Posts Tagged ‘games’

Charging for online content – who’s willing to pay for what?

Wednesday, February 17th, 2010

A new study conducted by Nielsen has revealed that consumers will definitely “maybe” pay for online news and entertainment content that they now receive for free. However, the majority of respondents (85 percent) indicated that they’d rather the currently free content stay that way. Interestingly, survey respondents were far more willing to pay for certain services, while others don’t seem to be worthy of breaking out the credit card for, especially if they’ve previously done so. The study is in depth, as Nielsen surveyed over 27,000 consumers across 52 countries.

The big winners in the “will maybe pay for” category include theatrical movies, music, games, and professionally produced video (i.e. television). The current print industry buzz around microtransactions in online magazines and newspapers fell into the middle of the pack, an improvement over a Forrester Research report in November found that 80 percent of U.S. consumers would not bother to access online newspaper or magazine sites if they were no longer free. Rounding out the pack were amateur productions including podcasts, consumer generated video and blogs. Interestingly, social communities (i.e. social networks) scored just above podcasts and below Radio. A dichotomy unresolved, as the gaming activity on these social communities is clearly generating large amounts of revenue, that some are obviously interested in paying for.

paid-content-type

Some statistics from Nielsen’s survey:

  • More than half of those surveyed (52%) preferred a microtransaction payment model over a full subscription to acquire content. However, only 43% indicated that implementing an easy payment method would make them more likely to pay for online content.
  • Better than three out of every four survey participants (78%) believe if they already subscribe to a newspaper, magazine, radio or television service they should be able to use its online content for free.
  • At the same time, 71% of global consumers say online content of any kind will have to be considerably better than what is currently free before they will pay for it.
  • Nearly eight out of every ten (79%) would no longer use a web site that charges them, presuming they can find the same information at no cost.
  • As a group, they are ambivalent about whether the quality of online content would suffer if companies could not charge for it—34% think so while 30% do not; and the remaining 36% have no firm opinion.
  • But they are far more united (62%) in their conviction that once they purchase content, it should be theirs to copy or share with whomever they want.

What’s also interesting to note from this survey is the top slots. Movies, Music, Television, and Games. Is there perhaps a program a great number of us already have installed on our machines that gives us direct access to all 4? If you own and iPhone or iPod, or simply like music, television, and movies at your fingertips, chances are you’ve got iTunes installed on your machine. While I’m not going to say that Apple itself has revolutionized the industry, but they have certainly built a platform that has introduced millions to the concept and procedure of purchasing content online with a direct digital deliver method. Now….if print media publishers could reconcile a content gateway through iTunes…well, that might drastically effect the results of the Nielsen survey.

 

8 out of 10 ‘2009 Best App Ever’ contenders are games

Tuesday, January 5th, 2010

Sponsored by 148Apps, the second annual ‘Best App Ever Awards’ nominees have recently been published at bestappever.com and voting is now open. The annual competition seeks to find the best apps in the iTunes App store. The goal of the project is to spotlight the very best apps based on consumer views, not just the highest sellers of 2009.  And according to consumers, 8 out of the top 10 ‘best apps’ this year are in fact, games.

bestappeverLasting just under a month, the public nomination process saw 26,899 opinions, and listed 3,639 different apps. BestAppEver breaks apps down into 56 unique award categories. Along with public opinions, 148Apps also brought in a team of industry people and iPhone application developers to help narrow down the nomination process.

Again, while BestAppEver breaks nominations out into 56 distinct categories, there’s one category that is very unique: (quite literally) Best App. The nominees for this category represent the top 10 vote getters in the initial round of voting.  App developer Firemint had two entries make the list, Real Racing and Flight Control, priced at $4.99 and $0.99 respectively. But perhaps the most notable of all nominees is ngmoco’s free, free-to-play FPS shooter: Eliminate.

You’ll remember that ngmoco was one of the very first iPhone app developers to take advantage of Apple removing the microtransactions restriction, even choosing to break the news via a tweet. A little over a half a month later, they made good on their promise and delivered a free-to-play handheld shooter with quite good graphics and a microtransaction system in place. Now, not that I’m trying to rig the voting – but doesn’t a free-to-play app certainly deserve a vote? Especially when it’s the only free app in the list?

Voting is now open at bestappever.com and closes on January 31st. Winners will be announced on February 10th at the 2010 Macworld Expo in San Francisco.

 

Female focused Chinesegum.com introduces Social Networking Tools

Monday, April 6th, 2009

Founded in 2008 by former Gamepro.com Director of Business Development, Rob Giuffre, chinesegum.com has recently released an extensive set of social networking tools to be used site-wide.  The goal of these tools is to further enhance the chinesegum.com mission statement: Connecting Gamers with great games and the people who design them.

