Posts Tagged ‘casual games’

Researchers find smarter people in casual games players

Thursday, May 27th, 2010

Researchers at East Carolina University Psychophysiology Department have revealed their preliminary findings in an ongoing study, that indicate significant increases in short-term cognitive acuity in casual games players. In other words … those that play casual games show improved short term memory functionality.

brainpowerEast Carolina University’s study found that test subjects that were exposed to playing casual games, specifically PopCap’s Bejeweled and Peggle, exhibited improved cognitive functions. The study commenced around the beginning of this year, and will conclude later this year, studies a wide variety of U.S. consumers aged 50 or older. The focus of the study is centered around the effects of games on subjects’ short-term brain power. Initial results indicate that sizeable improvements were made by the experimental group, when compared to the control group.

“The initial results of the study are very intriguing, in that they suggest that the ‘active participation’ required while playing a casual video game like Bejeweled provides an opportunity for mental exercise that more passive activities, like watching television, do not,” said ECU’s Director of Psychophysiology and Biofeedback Clinic, Dr. Carmen Russoniello. “Future applications could include prescriptive applications using casual video games to potentially stave off Alzheimer’s disease and other dementia-type disorders.”

Over 40 participants have already been studied, with more to come in the coming months. Participants had their brain waves monitored through an Electroencephalography (say that 3x fast), or EEG as it’s better known. The EEG measures participants’ brain waves as they complete a number of cognitive tests. Both speed and accuracy of tests are measured. The study finds that those who played Bejeweled or Peggle for 30 minute periods showed an 87 percent improvement in cognitive response time, and a whopping 215 percent increase in executive functioning over the control group. According to ECU, these changes are on par with similar cognitive interventions such as mindfulness-based cognitive therapy and cognitive remediation therapy. In other words … playing short amounts of casual games may find their way into medical treatment and therapy in the coming years.

“Video games with more complex rules and controls, and more sophisticated or detailed imagery — so-called ‘hardcore’ video games — might provide similar cognitive benefits for many people,” said Russoniello. “But those games take significantly longer to learn to play and appeal to a considerably narrower subset of the overall population, especially older consumers. In our experience, ‘casual’ video games are ideal both in terms of their accessibility and ease of understanding and because they appeal to nearly everyone.”

Download ECU’s full PopCap games study results here.

Note: although PopCap games were used as test examples in this study, they did not underwrite the study, and remain completely independent of its results.

 

Playdom brings David Sobeski on board as CTO

Tuesday, April 20th, 2010

Announced yesterday afternoon, major social games player Playdom has brought seasoned Yahoo! and Microsoft executive David Sobeski on board to fill the role of Chief Technology Officer.

playdom-logoPrior to signing on the Playdom dotted line, Sobeski was a senior VP at Yahoo! where he worked on Yahoo!’s Open Strategy and Data platform, as well driving products and innovation for Yahoo!’s CEO. And while coming out of the Yahoo! campus 10 years ago might have been a golden stamp of approval, Sobeski is the man responsible for pushing Yahoo! to open its network to 3rd parties to drive social integration. Obviously, a valuable trait in today’s social gaming world, and a signal that Sobeski was already ahead of his time during his Yahoo! tenure.

Sobeski served various executive roles at Microsoft. He’s one of the primary drivers behind the Windows Vista experience, be that good or bad, as well as being one of the chief architects behind building mobility into Microsoft Exchange Server, another valuable trait considering Playdom’s direction (did I mention Playdom also released a new iPhone app today? Social City). Rounding out the polished list of accomplishments David was a leader in MSN.com, instrumental in building Microsoft’s Java Virtual Machine, and (cringe) the creation of Internet Explor… sigh, I can’t even finish spelling it out, but you know…that browser that is the bane of existence to developers worldwide? Yeah, that one.

In regards to the gaming industry, Sobeski, like many of us were introduced via the beloved Atari 2600, and continued on playing on every console, PC and Mac available. Sobeski has actually managed the Holy Grail. In his spare time he writes casual games for his own enjoyment for the iPhone platform. And now he’s about to get paid to do it. Score!

