Posts Tagged ‘mobile gaming’

Korean mobile games publisher Gamevil reports soaring profits thanks to microtransactions

Friday, August 21st, 2009

While microtransactions may still be relatively new in the US, they’ve become the defacto method of the gaming industry in the Asian market. Even less familiar to the Western market is microtransactions deriving from mobile games. And if Korean mobile publisher Gamevil’s astounding 51 percent profit margins in the mobile gaming sector are any indication, we could soon seen the same revenues posted stateside.

gamevil-eyePocketgamer.biz is reporting that Gamevil’s Q2 revenues have risen 67 percent year-over-year to a healthy $4.3 m. The company’s operating income is up 188 percent to $2.6 million, and net profit rising an astounding 214 percent to $2.1 m. Obviously, there’s quite a few Korean gamers that are quite familiar with the microtransaction mechanism, and are now having no problem adopting the mindset to their mobile playtime.

Looking at the quarterly numbers, Gamevil sales were up 30 percent, net profits up 55 percent, and operating income rose 74 percent. Gamevil execs point to microtransactions as being the clear bread winner. Their microtransactions focus on in-game virtual items sales, with outstanding performance coming from sports title Baseball Superstars and RPG HYBRID: Eternal Whisper.

But wait, if we’re talking mobile gaming, where’s the iPhone stats? Granted, Gamevil has released several games on the App Store, however, they’ve not yet harnessed the microtransaction reigns, as Apple does not allow for microtransactions via free apps.

“We’ll continue to grow in the later half this year with sequels of our current portfolio and new franchises released in the domestic Korean market,” said Gamevil CFO Yong Kuk Lee. “Also we’re planning to bring more new titles to the global open markets as our future growth strategy.”

These games will include iPhone versions of HYBRID: Eternal Whisper and a sequel to its popular Zenonia RPG.

 

Gameloft reports 20 percent increase in sales over the first half of 2009

Wednesday, July 29th, 2009

Ah yes, what would mid-summer be without a plethora of financial statements and results? Charting the results coming out this week, we’ve got Changyou up, Ubisoft down, and Gameloft up. In Gameloft’s primarily mobile gaming focused world, Q’s 1 and 2 have seen reasonable growth, indicating that they’re clearly delivering what customers want.

Banking approximately €60 million during the first half of 2009, representing a 20 percent growth year-over-year. Side by side, Gameloft’s numbers:

gameloft numbers

With the majority of their focus on building mobile games utilizing Java, Brew, and Symbian technologies, 95 percent of the company’s revenues derive from this sector. The remaining 5 percent come from console games sales. Gameloft also supports titles for WiiWare, DS, Xbox LIVE arcade, iPod/iPhone, and PCs. Gameloft attributes part of it’s success to manufacturers advancements and innovations, specifically Nokia and Samsung. Obviously, when speaking mobile games, one can and must not overlook the 800 pound gorilla in the room that is Apple’s iPhone, which Gameloft points to as a source of it’s success, citing the AppStore as a major source of income. And not to be left out of the party, Gameloft is also seeing significant numbers arising from RIM’s blackberry devices.

Gameloft has a number of partnership agreements with some of the largest names in the business including Viacom, Sony Pictures, ABC,, Ferrari and Ubisoft Entertainment, as well as individual personalities such as Kobe Bryant, Derek Jeter, Reggie Bush, and yes….Chuck Norris. Perhaps Gameloft can leverage some Chuck Norris to help Ubisoft’s faltering numbers?

While Gameloft maintains a network of offices around the world, the largest share of Q 1+2 revenues came from Europe (38 percent). North America continues to be a strong growth market, garnering 33 percent of Gameloft’s first half revenues, and showing a 39 percent increase in activity. The remaining 28 percent of revenues come from areas listed only as “the rest of the world.” Stepping back and looking at the year-over-year picture thus far, Europe again takes the top earning spot with 43 percent, North America showing 30 percent, and “the rest of the world” making up 27 percent of total sales.

