" alignleft"><a href="http://www.smithandtinker.com/">Smith &amp; Tinker</a>, 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 <a href="http://www.nanovor.com/">Nanovor</a>, an ambitious kids’ game that will extend across multiple platforms, from online games to animated videos to comics and handheld toys. Smith &amp; 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.<span id="more-65606"></span></p>
<p>Nanovor, the company’s first game, is at heart a collectible creature-vs.-creature battle game similar to <a href="http://en.wikipedia.org/wiki/Pok%C3%A9mon">Pokémon</a> or <a href="http://en.wikipedia.org/wiki/Yu-Gi-Oh!">Yu-Gi-Oh!</a>. It also hits a number of sweet spots I highlighted in my recent <a href="http://pro.gigaom.com/2009/07/virtual-worldmmo-market-set-for-explosive-growth-despite-dominance-of-wow-according-to-latest-research-from-gigaom-pro/?utm_source=tech&amp;utm_medium=editorial&amp;utm_campaign=intext&amp;utm_term=65606+cross-platform-kids-game-scores-29m&amp;utm_content=wjamesau">GigaOM Pro analysis of successful virtual worlds</a> (subscription required). Like the extremely popular Webkinz, kids can access online content by purchasing toys at retail, and similar to Maple Story, RuneScape, and most other huge MMOs, kids can buy virtual currency via debit cards sold at retail.   Nanovor also integrates elements that have worked with older gamers, including <a href="http://en.wikipedia.org/wiki/Alternate_reality_game">alternate reality game</a> aspects, and a virtual economy. (Kids can buy and sell their creatures online, with the company taking a cut of each transaction.)</p>
<p>Lawandus expects Nanovor to be cash-positive within the next 18 months. And if my nephew starts regaling me about Electropods and other odd Nanovor beasties this holiday season, I’ll believe that forecast.</p>
<p><em>Nanovor image courtesy Smith &amp; Tinker.</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=65606+cross-platform-kids-game-scores-29m&utm_content=wjamesau">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_medium=editorial&amp;utm_campaign=waterfall?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=65606+cross-platform-kids-game-scores-29m&utm_content=wjamesau">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_medium=editorial&amp;utm_campaign=waterfall?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=65606+cross-platform-kids-game-scores-29m&utm_content=wjamesau">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_medium=editorial&amp;utm_campaign=waterfall?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=65606+cross-platform-kids-game-scores-29m&utm_content=wjamesau">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&#038;blog=14960843&#038;post=65606&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></content:encoded>
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		<slash:comments>2</slash:comments>
	
		<media:content url="http://1.gravatar.com/avatar/1feca9facc19c19f16b71f3610d15bd1?s=96&#38;d=retro&#38;r=PG" medium="image">
			<media:title type="html">Wagner James Au</media:title>
		</media:content>

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			<media:title type="html">Tank_Walker1</media:title>
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		<title>Flipnote Studio: Like an Animation YouTube for Nintendo DSi</title>
		<link>http://gigaom.com/video/flipnote-studio-like-an-animation-youtube-for-nintendo-dsi/</link>
		<comments>http://gigaom.com/video/flipnote-studio-like-an-animation-youtube-for-nintendo-dsi/#comments</comments>
		<pubDate>Fri, 14 Aug 2009 07:01:00 +0000</pubDate>
		<dc:creator>Wagner James Au</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[dsi]]></category>
		<category><![CDATA[hatena]]></category>
		<category><![CDATA[nintendo]]></category>

		<guid isPermaLink="false">http://newteevee.com/?p=29766</guid>