“Chinese Gum Networks was founded in 2008 with a mission to help gamers not only find high quality games, but to help them interact with other gamers, and game designers, that have similar tastes,” states Rob Giuffre.  This is a primary area where Chinese Gum seeks to set itself apart from other flash based games portals such as Newgrounds and Kongregate.

Chinese Gum makes a unique distinction between players and designers, thereby allowing users to find the creators of some of their favorite games.  With the recent addition of social networking tools, this process will now be even easier.

“Game Developers work very hard to create the fun and engaging titles that gamers love, and they are every bit as deserving of a fan base as musicians or actors. On Chinesegum.com, Gamers have the chance to find out who makes the great games that they love, and our Developers have the opportunity to communicate directly with their fans,” says Giuffre

Chinese Gum also features a ‘Gamelist’ tool that allows users to tag a game to be added to their personal favorites list.  The site then does the heavy lifting and searches out other users and designers with similar tastes in game play and design  and makes appropriate recommendations.  Think Amazon’s, if you liked blah blah, you might also like….  And there’s certainly no shortage of titles to play.  Again, just over 2 months old, chinesegum.com is packed with over 5,000 titles ranging from puzzle challenges, arcade games, strategy games, and action and adventure titles.

Girls just wanna have fun

Perhaps I’ve forgotten to mention, Chinese Gum and founder and COO Rob Giuffre set out to make the site female friendly.  Billed as, “the premier Web Games portal built specifically for girls and women of all ages,” Chinese Gum seeks to make the site friendly and welcoming to women of all ages.  From every aspect including titles available, and associated genres of play, right on through to the overall design of the site, the goal is to welcome a traditionally under represented demographic in the gaming world (Stevie ‘KillCreek’ Case excluded).

While still early in their release cycle, I took a tour through Chinese Gum over the weekend, and found it to be quite enjoyable.  Sure, there are some obvious similarities to other flash games portals, but that’s to be expected, as how many ways are there really to dress up the same concept?  However, Chinese Gum IS doing some rather interesting things to foster community development, which might ultimately take the business plan in a radically different direction.  Either way, chinesegum.com is off to a darn good start.  Let’s keep our eyes on these guys.

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Free Realms seeks to balance game play with membership and micro transactions

Sunday, July 20th, 2008

SOE’s upcoming title Free Realms promises to include micro transactions and memberships in addition to it’s free to play platform.

Massively.com sat down with Free Realms Lead Designer Laralyn McWilliams to discuss to new title, and came back with a massive amount of information about the game.  McWilliams confirmed SOE’s commitment to Free Realms saying that, “Free Realms is just as important to SOE as The Agency and DC Universe Online.  We have the same size team working on this as we do on those titles.”  Responding to the question of how exactly Free Realms will generate revenue, McWilliams responded, “The answer is two fold: memberships (which, for a monthly fee, will allow the user access to more content) and micro transactions (allowing you to buy items for your character for small amounts of money).”

SOE’s John Smedley also added, “In order for people to see the games, they have to be able to play them; we’re opening them up to that possibility by letting them play for free.”

SOE might be taking a slightly different route when it comes to micro transactions however.  It seems as though the micro transaction question has been given a lot of thought at the SOE labs, and they’re still ironing out the details.  Will micro transactions be solely based on decking out your character in custom threads?  Will the micro transactions allow players to ‘pay to pwn?’  McWilliams addressed this issue.  “We recognize the importance of people earning things in the game but at the same time one of our fundamental tenants is we don’t want to dictate to people how to play our game.  So if people want to buy a potion that increases the speed at which they gain experience, who are we to say that’s not acceptable?”

While still working on the details, McWilliams explains that a lot of these issues will work themselves out in the beta testing.  “There’s nothing in Free Realms initially that you have to work that hard for. It’s all about variety. So we don’t know how much you’ll need to buy that stuff [experience gain boosts, combat boosts, etc] at this point. We’re focusing on game mechanics that are inherently fun, so you don’t want to shortcut your own experience by buying stuff. There’s an amount of joy in buying something that’s going to make you beat everyone in car racing, but after a while, you want your own skills to be what lets you win in car racing, not stuff you buy.”

Players that want to make micro transaction payments will use an in game wallet that can be stuffed with real cash.  Parental controls are also built in to prevent a massive spending spree.  While the game currently features real cash (the title has been developed from scratch with PlayStation 3 compatibility in mind), the Free Realms currency may change in the future.