 

Free to Play begins to show signs of chipping away at retail’s dominance

Monday, July 20th, 2009

According to new data released by NPD, video game sales are on a steady decline. Sales of software, hardware, and gaming peripherals fell 31 percent, down to $1.17 billion in June 2009. The month prior saw sales around the $1.7 billion mark. According to NPD analyst Anita Frazier, “this month saw the greatest year-over-year monthly decline since September 2000, when the industry declined 41 percent.” Overall, 2008 has seen sales of video games and their associated counterparts (hardware and joysticks, etc.) are down 12 percent YOY.

moneywashingtondollarAnd it’s not just the plastic wrapped shiny discs that aren’t moving off retailers’ shelves. Console sales revenues took a 38 percent hit, totaling only $382.6 million. Of the big three, Microsoft’s Xbox was the only console that actually increased sales during the month of June. Nintendo’s Wii saw a drop of 45 percent, and Sony’s (arguably overpriced) PS3 got clobbered with a 59 percent drop in sales.

And while a 45 percent drop in Wii sales might look bad on paper, Nintendo’s mobile gaming devices, the DS and DSi pulled down 766,000 sales receipts, larger sales numbers than all three consoles combined. If that wasn’t enough to cover the electric bill, Nintendo’s Wii Motion Plus accessory (an add on that makes the controller more accurate) clocked in with 374,000 units sold.

But hang on a second…haven’t we just heard that gaming is seeing a tremendous rise, partially contributed to the current economic situation? Just last week, comScore put out numbers indicating that the market had grown 22 percent in 2009, so what gives?

“Our latest gamer segmentation study suggests that more than 4m new ‘players’ have entered the games market since last year, so certainly the decline isn’t due to less folks participating in the industry,” NPD’s Anita Frazier explained.

“Some of these are new retail consumers and some are playing online for free, and others are a mix of both. The trick is to continue to figure out how to monetize all the gaming that is going on across PC, mobile devices, and video game systems.

“Certainly there is plenty of opportunity in the industry, but the rate of change in many areas of the industry presents a lot of challenge as well.”

So if the segment has seen a spike in usership, but yet, sales are slumping, where are all these people going? And better yet…where, on what, and if at all, are they spending their money?

“While some of the decline in retail sales could be a migration on the part of consumers to acquiring content via digital distribution, our reports on downloads and subscriptions reveal that it’s not yet having enough impact on the console market to be an overly meaningful factor in the retail down-turn. That said, there are increasing avenues for consumers to game, including via mobile devices, and it’s clear the industry is sorting through how to manage all these opportunities while deploying resources appropriately,” says Frazier.

Now I’m not one to pick at words (yes I am), but note that Frazier mentions only downloads and subscriptions. There are two key pieces of data that NPD is not addressing here. Browser based gaming, and in platform gaming (i.e. casual games apps on social networks). While NPD may be clocking downloads and subscriptions, there’s no indication that they’ve collected significant data on where these 4 million new gamers are going. They’re clearly not heading to the local Best Buy to drop $59.99 on the newest copy of Call of Duty, so again…where are they? My bet firmly lies in browser based, either within social networks, or directly, gaming. If that be the case, the even more important question is – how many of these new gamers, all playing for free, are or plan to make a microtransaction purchase?

 

Double Fusion shifts into top gear with Nissan cubeparty iPhone app

Tuesday, July 14th, 2009

Leading in-game advertising firm Double Fusion has made its first foray into the rapidly expanding iPhone gaming segment with the launch of Party Roundup, a Nissan Cube branded game. Taking cues from the Cube’s advertising campaign, developers Coresoft set out to emphasize the car as a “mobile device”. The game primarily focuses on mobility and customizations, not unlike it’s real world 2400 lbs. glass and steel counterpart, and allows players the opportunity to customize their vehicles according to their own personal tastes and preferences.

img_0005“The iPhone is an extremely powerful gaming platform and we are excited to have worked with Nissan to provide auto enthusiasts with an innovative mobile gaming experience,” said Jonathan Epstein, president and CEO, Double Fusion. “Just as the cube fits into the mobile lifestyle of car owners, cubeparty typifies Double Fusion’s commitment to connecting brands and gamers across all platforms and, as our first involvement with a game exclusively for the iPhone, reinforces our dedication to providing unparalleled reach and the ability to target any and all desired gaming audiences.”

