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Early attempts at cloud-based video gaming were a flop. Roy Bahat, of OUYA, says it’s still a worthy pursuit, but should be based on a new generation of games built specifically to take advantage of the cloud’s supercomputing strengths. Read more »

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In recent years, virtual worlds (also known as massively multiplayer online games, or MMOs) have shown tremendous growth in terms of user numbers and revenue. However, the market for them is currently in tremendous flux, with the most well-known sub-genre — the subscriber-based fantasy role playing games (MMORPGs) — suffering a growth plateau, due to the dominating success of World of Warcraft. At the same time, user activity in “freemium” virtual worlds continues to explode, most especially in the tween/adolescent market, which is likely to reach a market saturation point soon, though monetization prospects for all but the established players remain uncertain. The explosion of social networks, which share numerous traits with virtual worlds, have created a new potential audience for this genre, while the mass adoption of web plug-ins and smartphones like the iPhone have opened up new markets for the genre.

In this transitional period, many of the best investment and growth opportunities to watch are not the worlds themselves, but the solution providers offering developers the means to better monetize their existing MMOs. Opportunities also exist in niche MMOs that appeal to consumers seeking entertainment outside the established fantasy and kids social MMO space. However, new players that would enter this already crowded market must foster a community of users by rewarding user-created content and continued engagement, while also being architected with multiple revenue streams and play platforms. Read more at GigaOM Pro »

Saving energy may not sound as fun as, say, stealing cars, shooting zombies or becoming a Guitar Hero. But Adaptive Meter, a startup that presented at our Green:Net conference last week, thinks it can make energy conservation an engaging game. The company, which makes web applications […] Read more »

What games stand the best chance of changing the broader industry in 2009, either by dramatically influencing what consumers play and purchase, or by demonstrating the commercial viability of new revenue models and genres? Below is a list of the 10 most likely candidates, culled from […] Read more »

The market for video games is changing profoundly, and a comparison of two prominent titles’ recent sales figures shows just how much: Wii Fit, a game largely marketed to women, is outpacing the latest installment of one of the industry’s biggest franchises, Grand Theft Auto. Read more »

Update, May 4: Can Grand Theft Auto IV defeat “Iron Man”? The weekend box office results are in, and as I predicted yesterday, the answer to that question is a resounding “No”. In its first weekend, “Iron Man” grossed $100 million, far more than industry expectations […] Read more »

I’ve been reading a fair number of print reviews for Grand Theft Auto IV over the past few days, because when a game has a Metacritic rating of 99 and the New York Times says that it “sets a new standard for what is possible in […] Read more »

On the heels of ECD Systems CEO Jack Hart’s article exploring the methods of growing revenue for casual games, IGA Worldwide said it has signed an in-game advertising deal with casual games publisher Merscom. Chapel Hill, N.C.-based Merscom makes downloadable titles for the PC, as well […] Read more »

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