		<description><![CDATA[Flipnote Studio for the Nintendo DSi is a free, downloadable app which just became available in the North American market, and if you like doodling even a bit, you&#8217;ll want to check it out. The software turns the DS stylus and touchscreen into a drawing pad [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=220416&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><a href="http://nintendodsi.com/flipnotestudio.jsp">Flipnote Studio for the Nintendo DSi</a> is a free, downloadable app which just became available in the North American market, and if you like doodling even a bit, you&#8217;ll want to check it out.  The software turns the DS stylus and touchscreen into a drawing pad with numerous pages, letting you create flip book-style animations, the kind a lot of us used to make during boring elementary school classes.  But it&#8217;s more than that: You can also use the DSi&#8217;s internal microphone to add a soundtrack to your mini-movie, and employ the gaming console&#8217;s camera system to incorporate photos into it.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="279" height="240" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="FlashVars" value="did=5C8DBF601E3C6320&amp;file=3C6320_09081E94F64AC_008" /><param name="src" value="http://flipnote.hatena.com/js/flipplayer_s.swf" /><param name="flashvars" value="did=5C8DBF601E3C6320&amp;file=3C6320_09081E94F64AC_008" /><embed type="application/x-shockwave-flash" width="279" height="240" src="http://flipnote.hatena.com/js/flipplayer_s.swf" flashvars="did=5C8DBF601E3C6320&amp;file=3C6320_09081E94F64AC_008"></embed></object></p>
<p>That&#8217;s just the start, because you can then upload your animations from the DSi <a href="http://flipnote.hatena.com/">to Flipnote&#8217;s web site</a>, where they&#8217;re viewable by others on a system which filters user contributions by popularity, views, ratings, and response comments.  In other words, it&#8217;s pretty much a YouTube for flip book animations. (The videos are even embeddable on other sites.)</p>
<p><span id="more-220416"></span></p>
<p>Only a day after the U.S. launch, there&#8217;s already a number of genuinely engaging, impressive animations (amid the usual thicket of dross.)  Unsurprisingly, there are even more epic animations from Flipnote users based in Japan, where it&#8217;s been available since last December.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="279" height="240" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="FlashVars" value="did=04638D404CDC1BFB&amp;file=DC1BFB_0902018B28ADD_071" /><param name="src" value="http://flipnote.hatena.com/js/flipplayer_s.swf" /><param name="flashvars" value="did=04638D404CDC1BFB&amp;file=DC1BFB_0902018B28ADD_071" /><embed type="application/x-shockwave-flash" width="279" height="240" src="http://flipnote.hatena.com/js/flipplayer_s.swf" flashvars="did=04638D404CDC1BFB&amp;file=DC1BFB_0902018B28ADD_071"></embed></object></p>
<p><a href="http://d.hatena.com/flipnotehatena/">According to the developer</a>, Hatena, Japanese users submitted <em>1 million</em> uploads in the first six months.  If the DSi continues <a href="http://www.edge-online.com/news/us-dsi-sales-outpacing-older-models-wii">its record sales pace here</a>, <a href="http://arstechnica.com/gaming/news/2009/08/dsi-sells-17-million-in-us-facebook-application-tonight.ars">where 1.7 million units</a> have already been sold, we&#8217;ll likely see similar levels of user-generated enthusiasm from the U.S. market.</p>
<p>In any case, it&#8217;s a welcome addition to Nintendo&#8217;s Internet connectivity and social-networking features, <a href="http://gigaom.com/2008/11/30/why-the-wii-could-win-the-world-but-probably-wont/">which have been painfully sparse up to now</a>.  That&#8217;s even been <a href="http://gigaom.com/2009/03/25/nintendo-dsiware-demo-disappoints/">disappointingly true of the DSi</a>, especially when compared with the iPhone/iPod Touch, which as a platform for games, is steadily <a href="http://gigaom.com/apple/ipod-touch-cutting-into-handheld-game-market-top-analyst-says/">eating into the handheld market</a>.  With Flipnote Studio and DSi&#8217;s <a href="http://blogs.zdnet.com/mobile-gadgeteer/?p=1883">recently launched Facebook photo integration</a>, it looks like we&#8217;re finally seeing Nintendo struggle to connect with the Web 2.0 crowd.  (Better late than never.)</p>
<p><strong>Related research and analysis from GigaOM Pro:</strong><br />Subscriber content. <a href="http://pro.gigaom.com/?utm_source=video&utm_medium=editorial&utm_campaign=auto3&utm_term=220416+flipnote-studio-like-an-animation-youtube-for-nintendo-dsi&utm_content=wjamesau">Sign up for a free trial</a>.</p><ul><li><a href="http://pro.gigaom.com/2011/02/a-2011-connected-consumer-forecast/?utm_medium=editorial&amp;utm_campaign=waterfall?utm_source=video&utm_medium=editorial&utm_campaign=auto3&utm_term=220416+flipnote-studio-like-an-animation-youtube-for-nintendo-dsi&utm_content=wjamesau">A 2011 Connected Consumer&nbsp;Forecast</a></li><li><a href="http://pro.gigaom.com/2011/01/connected-consumer-q4-new-platforms-and-otts-dynamic-duo-dominated/?utm_medium=editorial&amp;utm_campaign=waterfall?utm_source=video&utm_medium=editorial&utm_campaign=auto3&utm_term=220416+flipnote-studio-like-an-animation-youtube-for-nintendo-dsi&utm_content=wjamesau">Connected Consumer Q4: New Platforms and OTT&#8217;s Dynamic Duo&nbsp;Dominated</a></li><li><a href="?utm_source=video&utm_medium=editorial&utm_campaign=auto3&utm_term=220416+flipnote-studio-like-an-animation-youtube-for-nintendo-dsi&utm_content=wjamesau"></a></li></ul><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=220416&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></content:encoded>
