Posts Tagged ‘microtransaction’

US Gamers spend $25.3 billion per year

Monday, May 10th, 2010

A recent report issued by industry analysts Newzoo indicates that the U.S. gaming consumers spend approximately $25.3 billion per year.

Culled from data pulled from the 2009 Today’s Gamers Survey, operated in conjunction with global search firm TNS, the Newzoo Games Market Report brings to light not only some staggering monetary figures, but also reveals where, exactly, this money is being spent. A total of 13,000 gamers were surveyed, and Newzoo speculates that there are approximately 183.5 million gamers in the U.S.

Almost half of all sales made in the video game industry in the United States (46 percent) can be attributed to the trading (buying/selling) of used titles, as well as online forms of payment(s) – subscriptions, virtual currencies, microtransactions, and digital distribution or downloadable content.

What this means is that the remaining 54 percent of sales are still coming from “traditional” (read:boxed) forms of games revenue generation. When viewed from Europe, these numbers are even higher with Belgium having a 59 percent “traditional” revenue making model, with up to 78 percent in France.

U.S. gamers clearly prefer consoles, as the largest percentage of the spending is on console based games – $15 billion. This includes both home and handheld gaming software. PC spending scores a paltry 2nd, with only $4.5 billion headed in it’s direction. Mobile device (i.e. smartphones) take home around $1.1 billion, MMOs, $2.12 billion, and Game Portals $2.78 billion.

Below are highlights from the Newzoo Games Market Report available for only 299 EU

GamesMarketReport_SpendingOverview

newzooshare

 

Free Realms: One year later – 10 Million users and PS3 version details

Friday, April 30th, 2010

SOE took a brave leap one year ago. They saw the writing on the wall, and decided to take their own stab at the free-to-play model. Perhaps not a major leap for upstarts and smaller gaming companies, but for Sony, this was a pretty big deal. Fast forward one year later, and SOE has successfully brought 10 million users into the fold, and for the first time, clarified a previous statement regarding Free Realms for the PS3 console.

Celebrating their one year success, SOE’s Free Realms team partied like it’s 1999, launching 8 individual in-game festivities, starting on the hour, every hour from 9AM – 5PM PST. And while the title certainly deserves to give itself the proverbial pat on the back, Kotaku raised a very valid question: “What happened to the PlayStation 3 version of Free Realms?”

SOE prez. John Smedley first gave out details regarding the PS3 version of Free Realms around the GDC 2009, indicating that Free Realms would be out mid-2010, with EyeToy support “likely”. Since this time, most of the coverage surrounding Free Realms has been about their rapidly growing user base. But other than that, Sony, and the gaming media in general has been rather tight lipped about the status of the project.

However, it appears as though a birthday party is enough to get the SOE folks talking about the PS3 version again, as they gave Kotaku an exclusive surrounding it’s projected release date. According to an SOE rep, “Free Realms for PlayStation3 is very much in development and, you heard it hear first, fans can be prepared to see the first demo in action in June at E3!”

ZOMG! If Sony garnered 10 million users on the PC platform alone (seriously guys? No mac version? Quasi-fail), what-oh-what will they be able to accomplish with a PS3 version? No longer chained to the desk or thigh roasting laptop, hanging on the couch playing a whimsical free-to-play MMO while viewed on the projector? Hell yes! Sign me up. Oh, and a microtransaction here or there? Ones that are already connected to my PS3 store credit card on file? Sold! Free Realms very much as the possibility to take over where Home failed. And moreover, there’s little to no risk involved for Sony, as they’ve already test the system backwards and forwards, and apparently 10+ million players agree: Free Realms is a hit.

The E3 expo kicks off this June 15th, and we’re chomping at the bit to get the skinny on Free Realms for the PS3. In the meantime, how about a recap of Free Realms’ banner first year. Congrats SOE/Free Realms folks – you’ve nailed it!

 

Gameloft launches eight iPad specific titles

Tuesday, April 6th, 2010

With the Apple iPad making it’s triumphant splash on the market, it’s time to take a look at the social games developers that are undoubtedly lining up in droves to cash in. One such games maker is Gameloft, who last Friday announced not one, not two, but eight specific titles that are ready and waiting for new iPad users to dive right into.

Gameloft iPad

Keeping in mind that the iPad is (arguably) just a giant iPod Touch, at least in respect to the (modified) operating system, games developers are poised to make a killing with social apps. Remember, the current iPhone OS incorporates microtransactions, as does the iPad. While there’s no specific mention of microtransactions in Gameloft’s releases, a number of them are ripe for the option. Gameloft’s lineup includes: N.O.V.A. Near Orbit Vanguard Alliance, Modern Combat: Sandstorm, Dungeon Hunter, Asphalt 5, UNO, NFL 2010, Let’s Golf, and Real Football 2010.