“We are proud to have one of the finest engineering groups in the Valley and after months of searching we’ve found someone worthy to lead it,” says John Pleasants, CEO. “David brings tremendous value to the company, and we’re thrilled to have him on board. Through his focus on creating great products for users, his patents and acquisitions, David has been one of the leaders of the technology industry for the past 20 years and we’re excited to witness his expertise first-hand.”

 

Faunasphere comes to Facebook

Friday, February 19th, 2010

Big Fish Games announced yesterday that they are now offering their free-to-play MMO title, Faunasphere on Facebook. The title stands above the crowd insomuch as it’s now a cross platform title, having the stand alone browser version linked to the Facebook based game so that players can have a seamless experience, regardless of the platform.

faunasphere“As a standalone site, Faunasphere has demonstrated incredible user growth and consistently high average spend per user. We are excited to see it perform at scale on Facebook, the world’s largest social network,” comments VP of Social Games at Big Fish Games Will O’Brien.

According to Big Fish Games, both versions of Faunasphere will operate under the same microtransactions system, whereby users can buy additional virtual goods and items for their fauna and commission scientific tests to learn more about the hidden skills their selected character(s) may exhibit. Big Fish Games is also touting the title as a “real” MMO on the Facebook platform, finally introducing the casual games community outside the normal realm of Mafia Wars, Happy Aquariums, and/or FarmVilles.

“MMOs are the original social game,” said Toby Ragaini, Big Fish Games vice president, MMO. “What’s great about bringing MMOs to Facebook is that you have a built-in network of friends to play with. People who play other social games on Facebook will enjoy the increased immersive experience that Faunasphere offers, thanks to the ability to have real-time, synchronous interactions with friends and fellow players. And because Faunasphere was designed for the casual gamer, it’s a perfect fit for the Facebook audience.”

Big Fish Games raised $83 million in 2008, and is continuing to invest in social games and that Faunasphere is just one of many efforts it has in the pipeline for this year. Obviously, Big Fish Games is taking cues from Zynga, hoping to cash in on the massive success of social gaming on the Facebook platform.

 

Females are big casual gamers, but don’t ask them to pay

Tuesday, February 16th, 2010

A new study released by Q Interactive further confirms the results from their earlier study released last November, indicating that women are big social gamers. But don’t call them gamers, nor ask them to pay to play.

770 women were surveyed in January and questioned about their knowledge of online gaming and virtual worlds. 36 percent indicated that they regularly play games on Facebook, with 54 percent admitting that they play at least on social game per day. Mafia Wars and Farmville scored top ranks on female gamers’ choices.

“This provides a terrific opportunity for brands to serve as a trusted, valued partner to them. By having a presence in the game and app space, brands get the benefit of reaching an influential consumer set,” said Ian Johnson, Director, Social Media World Forum. “With the support of brands, advance in games and apps and we’re finding also get information from brands they value.”

And while women may be huge consumers of casual games, please do not refer to them as ‘gamers’. Less than half of those surveyed (42 percent) would call themselves a ‘gamer’. However, these ‘non-gamers’, 67 percent of them, consider between 1 and 5 hours per week a socially acceptable amount of online play time. Likewise, when asked if they would pay (i.e. use real money transactions) to play, over three quarters of them (77 percent) indicated that they would pull the plug on their ‘non-gaming’ addiction playtime. 97 percent said that they would rather ‘earn’ virtual currency through games rather than investing actual, real-world money.

 

Facebook games come of age – first FPS arriving soon

Monday, February 8th, 2010

Farming and Fish Tanks have been a massive success for a number of casual games developers on social networking platforms, primarily Facebook. Mafia type games have also seen their fair share of success, and while they do contain an element of violence, they’re still grounded to a static, turn based, game style. If these games may be viewed as ‘all encompassing – all inclusive’ styles, it looks like social games on Facebook might be taking a step towards segmentation, as 3G Studios plans to bring a browser based first person shooter directly to your Facebook gaming addiction enjoyment.