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			<media:title type="html">Wagner James Au</media:title>
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		<title>Hollywood Player Converts Movie Clips Into Casual Games</title>
		<link>http://gigaom.com/video/hollywood-player-converts-movie-clips-into-casual-games/</link>
		<comments>http://gigaom.com/video/hollywood-player-converts-movie-clips-into-casual-games/#comments</comments>
		<pubDate>Thu, 06 Aug 2009 13:00:55 +0000</pubDate>
		<dc:creator>Wagner James Au</dc:creator>
				<category><![CDATA[CNN Media]]></category>
		<category><![CDATA[CNN Startups]]></category>
		<category><![CDATA[NYT Company News]]></category>
		<category><![CDATA[NYT Startups]]></category>
		<category><![CDATA[Random Stuff]]></category>
		<category><![CDATA[Startups]]></category>
		<category><![CDATA[SYN Straight News]]></category>

		<guid isPermaLink="false">http://newteevee.com/?p=29331</guid>
		<description><![CDATA[Hollywood Player, a site that cleverly merges two popular online activities &#8212; casual social gaming and movie trivia &#8212; went into public beta today. The brainchild of Dave Long and Bill Kuper, who created the bestselling, DVD-driven board game Scene It?, the startup repackages content from [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=220255&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.hollywoodplayer.com/">Hollywood Player</a>, a site that cleverly merges two popular online activities &#8212; casual social gaming and movie trivia &#8212; went into public beta today. The brainchild of Dave Long and Bill Kuper, who created the bestselling, DVD-driven board game <a href="http://en.wikipedia.org/wiki/Scene_It%3F">Scene It?</a>, the startup repackages content from new and classic Hollywood movies into a number of web-based games.</p>
<p>While there are countless casual games overlaid with movie themes already on the market, I&#8217;m particularly impressed by the sleekly produced quality of this site&#8217;s offerings, which take full advantage of broadband connectivity and Flash-powered graphics.   For example, the <a href="http://www.hollywoodplayer.com/game.php?id=2">jigsaw puzzle game</a> doesn&#8217;t just challenge you to reassemble pieces of a static movie still, but animated fragments of an entire scene.  My favorite, <a href="http://www.hollywoodplayer.com/game.php?id=8">Well Connected</a>, plays like a mad cross between Guitar Hero and <a href="http://en.wikipedia.org/wiki/Six_Degrees_of_Kevin_Bacon">Six Degrees of Kevin Bacon</a> in that you have to connect movie stars by their films as their headshots fly toward you.  Seasoned casual gamers will likely enjoy these titles, but so will fumble-fingered game <a href="http://en.wikipedia.org/wiki/Newbie">noobs</a> who also happen to be film buffs. You can compete with other users in leaderboards and use the site&#8217;s Facebook connectivity to bring your friends into the fun.  (Multiplayer games and other social aspects are coming soon, Long and Kuper told me in a call yesterday.)</p>
<p><img src="http://newteevee.files.wordpress.com/2009/08/hollywoodplayer.jpg?w=500&h=399" alt="HollywoodPlayer" title="HollywoodPlayer" width="500" height="399"  class=" alignleft" /></p>
<p>As a business, Hollywood Player has a lot of revenue streams.  In this beta phase, there&#8217;s Amazon affiliate links to buy the movies featured in the games.  Premium content and sponsorship deals will be announced  soon, Long and Kuper tell me, including partnerships with several Hollywood studios.  <a href="http://gigaom.com/2009/07/30/12-of-americans-bought-virtual-goods-in-past-12-months-survey/">As with so many social games nowadays</a>, digital goods will also be a future revenue source.  Right now, you can use the Hollywood Credits earned from gaming to buy movie-related sweepstakes tickets.  Or if you prefer, you&#8217;ll also be able to donate those credits for in-kind cash donations to a designated charity &#8212; a brilliant way to leverage gamer activity for a higher purpose.  Because at least that way, you won&#8217;t feel like you&#8217;ve totally wasted your time just idly clicking on Angelina Jolie&#8217;s head.</p>
