Archive for August, 2010

Social Gaming going big in Latin America

Tuesday, August 10th, 2010

Latin America’s largest social gaming publisher, Mentez recently announced that they’ve recently received an injection of fresh capital, provided by New York based Insight Venture Partners. The exact amount remains undisclosed, but Mentez plans to use the investment to expand its social gaming offerings, thus enhancing their leading position in the Latin American market.

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“We see increasing demand across Latin America for fun and engaging social games,” said Juan Franco, co-founder and CEO of Mentez. “This investment from Insight Venture Partners will help us expand inside Brazil – which is our dominant market – as well as help us take advantage of the broader opportunities in Latin America. We’ve been laying the groundwork for this new phase in Mentez’s growth, and Insight Venture Partners fully supports our expansion plans.”

The majority of Mentez’s offerings reside on the Google owned Orkut, a social network that one might compare to Bebo, in so much as, “it’s never really caught on in the North American market.” Orkut does, however, have a massive following in Latin and South America, where 50+ million daily active users visit the platform. Mentez manages over 21 games on Orkut, as well as 7 on Facebook, garnering a staggering 22 million active players every week. As a testament to their involvement and reach in the Latin/South American market, Mentez are the folks that distribute the now Disney owned Playdom titles on Orkut, most notably Tiki Resort and Bola.

Mentez’s impressive credentials don’t end with big name relationships with Google and Disney. They also offer virtual branding options, and have worked with major brands including Kraft, Walmart, Samsung, Hyundai, American Express, and 20th Century Fox. Their most recent campaign with Kraft foods involved special cocoa seeds offered in the number 1 Orkut game, Colheita Feliz (Happy Harvest), whereby players could plant and grow chocolate trees. The end product was a Kraft branded chocolate bar (Mini Bis) that happy harvesters could use, steal, or give to friends. The four week campaign generated a landslide of Twitter, YouTube, and blog buzz.

“We looked at multiple social gaming publishers in Latin America, and – in additional to being the leading Brazilian social gaming company – we believe that Mentez’s strong management team has the experience and strategy to win in adjacent markets,” said Jeff Horing, managing director at Insight Venture Partners. “The high quality of Mentez’s content, its strong player base and its developer relationships will result in continued success for the company.”

 

Zynga on the buying spree. Again. Unoh and MyMiniLife acquired.

Monday, August 9th, 2010

With so many acquisitions now under the Zynga banner, it’s almost as if just another week sees just another Zynga purchase. Be that as it may, the social gaming giant, which has been losing numbers, arguably self cannibalizing, has been on the buying spree again, perhaps seeking diversification through acquisition.

Unoh

Last week saw two significant purchases for Zynga. First up, and directly combating DeNA’s Japanese dominance, Zynga confirmed the acquisition of Tokyo based social gaming firm Unoh for an undisclosed price, although speculation places the deal around $30 million. This acquisition is part of Zynga’s larger plans for expansion into the Japanese market, as just one week prior Zynga and SoftBank entered into an agreement to make and market mobile games in Japan.

Unoh has been around since 2001, and has a firm place in the Japanese marketplace with titles including Machitsuku! and Kaizoku Chronicle. Interestly, Uhoh’s titles are platformed on Mobage-Town, DeNA’s platform for gaming. Zynga Japan plans on leaving the titles on the portal, so long as DeNA will have them.

MyMiniLife

Just two days later, Zynga officially announced the acquisition of virtual world MyMiniLife. MML, as it’s most known by inhabitants, allows users to create their own homes and personal spaces through, “stylized economic activity involving the building of properties and neighborhoods, uploading and selling of useful and fun items, and the buying of objects using MyMiniLife money.”

And although the world only garners around 30k users per month, Zynga plans on building out the company through the aggressive recruitment of top talent. This falls in line with Zynga’s MO, driving traffic to young upstart social games in exchange for ownership. Meaning, if you show up on Zynga’s radar, they’ll throw traffic your way. If the title is a success and grows due to this traffic, Zynga’s already called dibs, and moves in for the purchase. A sort of community driven acquisition strategy.