Menubar_BA_MidTitled “Brave Arms”, 3G Studios says that they plan on bringing, “a real video game experience,” to Facebook. While full details are currently scarce, those available indicate that the casual game will feature solo as well as team play style, and will include a microtransactions based monetization component.

A quick visit to the Brave Arms official site reveals that the game will feature 3D characters set in a variety of environments. Neither one of these images, however are very descript, one featuring a (what looks like stock digital imagery) warehouse, while the other shows a snowboard mountain setting. Additionally, screenshots show a few different weapon options; dual wielding handguns, assault/sniper rifles with scopes, as well as a futuristic looking weapon which may shoot (frickin’) laser beams!

Brave Arms has a great linage behind it. Developed by 3G Studios which is responsible for the original Rock Band, and handful of PSP games, and most recently Jillian Michael’s Fitness Ultimatum 2009 for Wii. Given these past projects, it should be interesting to see how 3G will make the transition from console and portable titles to the social gaming world.

bfh_logoAnd now for the biggest question – why is 3G Studios the first on the scene with a FPS for Facebook? With EA’s massive investment in social gaming, did 3G simply beat them to the punch? To be honest, even the Brave Arms logo is not only similar to, but I’d venture close enough to tug at consumers’ vague recollection of another free-to-play, first person shooter title they might already be familiar with: EA’s Battlefield Arms. If Battlefield Heroes, or id Software/Bethesda’s Quake Live are or aren’t in development for a Facebook port, well then….fair enough, hats off to 3G Studios for getting to the market first. For now, neither company has indicated that they’re planning on making this move. Perhaps this new offering from 3G might light a few fires at a few corporate offices quite soon. As CEO James Kosta puts it, “Our new title, Brave Arms, will bring first-person shooter games to the masses.” My alternate suggestion might be, “You snooze, you lose big boys.”

Brave Arms is slated for a March release, but enthusiastic players can reserve their nickname in advance at Facebook.

 

Nielsen study finds increase in Seniors using the web – Facebook #3 destination

Monday, December 14th, 2009

A recent study conducted by Nielsen has found that in the past five years the number of seniors (age 65 or older) actively using the internet has increased by over 55 percent. While this demographic still makes up less than 10 percent of the overall internet population, 17.5 million users is still an attractive number to any advertiser.

The study found that female seniors are more active web users, outpacing male usage3 by 6 percentage points. The amount of time that these users are spending on the web is increasing as well. In November 2004, seniors reported on average 52 hours per month online, whereas November 2009 saw an increase of 11 percent, raising the total time per month to 58 hours.

“The over 65 crowd represents about 13% of the total population and with this increase in online usage, they are beginning to catch up with their offline numbers,” notes Chuck Schilling, research director, agency & media, Nielsen’s online division. “Looking at what they’re doing online, it makes sense they’re engaged in many of the same activities that dominate other age segments – e-mail, sharing photos, social networking, checking out the latest news and weather – and it’s worth noting that a good percentage of them are spending time with age-appropriate pursuits such as leisure travel, personal health care and financial concerns.”

Nielsen

So just where are these seniors heading? It should come as no surprise that the number one destination was Google, with 10.3 million unique senior visitors. In second place, Nielsen reports Windows Media Player with approximately 8.2 million unique visitors, which is slightly odd, as MWP isn’t really a web destination. And in a strong 3rd place, Facebook, with 7.9 million unique senior visitors. This is a major victory for social networking site Facebook, as just one year prior, they ranked number 45 on seniors’ radar. This statistic falls right in line with an overall increase of 53 percent of seniors’ usage of social networking and blog sites. Overall, 8.2 percent of all social network and blog traffic is over the age of 65, only 0.1 percent less than teenage visitors.