Currently, Gameloft is riding the “new” wave, capitalizing on a number of the iPad’s unique interface. Noting that the screen resolution of the iPad is 1024 x 768 (remember that one?), HD gaming has now come to the portable platform. All of Gameloft’s iPad specific applications have a much higher level of detail. For example, their Real Football 2010 has been completely remastered to include HD resolution grass, textures, characters, and animations.

Likewise, Gameloft’s N.O.V.A. Near Orbit Vanguard Alliance App utilizes the iPad’s control features, allowing users to open an airlock door by rotating three fingers, as well as sliding buttons to make various object move, elevators for example.

Where Gameloft expects the iPad to excel is in level of complexity now available. That’s not to say that a number of iPhone apps are not highly detailed, but rather the more powerful iPad allows for greater flexibility. Increased depth of field, complex map layouts, and more intense action sequences can be found in their iPad specific applications. For example, the N.O.V.A. title allows for multi-target acquisition, activated via a user-drawn grid that serves as the targeting method for an in-game rocket launcher.

Finally, we all know that gaming is fun, but even more so when doing it with friends. Gameloft’s iPad titles will be easier and more attractive for multiplayer gaming. One of my personal favorite casual/social games produced by Gameloft, UNO, allows for up to four players to compete against each other on one iPad by selecting “One Device Multiplayer” mode. Likewise, for multiple device play, UNO also allows friends on different iPads or iPhones to connect for local and online Wi-Fi gameplay.

“With iPhone and iPod touch, Apple changed the way consumers perceive and interact with their devices and created a revolutionary era for the mobile gaming industry,” said Michel Guillemot, president of Gameloft. “We are taking full advantage of all the new possibilities and features iPad is bringing to developers with games that will once again transform the digital gaming experience.”

 

Secret Builders lands an additional $2.3M in funding

Tuesday, March 30th, 2010

Announced late last Friday, kid focused virtual world Secret Builders has recently secured $2.3M in new funding.

Initially launched in December of 2008, Secret Builders is doing seemingly well in a ‘what what as the time’ highly competitive market. They’ve organically grown the online destination to over 1 million users, and currently see 350k – 400k unique monthly visitors from around the world. One of the keys to Secret Builder’s success has been the interaction and cooperation from educators around the world. Since Secret Builders focus is placed primarily on education through fun, approximately 800 schools participate in the virtual world.

“We’ve weathered a tough time in the market,” Khan said via VentureBeat. “Spending money to get users was a good way to go out of business. Now the investors are looking for traction and your long-term success in attracting users.”

Based on the free-to-play/microtransactions business model, Secret World players can play as much as they want without charge. However, if players would like to do so, they can purchase a virtual currency in exchange for real-world money in order to purchase virtual goods and decorations for their home.

What’s more – the company is now also offering a white-label version of their own software, thereby making it easy for advertisers to simply adopt a world from Secret Builders, rather than sink million of dollars into developing their own virtual world.

The average Secret Builders play is between 8 – 12 years of age, logs in approximately 3 times per week, and spends roughly 30 minutes playing.

To date, Secret World has raised over $4M and staffs 24 employees. Investors include The Entrepreneurs Fund; Michael Tanne, CEO of Adforce; David Jeseke, former director of applications at Google; Sheila Marcelo, CEO of Care.com; Carl Page, co-founder of eGroups; John Welch, CEO of Making Fun; Sohaib Abbasi, CEO of Informatica; Scott Hassan, co-founder of eGroups and founding team member at Google; Carlos Cashman, founder and CEO of CourseAdvisors, and Ken Morse, a professor at the MIT Sloan School and co-founder of 3Com.

 

There.com rises again –ThereNewWorld.com

Thursday, March 25th, 2010

As you’ll remember, early this month, Makena Technologies, which operated There.com for 12 years, pulled the plug and shut the virtual world down. Makena Technologies cited dwindling revenues as related to the current world economic climate. Enter stage left – Utherverse, who’s technology is involved in one way or another in over 16,000 online worlds. In less than 48 hours, Utherverse created ThereNewWorld.com.

ThereNewWorldIn just under a week Utherverse garnered more than 800 former There.com users (Therians), but more importantly, Utherverse has converted approximately 50 million Therebucks to Rays (Utherverse’s currency). This conversion and introduction of an external currency supply raises a number of questions surrounding an in-game economy. Remember your basic economics: the rule of Supply and Demand. As Utherverse has taken in a massive amount of new currency (as well as digital properties, i.e. virtual goods and services), it should be interesting to see how the economic balance within the game prevails.

“That’s really the shame in all of this,” said Brian Shuster, Utherverse’s CEO. “If you spent years as a Thereian acquiring virtual goods and assets … all that just disappears.”