<p><em>Image courtesy Hollywood Player.</em></p>
<p><strong>Related research and analysis from GigaOM Pro:</strong><br />Subscriber content. <a href="http://pro.gigaom.com/?utm_source=video&utm_medium=editorial&utm_campaign=auto3&utm_term=220255+hollywood-player-converts-movie-clips-into-casual-games&utm_content=wjamesau">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_medium=editorial&amp;utm_campaign=waterfall?utm_source=video&utm_medium=editorial&utm_campaign=auto3&utm_term=220255+hollywood-player-converts-movie-clips-into-casual-games&utm_content=wjamesau">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_medium=editorial&amp;utm_campaign=waterfall?utm_source=video&utm_medium=editorial&utm_campaign=auto3&utm_term=220255+hollywood-player-converts-movie-clips-into-casual-games&utm_content=wjamesau">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_medium=editorial&amp;utm_campaign=waterfall?utm_source=video&utm_medium=editorial&utm_campaign=auto3&utm_term=220255+hollywood-player-converts-movie-clips-into-casual-games&utm_content=wjamesau">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&#038;blog=14960843&#038;post=220255&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></content:encoded>
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		<slash:comments>6</slash:comments>
	
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			<media:title type="html">Wagner James Au</media:title>
		</media:content>

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			<media:title type="html">HollywoodPlayer</media:title>
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		<title>12% of Americans Bought Virtual Goods in Past 12 Months: Survey</title>
		<link>http://gigaom.com/2009/07/30/12-of-americans-bought-virtual-goods-in-past-12-months-survey/</link>
		<comments>http://gigaom.com/2009/07/30/12-of-americans-bought-virtual-goods-in-past-12-months-survey/#comments</comments>
		<pubDate>Thu, 30 Jul 2009 13:00:32 +0000</pubDate>
		<dc:creator>Wagner James Au</dc:creator>
				<category><![CDATA[Casual Games]]></category>
		<category><![CDATA[CNN Big Tech]]></category>
		<category><![CDATA[Consoles]]></category>
		<category><![CDATA[NYT Internet]]></category>
		<category><![CDATA[Online Games]]></category>
		<category><![CDATA[Online Worlds]]></category>
		<category><![CDATA[SYN Straight News]]></category>
		<category><![CDATA[magid]]></category>
		<category><![CDATA[playspan]]></category>
		<category><![CDATA[virtual currency]]></category>
		<category><![CDATA[virtual goods]]></category>

		<guid isPermaLink="false">http://gigaom.com/?p=61332</guid>
		<description><![CDATA[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 [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=61332&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><img title="Virtual goods demographics" src="http://gigaom.files.wordpress.com/2009/07/virtual-goods-demographics.jpg?w=300&h=250" alt="Virtual goods demographics" width="300" height="250" class=" alignleft">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 <a href="http://www.magid.com/">Frank N. Magid Associates</a> and commissioned by virtual currency provider <a href="http://corp.playspan.com/">PlaySpan</a>.  With the virtual goods and currency market <a href="http://www.fastcompany.com/magazine/137/boomtown.html">estimated to reach</a> $1.8 billion this year, the Magid study offers some insight into exactly who’s doing the buying, and where.<br><span id="more-61332"></span>Demographically, for example, while 15 percent of males aged 12-24 reported purchasing virtual goods, 15 percent of women between ages 35-44 did so, too.  As Mike Vorhaus, president of Magid Advisors, put it to me, the boys are getting virtual swords for their MMORPGs, while the women are buying virtual flowers on Facebook. Vorhaus noted that categorization by ethnicity was also diverse, with Asian-Americans on the high end (16 percent), and the rest some 1-5 percent behind.</p>