Of note, MyMiniLife CEO Sizhao Yang comments that the virtual world will be used to build out FarmVille. An interesting scenario, as many feel as though FarmVille has reached (if not over) it’s peak, and Zynga is clearly looking for ways to capitalize on the franchise, and further extend it’s shelf life and brand recognition.

Although Zynga’s still king of the social gaming hill, they’re looking down the road, and the Facebook Credits drama that happened a few months back has opened Zynga’s horizons, as it appears as though they’re looking to move further and further away from a solely Facebook based dependency

 

DeNA – king of Japanese social gaming pulls in $279M in Q1 10

Friday, August 6th, 2010

For all the coverage social gaming gets, we often hear about the U.S. market, the European market, and the Malaysian/Korean/Chinese markets. It might be a bit easy to overlook that rather large island nation off the coast of China, otherwise known as Japan.

DeNAAnd while Japan might be quietly chugging along, recent news from Japanese mobile games portal DeNA, particular in regards to revenues, has firmly planted Japan’s social gaming market firmly on the map. So much so that DeNA is rivaling social gaming darling Zynga’s numbers.

DeNA reported their quarterly results recently, showing that their growth is on record pace. In their first fiscal quarter ending June 30, DeNA pulled in $279 million, up an astounding 175 percent YoY. And if that impressive jump wasn’t enough to open some eyeballs, the company’s operation income was $138 million, up 282 percent from one year prior. QoQ DeNA is up 27 percent in revenues and 22 percent in operating income.

“Becoming the premier social gaming company appears extremely feasible when reviewing our impressive first quarter results,” says Tomoko Namba, chief executive of DeNA told VentureBeat. “DeNA will expand by utilizing its uniqueness as a platform operator and game developer.”

84 percent of the company’s revenue was garnered via social games. Now here’s where the figures get a bit iffy. DeNA quantifies ‘social games’ as that that have social sharing, leaderboards and related leaderboard features, including games played via mobile phones. Meaning, DeNA is blurring the lines between what we might consider a ‘traditional’ social game, i.e. one played (primarily) on Facebook or other social networking platform (I hear there are others), and mobile gaming.

Clearly Zynga is the king of social gaming on the king of social networks, Facebook, but they’ve been slow to mobile. Clearly, it looks like DeNA is taking the opposite approach, focusing on mobile gaming dominance, with seepage into the social gaming space. They already have an investment in Crowdstar, a significant social games play on Facebook. To combat this, Zynga officially announced a joint venture last week with SoftBank to build and market games to the Japanese market.

Adding to their plan of attack, DeNA is prepping the launch of their own Mobage-Town social gaming portal for smart phones later this year. 154 thrid party developers are already onboard, ready to serve up 350 games to the platform.

And so it seems that the social gaming dominance war is about to heat up on both sides of the Pacific. I can only wonder which platform Hawaiians will prefer?

 

Facebook drops $40M on patents – seeks galactic domination

Thursday, August 5th, 2010

If Friendster had one card left to play, they just sold it to Facebook.  According to VentureBeat’s Owen Thomas’ exclusive, besides being the undisputed king of the social networks by the numbers, they now (more or less) own the rights to shut every other social network down, should they so choose.  Facebook has purchased 18 patents from Friendster.  The purchase price is a cool $40 million reports GigaOM.

allyour

But why, you might ask?  Look at it this way; the current owner of the original, albeit faded social network Friendster, MOL Global shelled out $39.5 million to buy the company.  In addition to a 100% ROI, the company also just scored an extra 500k in bonus cash.  Adding to the pats on the back in Malaysia is less than a month old deal signed between MOL Global and Facebook, bringing Facebook Credits to retail stores across South East Asia.  Can you say double dipping?  The question remains…instead of buying the patents, why didn’t Facebook simply buy the whole kit and kaboodle?