There.com acquired roughly $35 million in venture capital since it’s inception in 1998. On the other side of the coin, Utherverse. Which was founded in 2003, has taken the organic growth route. According to company CEO Shuster, Utherverse has registered over five million people, has around 600,000 active users, and it pulling in around 200 new registrations per day. In the finance area, Utherverse generates over $10 million in annual revenue and is currently experiencing an annual growth rate of 25%. No word if the new comers from There.com are factored into this growth.

While Utherverse’s main IP is a freely distributed software platform, the main revenue generator is VIP subscriptions that allow virtual world developers better tools for designing virtual worlds. In addition, the company licenses out it’s technology to businesses, online advertising firms, and renting virtual real estate, as well is utilizing a microtransaction income method via virtual goods sales.

Since all of Utherverse’s ‘child’ virtual worlds are based on the same platform, residents of one world can freely move to another.

Looking forward, Shuster compares Utherverse’s network of virtual worlds akin to a 3D version of the internet in it’s early days. He says that five years down the road there will be one singular virtual world or a singular network of virtual worlds.

“It will replace the web as we know it,” he said. “The 2-D web is going to become a library within the 3-D space.”

Source: Business In Vancouver

 

Little World Gifts partners with WWF – location based virtual gifting

Tuesday, March 2nd, 2010

Liverpool, UK based mobile virtual gifting startup Little World Gifts has announced it’s partnership with global animal and wildlife charity the WWF (UK). And while signing a charity of this magnitude is certainly a score for any organization, it’s what Little World Gifts has in mind with the partnership that makes things particularly interesting.

little world giftsLittle World Gifts will soon be adding three WWF branded items to it’s inventory. A virtual replica of the WWF’s ‘iconic’ panda logo will take a seat as a virtual collectable box, as well as a ‘wooden tiger toy’ and an animated Adelie penguin. These virtual gifts are slated to run between $3.99 and $4.99, and may be purchased using Apple’s microtransaction mechanism. Little World Gifts reports that 36 percent of the revenue generated will go directly to the WWF.

Now if $3.99 – $4.99 sounds a bit steep, you’re not alone. To me, a virtual gift, even if a portion of the proceeds are going to charity, priced at $4-$5 is not exactly igniting that ‘impulse buy’ factor some microtransactions rely upon. Part of this may have to do with the now increased revenue split – Apple (as with all it’s apps) will take a 30 percent cut, and then Little World Gifts and the WWF will split the remaining revenue, with Little World Gifts taking 1 percent less (34 percent) and the WWF gaining 36 percent.

Coming soon to the company’s iPhone app, users will be prompted to receive, as well as purchase of course, virtual gifts. Ok, nothing particularly ground breaking here…until you add the iPhone’s GPS functionality to the mix. Users will be able to send and receive virtual gifts based on their location. Hmmm…virtual gifts based on location…ringing any bells yet? Well, if you’re a user of Foursquare or Gowalla this should sound remarkably similar.

mzl.htejstnz.480x480-75This kind of virtual gifting very well may have tremendous potential. Instead of picking up a handful of postcards with images shot years ago, a visitor to Vienna, for example, might be able to pick up a virtual Riesenrad, or a Tour Eiffel in Paris. They could then keep this virtual souvenir, or send it as a gift (a “Wish You Were Here”, if you will) to a friend or family member back stateside.

Likewise, the potential remains for advertisers, i.e. visit xyz coffeshop, and have a virtual (branded) gift be pushed to your phone if you’re using Little World Gift’s application.

According to Little World Gifts, social networking (read:Facebook) integration is in the works, and will appear later this year. Particularly good news to Little World Gifts was Facebook’s recent announcement that they plan on making implementing microtransactions easier for developers.

Little World Gifts is a 6 person operating out of Liverpool, UK, and has received seed funding from Northwest Vision and Media’s Regional Attractive Fund, and are currently pursuing a Series A round of funding.

 

Open Feint launches social features for free-to-play iPhone games

Thursday, February 18th, 2010

Announced late yesterday, Burlingame, CA based Aurora Feint officially opened their private beta of OpenFeint X, a solution for developers to have the ability to create free-to-play games, including those stocked with microtransaction based virtual goods. The company positions the product as a logical adoption, given the runaway success of free-to-play games on social networking platforms.

openFeint_logo“OpenFeint X is by far our most ambitious and transformative effort,” said Jason Citron, Founder and CEO of Aurora Feint Inc. “We know that there is tremendous interest in creating the next Zynga, CrowdStar, and PlayFish of the iPhone. We also know that developers who aspire to these ambitions want the platform on which they can build these kinds of lucrative businesses. OpenFeint X is exactly that platform.”