This data could be the genesis of a new marketing strategy employed by some advertisers on Facebook. The data reflecting increased female usage seamlessly falls in line with Q Interactive’s study indicating that women are competitive and loyal customers of casual games. While most gaming companies are focused on pulling in the teen and middle aged crowd, who’s to say that if approached correctly, seniors might have the same buying power as the other two? With only a 0.1 percentage less than teens, and the fact that there’s no asking to use the credit card involved, seniors represent a huge untapped market. The question is – who’ll be first on the scene to develop a product that appeals to them, one that they’d be willing to make a financial commitment to?

 

Nival Network raises $5 million for social strategy game

Wednesday, November 25th, 2009

Usually, when one speaks of social gaming and it’s associated start ups, certain geographical areas come to mind. Obviously the US is a big player in the market, as is most of South East Asia. However, with 142 million residents, Russia has quite a large number of interested consumers. And while they don’t make the news that often, TechCrunch Europe recently spotted a potential diamond in the rough. Moscow based game developers Nival Network have recently secured $5 million in funding for a new MMO titled Prime World, which is slated to run on the Russian online gaming portal ZZima. Ok, let’s go ahead and have a giggle and remember Zima.

zzima

Initially reported in an interview with CEO and founder Sergey Orlovskiy in the Vedomosti paper (in Russian), the funding comes from an undisclosed investor. As stated above, the funding is expected to be put to use in further development of the firms own Prime World. The MMO is meant to be a strategy game that features a number of social networking features. And for the first time in a long while, the mention of ‘social networking features’ does not directly point to Facebook. Facebook, while arguably THE social network globally, has a rather meek market penetration in Russia. However, that’s not to say that the social network doesn’t have a foot to stand on in Russia – as usership grew last month by 123,000 people, topping out at 669,000. Not a bad number, but when compared to the 142 million inhabitants…well, yes. Not good.

And yet, there’s still hope for the Russian developer to tap into the global ‘big-game’. In the same Vedomosti article, it’s reported that Digital Sky Technologies, the now parent to Astrum Online Entertainment, subsequent parent to Nival Network, has also invested in vKontakte, the leading Russian social network, as well as Facebook. So ruling a Facebook Connect option isn’t totally off the table.

Prime World will find itself in good company, as Nival’s current games portfolio contains some top quality titles including Dragonica, Shaiya: Light and Darkness, Cabal Online, and Level-R, as well as browser based strategy game Khan Wars 2., and Acclaim’s Rock Free.

In total, the Russian online gaming market is valued at around $238 million – up a healthy $53 million from last year. $210 million goes into MMOg’s, and the remainder heading into social and casual games.

HatTip TechCrunch Europe and Quintura

 

Shanda Interactive Entertainment spins off Shanda Games – seeks IPO

Monday, September 7th, 2009

Late last week, Chinese online gaming giant Shanda Interactive Entertainment announced that they will be spinning off their gaming division, now to be known as Shanda Games Ltd., and will be seeking a new NASDAQ IPO. The parent company is currently trading under the symbol SNDA, and Shanda Games is expected to trade under the symbol GAME.

ShandaLike many of their Chinese competition, Shanda operates a number of freemium/item sales (microtransaction based) titles, along with pay-to-play time based games. Amongst the Shanda stables of games, they operate NCSoft’s Aion: The Tower of Eternity, the company’s top money maker. This pay-to-play, time based title is singularly responsible for Shanda’s record breaking revenue highs in 2009. With 8.6 million paying accounts, Shanda operates eighteen MMORPG’s and eleven casual games, with another sixteen MMO’s and eight casual’s in development, the firm shows no signs of slowing their rapid growth.

95 percent of Shanda’s revenues are generated by their gaming unit, thereby making Shanda Games, technically the subsidiary, a much larger organization than the (technically) parent company. Outside of games, the company is also working in the e-book publishing and distribution service, as well as a digital music service. This move harkens to Shanda’s competitor Sohu’s spin off of their gaming unit Changyou, which garnered a $146 million NASDAQ IPO earlier this year.

Now in the hands of the SEC (Securities and Exchange Commission), with underwriting provided by Goldman Sachs Asia and JP Morgan Securities. Shanda Games is looking to raise as much as $800 million in this IPO. The IPO follows a record quarter of growth, with Q2 revenues up 48 percent year-over-year to $181 million.