Ok, perhaps not galactic domination (I’ve clearly been spending too much time with StarCraft II), but pretty darn close.  As noted above, these patents were the one missing piece to the social networking trifecta.  The have the numbers.  They have the revenue.  And now, they have the legal.  Perhaps galactic domination isn’t that far off.

The patents du jour include (via VentureBeat):

system and method for managing an online social network,” “feeding updates to landing pages of users of an online social network from external sources,” and a “system, method and apparatus for connecting users in an online computer system based on their relationships within social networks,” among others.

 

Gameforge acquires majority stake in Frogster

Wednesday, August 4th, 2010

While still not labeled as “hostile,” echos of Gordon Gecko come to mind with this one: Gameforge has announced a takeover bid for Frogster Interactive Pictures. Frogster, you’ll remember, is the publisher of Mythos and Runes of Magic here in Europe. You’ll also remember Runes of Magic bringing home the “Best International PC Game of 2009,” as well as their recent dive into Facebook gaming, thus making this acquisition quite a gem for Gameforge.

gamerster

Adding to the “whoa…didn’t see that one coming,” factor, is Gameforge’s focus of late on relatively small free-to-play titles like Cabal. Taking on a free-to-play MMO of Runes of Magic’s scale significantly increases Gameforge’s position on any gamers radar.

According to the terms of the deal, Gameforge purchased a 60 percent stake in Frogster via a proxy (hence the “hostile” reference) at around $33 a share, putting Frogster’s value somewhere in the $85 Million range. Frogster’s management will retain 15 percent of the company’s shares, while the remaining 25 percent are still up in the air.

According to Frogster, although they’ve been taken over, they will still remain, “an independent company with its current management and team at its existing locations, with its own culture and successful brand names.” Until the HR department holds the dreaded “restructuring” and/or “process management” meeting – aka the slash and burn day.

Still holding their heads high, Frogster adds that they’ll forge ahead (pun intended) with business operations and will accelerate their, “persistent, strong, and profitable expansion” in 2011 with HanbitSoft’s Mythos, as well as Runewalker’s Project X

Currently, Frogster is reporting their most popular title, Runes of Magic to be pulling in around $3 million last month alone. Frogster’s global userbase hovers around the 5 million player mark, and continues to grow.

 

Nexon North American up in revenue and players

Tuesday, August 3rd, 2010

Nexon North America has recently posted their Q2 2010 results with a 26 percent increase in growth as the company now reports 7 million players in Maple Story alone, up 1 million YoY. The company reports that June in particular showed strong growth (school summer holidays?), with revenues increasing a solid 36 percent when compared to June ’09.

Naturally, the increase in revenues is tied to the aforementioned increase in users. Maple Story North America has now officially surpassed the 7 million registered user mark. Likewise, Nexon’s first-person-shooter offering, Combat Arms has passed the 4 million registered user mark, and Mabinogi went over the 1 million mark earlier this year. From these three titles alone, that puts Nexon North America at over 13 million registered users, and that’s not even including Dungeon Fighter Online, PopTag, and Vindictus.

“Our player base and revenues continue to expand, which tells us that gamers find that our free-to-play business model fits their play needs,” said Daniel Kim, Nexon Americas CEO. “MapleStory is celebrating its fifth year of service in North America and shows no sign of slowing down, while Combat Arms is growing into one of the markets most popular online FPS games. With the recent successful launch of Dungeon Fighter Online and the release of Vindictus on the horizon, 2010 looks to be a big year for Nexon in North America.”

And if the numbers alone aren’t enough to back up Kim’s supposition, Nexon’s strong (and first) showing at this year’s past E3 convention in Los Angeles has firmly planted Nexon on the North American gamers’ radar. In addition to excited attendees that got their hands on Vindictus for the first time, Nexon also through what’s been reported as, “definitely a contender for ‘Best E3 Party’.” There may or may not have been reports of gaming industry figure Thresh dancing on tables with sparklers atwhirl. But again, this may or may not just be speculation.