<p>Segmenting that 12 percent according to consumers’ Internet activity and device ownership, social network gamers and iPhone owners are strongly represented (27 and 28 percent, respectively); PC and handheld console gamers were almost as likely to buy virtual items (between 19 and 22 percent.)  However, active console gamers lag just a bit behind those segments.</p>
<table border="0"><tbody><tr><td><img title="Virtual goods purchases by Net mobile usage" src="http://gigaom.files.wordpress.com/2009/07/virtual-goods-purchases-by-net-mobile-usage1.jpg?w=400&h=280" alt="Virtual goods purchases by Net mobile usage" width="400" height="280" class=" alignleft"></td>
</tr></tbody></table><p>Unsurprisingly, the most significant variable in purchase rate is virtual world usage: Nearly <em>half</em> of the respondents who report being active MMO participants are also virtual item consumers.  (The key challenge for virtual world developers is figuring out how to monetize the other half, something I cover <a href="http://pro.gigaom.com/2009/07/virtual-worlds-trends-and-opportunities/?utm_source=tech&amp;utm_medium=editorial&amp;utm_campaign=intext&amp;utm_term=61332+12-of-americans-bought-virtual-goods-in-past-12-months-survey&amp;utm_content=wjamesau">in my recent GigaOM Pro report</a>, subscription required.)</p>
<p>Meanwhile, Eric Hartness, chief marketing officer at PlaySpan, told me he expects that by this time next year, that 12 percent figure will rise to 15-18 percent.</p>
<p><em>All charts and data courtesy <a href="http://www.magid.com/">Frank N. Magid Associates</a> and <a href="http://corp.playspan.com/">PlaySpan</a>.</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=61332+12-of-americans-bought-virtual-goods-in-past-12-months-survey&utm_content=wjamesau">Sign up for a free trial</a>.</p><ul><li><a href="http://pro.gigaom.com/2009/07/virtual-worlds-trends-and-opportunities/?utm_medium=editorial&amp;utm_campaign=waterfall?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=61332+12-of-americans-bought-virtual-goods-in-past-12-months-survey&utm_content=wjamesau">Virtual Worlds: Trends and&nbsp;Opportunities</a></li><li><a href="http://pro.gigaom.com/2011/03/the-near-term-evolution-of-social-commerce/?utm_medium=editorial&amp;utm_campaign=waterfall?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=61332+12-of-americans-bought-virtual-goods-in-past-12-months-survey&utm_content=wjamesau">The Near-Term Evolution of Social&nbsp;Commerce</a></li><li><a href="http://pro.gigaom.com/2010/03/paid-content/?utm_medium=editorial&amp;utm_campaign=waterfall?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=61332+12-of-americans-bought-virtual-goods-in-past-12-months-survey&utm_content=wjamesau">Report: Monetizing Digital&nbsp;Content</a></li></ul><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=61332&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></content:encoded>
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		<slash:comments>31</slash:comments>
	
		<media:content url="http://1.gravatar.com/avatar/1feca9facc19c19f16b71f3610d15bd1?s=96&#38;d=retro&#38;r=PG" medium="image">
			<media:title type="html">Wagner James Au</media:title>
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			<media:title type="html">Virtual goods demographics</media:title>
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			<media:title type="html">Virtual goods purchases by Net mobile usage</media:title>
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		<title>Online Gaming Grows as Retail Gaming Wanes</title>
		<link>http://gigaom.com/2009/07/21/online-gaming-grows-as-retail-gaming-wanes/</link>
		<comments>http://gigaom.com/2009/07/21/online-gaming-grows-as-retail-gaming-wanes/#comments</comments>
		<pubDate>Tue, 21 Jul 2009 23:53:25 +0000</pubDate>
		<dc:creator>Wagner James Au</dc:creator>
				<category><![CDATA[@CNN]]></category>
		<category><![CDATA[Casual Games]]></category>
		<category><![CDATA[NYT Internet]]></category>
		<category><![CDATA[Online Games]]></category>
		<category><![CDATA[SYN Straight News]]></category>
		<category><![CDATA[ComScore]]></category>
		<category><![CDATA[NPD]]></category>

		<guid isPermaLink="false">http://gigaom.com/?p=59910</guid>