Launched in conjunction with strategic partner DeNa Group, OpenFeint X will be rolled out in phases over the coming months. Core services of OpenFeint X will be fee to developers. The up side to using Aurora Feint’s toolkit is the exponential exposure devs will gain from the community. Social features include a chat wall, similar to Facebook, a newsfeed showing recent in-game activity, and game nudges, again all taken from the Facebook platform page here. Most notably, OpenFeint X includes tools for developers to fully integrate a full virtual goods store, detailed analytics, a game-specific currency, and downloadable game assets.

“OpenFeint X is the culmination of bringing the best of Xbox Live and Facebook’s App Platform to the iPhone, and extending the multi-billion dollar virtual goods social gaming economy to mobile,” said Peter Relan, Executive Chairman of Aurora Feint. Relan also holds the same position at CrowdStar, the #2 Social Game developer on Facebook, which makes huge hits such as Happy Aquarium, Happy Island and Happy Pets.

Relan concludes, “OpenFeint X is the platform on which the next big social gaming companies will be created.”

The existing OpenFeint platform currently powers social gaming services for over 12 million users, and has a monthly growth rate of 25%.

 

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.

 

Zynga clearly Serious about their Business

Friday, February 12th, 2010

Announced yesterday, social gaming giant Zynga has acquired Facebook social games developer Serious Business. This announcement arrives hot on the heels of Zynga’s recent announcement of the opening of a Los Angeles development studio.

seriousbusiness2-sBased in San Francisco, Serious Business was one of the first social games companies on the Facebook scene, and is most noted for their “Friends for Sale” title. The acquisition hails a major experience and knowhow intake for Zynga, as Serious Business has 32 people on staff, 20 of which are new hires added in Q4 of 2009. As is normal with an acquisition like this, the terms of the deal were undisclosed.

“We’re very excited to gain an experienced team that is committed to building social games,” said Vish Makhijani, chief operating officer at Zynga. “We are impressed with Serious Business’ entrepreneurial attitude, speed, and innovation in developing social games and welcome them to our team.”

Serious Business reports that they’ve been profitable since the beginning of this year, drawing 90% of their revenue through the microtransaction based sales of virtual goods. Obviously, a good fit in the Zynga family. However, this acquisition isn’t without precedent, as Zynga acquired GoPets back in October, only to shut it down a few weeks later. Given “Friends for Sale”’s longevity and place in the social gaming scene, it would be unlikely for Zynga to go for a repeat on this one. In this case, it should be interesting to see what and how Zynga will incorporate Serious Business’ ideas, methodology, and technology.

 

CES 2010: Virtual Goods go from Zero to Hero

Monday, January 11th, 2010

While it’s often a short but sweet affair, this year’s Consumer Electronics Show came to a close on Sunday, but not without a multitude of new gadgets and gizmos, the associated press that comes with them, and of course, a number of industry talks.

ces_logoOne talk in particular revealed some great numbers for the virtual goods sector. In his opening speech on Thursday, Consumer Electronics Association President and CEO Gary Shapiro acknowledged that 2009 was, “a year none of us would wish to repeat,” noting that the industry overall dropped 7 percent over the course of the year.

However, for those working in the virtual goods and online gaming sector, 2009 might have seen a number of twists and turns, but overall, it was a very good year. A random sampling of vendors at CES estimated that U.S. virtual goods revenues went from zero to hero during 2009. That is to say, the sector went from almost negligible numbers in 2008, to a $1.2 billion dollar industry in 2009, with many saying that these numbers will at least double in 2010. If this were to be the case, the U.S. virtual goods market would not still not equal even half the global industry’s take, which current estimates put around the $6 billion mark, with the Asian market leading the charge.

But what exactly is driving this massive upswing in virtual goods purchases? While initially created to thwart pirates, the microtransaction business model has it’s birth in the MMO world, but has taken on a new character of it’s own. A number of industry experts point to social networking is a major force. David Laux , IBM global executive of games and interactive entertainment clearly agrees with the Q Interactive study that was released earlier this year, stating, “Midwestern housewives are willing to spend on virtual goods,” when referring to Zynga’s FarmVille.

The days of creating that one solid ‘killer app’ may be a thing of the past, but there are a number of ‘critical apps’ that have spawned a generation of similar applications and products. If one were given the choice, it’s not far off to say that Zynga’s FarmVille may just be the one that broke the camel’s back. That is to say, it’s a wildly popular, simple game that just about anyone can play – including Midwestern housewives. Through promotional work, word of mouth, and the ever crucial monetization method that makes it fun for all, Zynga managed to tear down the walls of buyer trepidation through cute virtual cows and corn rows. And how? By designing virtual goods into the virtual world from the very beginning. “People are in these worlds to play and socialize,” says Mark Hansen, Lego director of business dev and project leader from the upcoming Lego Universe MMO. “Items that help gamers accomplish those objectives will be successful.”