“We made a strong statement about Nexons leadership position at E3 and we will work hard to maintain that momentum, deliver great games and continue to satisfy the gaming pubic,” Kim added.

Nexon North America has been five years in the making now, and as Kim states, it looks like the hard work and persistence are starting to pay off, and in droves. Again, the numbers above reflect only Nexon NA’s three largest titles, with a fourth, Vindictus, poised for closed beta launch on August 10th. It should be quite interesting to see how/what Nexon’s numbers will look like this time next year.

 

When one door closes – another opens. Or…Facebook and Twitter

Monday, August 2nd, 2010

As Facebook officially shuts down it’s store, Twitter seizes the same opportunity and opens up a viable revenue stream. As of yesterday, the Facebook store is no more, a clear indication that the social networking giant is seeking alternate routes of shopping monetization. Meanwhile, in a carpe diem move, Twitter officially launched it’s @earlybird stream that focuses on announcing one-time-only, deep discounts from selected advertising partners. In other words, something that a number of other retailers and brands do via Twitter, only now, if they want the visibility of @earlybird, they’ll have to pay for such exposure.

Facebook

facebook-iconFacebook’s 3 year old gift shop allowed users to purchase virtual goods, or gifts, for other Facebook friends via that platforms’ virtual currency system. Typically, 10 credits cost $1, with the average virtual gift costing anywhere between 20-30 credits, thus making that virtual birthday cake cost a few bucks. Nothing to break the bank, but also…nothing that users were really interested in.

Justin Smith from Inside Facebook estimates that the Facebook Store made up less than $10 million in revenue for the Palo Alto, CA based social network. In contrast, venture capital firm Lightspeed Venture Partners pegged the Store to pull down around $35 million in revenue back in 2008.

So now that the Store is closed, what’s with the credits? Perhaps (most probably) a foreshadowing of things to come, Facebook users may continue to purchase virtual gifts from external 3rd parties, Hallmark Cards Inc., for example. Again, nothing earth shattering, but a clear indication that Facebook is eager to platform themselves as ‘the’ gateway between consumer and retailer.

Jared Morgenstern, Facebook product manager for games and credits has this to say, “While the ability to give gifts will be gone, I am proud of the impact gifts have had on Facebook. Out of the Gift Shop’s ‘gift credits’ came the virtual currency, Facebook Credits, that now makes it easier for people to buy premium items across the many games and applications on Facebook. So while we’re returning one gift, we’re replacing it with another, one that will be used to improve the experience of even more people on Facebook.”

Twitter

twitter-iconIn a world of increasing Twitter awareness and usage, the company has been struggling for quite some time as to how to monetize their product. Taking a look around the retail landscape of today’s internet, the Twitter crew may have just found the porridge which is just right.

Building on the intense reactions and interactions Twitter allows consumers to have with their favorite brands, the company has launched it’s own brand of the retail experience: @earlybird.

“Many of you use Twitter to stay on top of timely, relevant information, and lots of businesses are already sharing special offers on Twitter,” Twitter said in introducing the @earlybird account. “We believe that surfacing deals through the @earlybird account will help you discover the best of those deals, as well as find and follow accounts that consistently provide exceptional value.”

Other than that, we don’t really know too much more about @earlybird, as it’s still very much in it’s infancy. Twitter did say that initially, the offers will be large, international brands, or US market focused. Down the line, Twitter says that the plan is to further localize and specialize the service, meaning that shoppers can chose which offers they’ll see, and which they won’t.

Now, the really interesting thing here would be if the two were to sit down at the table together, and hammer out a way for shoppers to be alerted of a special offer, click through to said offer, and then pay for the item with Facebook credits. Or is it all just getting a bit too Orwellian? Time and consumer behavior will tell….