		<description><![CDATA[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 [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=59910&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><img src="http://gigaom.files.wordpress.com/2009/07/playsushi.jpg?w=168&h=51" alt="Playsushi" title="Playsushi" width="168" height="51"  class=" alignleft" /><a href="http://www.playsushi.com/">Play Sushi</a>, a gaming portal, has attracted 3 million visitors less than three months after launching, reports site owner <a href="http://www.futureads.com/">Future Ads</a>, 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, <a href="http://www.comscore.com/Press_Events/Press_Releases/2009/7/Online_Gaming_Continues_Strong_Growth_in_U.S._as_Consumers_Increasingly_Opt_for_Free_Entertainment_Alternatives">according to comScore</a>, 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. <a href="http://bits.blogs.nytimes.com/2009/07/16/sharp-downturn-for-video-game-industry/">According to NPD</a>, 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.</p>
<p>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 <a href="http://www.economist.com/businessfinance/displayStory.cfm?story_id=12815694">had previously been considered recession-proof</a>, the quality and variety of free online games has been steadily improving. But this is part of a larger trend, one that&#8217;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.</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=59910+online-gaming-grows-as-retail-gaming-wanes&utm_content=wjamesau">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_medium=editorial&amp;utm_campaign=waterfall?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=59910+online-gaming-grows-as-retail-gaming-wanes&utm_content=wjamesau">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_medium=editorial&amp;utm_campaign=waterfall?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=59910+online-gaming-grows-as-retail-gaming-wanes&utm_content=wjamesau">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_medium=editorial&amp;utm_campaign=waterfall?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=59910+online-gaming-grows-as-retail-gaming-wanes&utm_content=wjamesau">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&#038;blog=14960843&#038;post=59910&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></content:encoded>
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		<slash:comments>1</slash:comments>
	
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			<media:title type="html">Wagner James Au</media:title>
		</media:content>

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			<media:title type="html">Playsushi</media:title>
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		<title>Can the Rock Band Network Transform the Music Industry?</title>
		<link>http://gigaom.com/2009/07/21/can-rock-band-network-transform-music/</link>
		<comments>http://gigaom.com/2009/07/21/can-rock-band-network-transform-music/#comments</comments>
		<pubDate>Tue, 21 Jul 2009 21:00:33 +0000</pubDate>
		<dc:creator>Wagner James Au</dc:creator>
				<category><![CDATA[Casual Games]]></category>
		<category><![CDATA[CNN Big Tech]]></category>
		<category><![CDATA[Consoles]]></category>
		<category><![CDATA[NYT Enterprise]]></category>
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		<category><![CDATA[SYN Feature Enterprise]]></category>
		<category><![CDATA[harmonix]]></category>
		<category><![CDATA[jonathan coulton]]></category>
		<category><![CDATA[Nabeel Hyatt]]></category>
		<category><![CDATA[Online Music]]></category>
		<category><![CDATA[rock band]]></category>
		<category><![CDATA[Viacom]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://gigaom.com/?p=59730</guid>
		<description><![CDATA[When the Rock Band Network &#8212; essentially an App Store for musicians who want to upload and sell Rock Band-playable versions of their songs &#8212; opens for business later this year, it has the potential to transform the music industry by giving musicians large and small [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=59730&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><img  title="Coulton performs Rock Band Coulton" src="http://gigaom.files.wordpress.com/2009/07/coulton-performs-rock-band-coulton.jpg?w=188&h=164" alt="Coulton performs Rock Band Coulton" width="188" height="164" class=" alignleft" />When the <a href="http://creators.rockband.com/">Rock Band Network</a> &#8212; essentially an App Store for musicians who want to upload and sell Rock Band-playable versions of their songs &#8212; 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&#8217;s managed to successfully monetize music downloads.  If, that is, the Network can make their songs easy to find and enjoyable to play. <span id="more-59730"></span></p>