 

Casual Games maker Zynga trumps 100 million users on Facebook

Friday, September 4th, 2009

With more than 250 million users, there’s no doubt that Facebook is truly a powerhouse to be reckoned with. With this massive amount of users flowing through the site, cornering the lucrative casual gaming market would be a triumph. While I’m not sure we’re ready to proclaim a flag raising winner, Zynga is clearly leading the charge, and recently announced that they’ve surpassed the 100 million user mark. Doing a quick look at the numbers, that means that almost half of all Facebook members are, or have at one point, used a Zynga built application.

Released on June 19th, Zynga’s current runaway hit FarmVille is primarily responsible for this boost in usership. Just last month, Zynga proclaimed that FarmVille was the “largest and fastest growing social game.” Two points to Zynga for being dead on with this statement. In a new chart published by Inside Social Games, Zynga claimed 4 out of the 10 top spots in most active games on Facebook.

facebook25sept1

With over 12 million active daily users, or roughly 5 percent of the entire Facebook population, FarmVille has almost doubled the previous ‘farming’ based app record help by Slashkey’s Farm Town. To this end, one thing is becoming increasingly clear: Farming is big business. As with iPhone apps, previously the hot spot to be was the ‘Mafia’ wars type games. We’ve seen a number of derivations (or, less politely; copies) of this form of play, right through to market saturation. Whether it was consumer complacency, or this market saturation, over the past few months, there’s been a shift away from bullets and bombs to water and seeds.

We could now be on the verge of another ‘derivation’-fest, as Zynga borrowed more than just the name from Slashkey, and likewise, casual games maker Playfish has launched their own farming app titled Country Story. In just under two weeks, Country Story has gone from 1.4 million active monthly users to 4 million. With 9 farming based titles now in the Facebook application store (within the top 109), in total there are 72 million active monthly users on Facebook, or approximately 29 percent.

Zynga is already the current app developer for Facebook, and these new numbers are just another award on the shelf for the firm. If measured by the typical benchmarks used for startups: audience, page views, growth, etc., it’s a fair statement to make that Zynga is an overwhelming success. What’s even more impressive is that the casual/social games maker is managing to do inside Facebook what the company has yet to do itself: be profitable. Remember, Zynga leverages the power of microtransactions to generate revenue, while at the same time allowing users to purchase any number of character customizations. Estimates place Zynga’s annual revenue around $100 million for this year alone, while Facebook’s estimated value is around $500 million. However, as stated above, Facebook isn’t making any money. So when viewed through these glasses, who’s really getting the better deal here?

 

Chinese online gaming market to reach 64.9 million online players by years end

Monday, August 31st, 2009

With only 3 months left in the single digits 21st century, San Jose, California based Niko Partners is projecting a whopping 64.9 million online gamers under the Chinese flag by years’ end.

While this number is truly staggering, looking at the bottom line is awe-inspiring. According to Niko Partners, each of these 64.9 million gamers will spend on average $52 a pop. Pulling out the calculator, and doing a quick AxB, the Chinese online gaming marketing is in the $3.4 billion range. And remember, the Asian market is the birthplace of the free-to-play, microtransaction based gaming. This $52 on average/person comes directly from the sales of virtual items purchases, as well as advertiser supported in-game advertising.

china-internetNiko Partners Managing Partner Lisa Cosmas Hanson comments, “There’s no doubt that the market for games is growing at an incredible rate in China. The economics of the market are shifting from supply-driven to demand-driven.”

Niko’s numbers seem to be right in line with what they projected earlier this year. Documenting the Chinese online gaming market over 2008, Niko put revenues at $2.75 billion. In May Hanson commented, “China’s online market has plenty of room for growth in the next five years, and much of that growth will come from beyond the major metropolises where the number of Internet cafés, home PC penetration and Internet usage are all on the rise.”

Of particular note in Niko’s earlier study, and presumably still true in these newest numbers, Niko places 77 percent of total revenues coming from the MMO market, the remaining 23 percent coming from casual games