<p>The latest addition to the <a href="http://kotaku.com/5185283/one-billion-dollars-worth-of-rock-band-sold">incredibly profitable</a> music video game franchise from MTV/Viacom game studio Harmonix, the Rock Band Network will <a href="http://www.billboard.biz/bbbiz/content_display/industry/e3i4d0b1b4303c83997ea8bf1f3ea673d95">initially be available </a>for the Microsoft Xbox 360 retail channel, and later for Sony PlayStation 3 and Nintendo Wii.  With more than 50 million purchases and counting, downloadable Rock Band songs are already an important <a href="http://gigaom.com/2008/04/15/geeks-save-rock-with-music-game-downloads/">revenue and promotion platform</a> for the music industry.  So what will happen when the Rock Band Network greatly expands the download catalog? Two leading figures working at the intersection of music and games are expressing enthusiasm for the Network, but are also sounding some cautionary notes on song deployment.</p>
<p>&#8220;Opening Rock Band to uploading by musicians is a key point in making the rise of music games be of benefit to all musicians,&#8221; said Nabeel Hyatt, CEO of <a href="http://www.conduitlabs.com">Conduit Labs</a> (developer of social music game <a href="http://loudcrowd.com">Loud Croud</a>.)  Indie star <a href="http://www.jonathancoulton.com/">Jonathan Coulton</a>, who has two tracks in Rock Band&#8217;s current download library, including <a href="http://www.joystiq.com/2008/02/24/video-jonathan-coulton-performing-still-alive-rock-band-dlc/">his much-loved themed</a> to the <a href="http://gigaom.com/2008/01/31/does-portals-success-presage-game-industry-shift/">cult video game hit Portal</a>, says he plans to expand his offerings on the Network as soon as he can.  &#8220;[M]y fans are always asking when there will be more,&#8221; Coulton told me. &#8220;This means I can put as many up there as I want.&#8221;</p>
<p>However, that also raises one of the Network&#8217;s biggest challenges:  As more and more music is uploaded, Rock Band owners may find themselves overwhelmed by choices. &#8220;They are going to run into the same discoverability problems that we see in the iPhone App Store and saw in Tower Records,&#8221; Hyatt predicted. Coulton concurred. &#8220;Hopefully Harmonix will take a cue from all the other successful music discovery platforms and leverage the community itself, ratchet up the social networking aspect of it,&#8221; he said.</p>
<p>The challenge for musicians, meanwhile, will be finding indie game developers who can convert their tracks into engaging Rock Band experiences.  &#8220;I don&#8217;t think it will be terribly time-consuming to get something playable,&#8221; said Coulton, &#8220;but translating good music into good gaming is a new skill, really, one that the Harmonix team has already mastered and the rest of us have never tried.&#8221;</p>
<p>Notwithstanding those concerns, &#8220;I do think it has the potential to be pretty transformative,&#8221; Coulton said. &#8220;Anytime you put independent musicians on the same playing field as old school superstars, interesting things start to happen.&#8221;</p>
<p><em>Photo: Coulton performing Rock Band version of Coulton&#8217;s &#8220;Still Alive&#8221; courtesy of <a href="http://www.flickr.com/photos/mrcrash/2284978189/in/photostream/">Crashworks</a> via Flickr.</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=59730+can-rock-band-network-transform-music&utm_content=wjamesau">Sign up for a free trial</a>.</p><ul><li><a href="http://pro.gigaom.com/2010/11/report-the-connected-tv-marketplace/?utm_medium=editorial&amp;utm_campaign=waterfall?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=59730+can-rock-band-network-transform-music&utm_content=wjamesau">Report: The Connected TV&nbsp;Marketplace</a></li><li><a href="http://pro.gigaom.com/2010/07/connected-consumer-market-overview-q2-2010/?utm_medium=editorial&amp;utm_campaign=waterfall?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=59730+can-rock-band-network-transform-music&utm_content=wjamesau">Connected Consumer Market Overview, Q2&nbsp;2010</a></li><li><a href="http://pro.gigaom.com/2010/05/tv-apps-evolution-from-novelty-to-mainstream/?utm_medium=editorial&amp;utm_campaign=waterfall?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=59730+can-rock-band-network-transform-music&utm_content=wjamesau">TV Apps: Evolution from Novelty to&nbsp;Mainstream</a></li></ul><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=59730&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></content:encoded>
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		<slash:comments>10</slash:comments>
	
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			<media:title type="html">Wagner James Au</media:title>
		</media:content>

		<media:content url="http:///2009/07/coulton-performs-rock-band-coulton.jpg" medium="image">
			<media:title type="html">Coulton performs Rock Band Coulton</media:title>
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		<title>Mochi Media Gets Into Virtual Currency Game</title>
		<link>http://gigaom.com/2009/07/21/mochi-media-gets-into-virtual-currency-game/</link>
		<comments>http://gigaom.com/2009/07/21/mochi-media-gets-into-virtual-currency-game/#comments</comments>
		<pubDate>Tue, 21 Jul 2009 07:00:55 +0000</pubDate>
		<dc:creator>Wagner James Au</dc:creator>
				<category><![CDATA[@CNN]]></category>
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		<category><![CDATA[jameson hsu]]></category>
		<category><![CDATA[Mochi Media]]></category>
		<category><![CDATA[virtual currency]]></category>

		<guid isPermaLink="false">http://gigaom.com/?p=59847</guid>
		<description><![CDATA[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&#62;? (And really, who [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=59847&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><img src="http://gigaom.files.wordpress.com/2009/07/mochi-coin-purchase.jpg?w=250&h=146" alt="Mochi Coin Purchase" title="Mochi Coin Purchase" width="250" height="146" class=" alignleft">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 <a href="http://www.mochigames.com/">for 16 titles from its game developer partners</a>. Want a “tactical chain saw” in <a href="http://www.ninjakiwi.com/Games/Action/Play/SAS-Zombie-Assault-2.html">SAS Zombie Assault II&gt;?</a> (And really, who doesn’t?), it’ll cost you 600 Mochi Coins — around 75 cents, given the 800-to-$1 exchange rate.</p>
<p>Mochi joins <a href="http://www.insidefacebook.com/2009/03/26/facebook-considering-virtual-currency-system/">an increasingly crowded and competitive market</a> for virtual currency solutions to monetize online games, with <a href="http://www.webpronews.com/topnews/2009/07/16/facebooks-virtual-currency-undergoing-alpha-test">Facebook’s own system soon to come</a>.  (And in all likelihood, a standards war among competing virtual currencies soon to follow.)  With <a href="http://gigaom.com/2009/02/23/mochi-media-games-played-by-100m-monthly-uniques/">100 million monthly unique users</a> across its network, however, Mochi immediately becomes one of its lead players.   I’m watching this space closely, because as I noted <a href="http://pro.gigaom.com/2009/07/virtual-worlds-trends-and-opportunities/?utm_source=tech&amp;utm_medium=editorial&amp;utm_campaign=intext&amp;utm_term=59847+mochi-media-gets-into-virtual-currency-game&amp;utm_content=wjamesau">in my GigaOM Pro analysis of virtual worlds</a> (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.</p>
<p><em>Image credit: Mochi/Ninjakiwi.&lt;/em</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=59847+mochi-media-gets-into-virtual-currency-game&utm_content=wjamesau">Sign up for a free trial</a>.</p><ul><li><a href="http://pro.gigaom.com/2009/07/virtual-worlds-trends-and-opportunities/?utm_medium=editorial&amp;utm_campaign=waterfall?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=59847+mochi-media-gets-into-virtual-currency-game&utm_content=wjamesau">Virtual Worlds: Trends and&nbsp;Opportunities</a></li><li><a href="http://pro.gigaom.com/2010/07/report-nosql-databases-providing-extreme-scale-and-flexibility/?utm_medium=editorial&amp;utm_campaign=waterfall?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=59847+mochi-media-gets-into-virtual-currency-game&utm_content=wjamesau">Report: NoSQL Databases &#8211; Providing Extreme Scale and&nbsp;Flexibility</a></li><li><a href="http://pro.gigaom.com/2011/03/why-ipad-2-will-lead-consumers-into-the-post-pc-era/?utm_medium=editorial&amp;utm_campaign=waterfall?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=59847+mochi-media-gets-into-virtual-currency-game&utm_content=wjamesau">Why iPad 2 Will Lead Consumers Into the Post-PC&nbsp;Era</a></li></ul><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=59847&#038;subd=gigaom2&#038;ref=&#038;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">Wagner James Au</media:title>
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			<media:title type="html">Mochi Coin Purchase</media:title>
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