Taking advantage of the new OS 3.0 update, Coresoft’s creation allows for both single and cooperative multiplayer (up to 8!) action. Not unlike a host of other driving based games available for the iPhone the built in accelerometer is used to steer the cube while navigating through 3D city environments. Again, while the controls are nothing new, Nissan and Double Fusion weren’t about to launch just another ‘driver’ as the cube party app features a never before seen play action. In multiplayer mode, each of the up to eight simultaneous players have a chance to drive the cube themselves, as the car will drive off on screen and onto another, thereby putting the new user in full control. And naturally, just like it’s real world counterpart, players can customize their cube in a seemingly endless number of configurations, both interior and exterior.

img_0006“cubeparty is a great way to engage the gaming audience with the Nissan brand through one of the most popular and widespread mobile devices,” said Kerry Feuerman, Group Creative Director at TBWA/Chiat/Day. “Double Fusion’s extensive experience across all interactive platforms allows Nissan to deliver premium gaming content free of charge to a passionate and trendsetting audience.”

Weighing in at only 86MB, this entertaining little app is probably smaller than most video podcasts you regularly update, and should keep you not only entertained, but will plant the seed of just how fun and entertaining a Nissan Cube can be. Double Fusion – I’d say mission accomplished!

The cubeparty app is available for free courtesy of Nissan, Double Fusion, and Coresoft via the iTunes Store.

 

Almost half mobile browser gamers purchase virtual goods

Tuesday, July 7th, 2009

itsmy.com

Yesterday, itsmy.com, one part of the itsmy network released survey findings that indicate a strong state of play in the mobile browser based gaming industry.

Polling 1,500 mobile phone users across Europe and North America, the survey asked users about their mobile social gaming habits. While only 12 percent of these users admitted to regularly spending money in their mobile gaming favorites, a healthy 48 percent of respondents indicated that they purchase virtual items from time to time for their games.

Not solely tied to numbers that purchase, the itsmy survey also concluded that the average mobile social gamer is approximately 27 years old, plays several times per day, and on average, is more likely to be female than male. While we’ve known for a while that casual gaming is often more likely to appeal to female gamers, other statistics garnered from the survey shed new light onto game appeal. Only 11 percent of those surveyed indicated that they are looking for a well known brand or title, and over 60 percent based their game purchases on the title or storyline of the game.

Before we get overly excited about these survey results, it’s important to keep in mind that this data was released as part of a promotional effort from itsmy’s parent company Gofresh GmbH. The company has a stable of 10 new games slated for debut in Q4 ’09. In addition to their mobile gaming division, the company also has two others, one focused on rich media advertising, the other on mobile TV delivery. According to their own statistics, their mobile social network, itsmy.com is the stickist in it’s field, and counts 2.5 million registered users. No references or control methods were indicated in the survey.

 

Apple’s WWDC 2009 sure to confirm Apple’s commitment to gaming

Monday, June 8th, 2009

Although this year’s apple-fest, the annual WWDC is going ahead as scheduled, sans Mr. Jobs, and without much (presumed) major jaw dropping news, the major focus of this year’s event seems to be surrounding the iPhone.

picture-3As we’ve previously reported, and is pretty much general knowledge in the mobile phone world now, the iPhone’s scheduled 3.0 software update will include microtransaction features that a number of developers are already lining up to take advantage of.  However Apple seems to be moving plans along to up the ante on anyone (I’m looking at you Palm Pre) taking a shot at the mighty iPhone’s thrown at top the mobile device world.

The Palm Pre, may in fact, already be providing us with some insight as to what Apple’s capable of in the next generation of iPhones.  Utilizing the ARM Cortex-A8, in this case, Palm has actually 1-up’d Apple.  However, Apple is almost certainly expected to make the official announcement today that they’ll be incorporating the ARM Cortex as it provides, “the highest performance, most power-efficient” ARM processor available.  The reasoning behind this supposition?  Apple’s own job listings recently put the call out to ARM Cortex specific programmers to take advantage with the advanced features of this processor.  The ad has since been removed, so congratulations are in order to the folks that just joined the Apple team.

Ok, better processor making better use of my iPhone, fair enough, but how does this tie into gaming and the microtransaction features?

The rumor mills have bee alight for a while now, and it seems all but certain that the folks from Cupertino will confirm that they’ve inked a deal with Imagination Technologies securing a host of future 3D graphics chips from the London based company.  The iPhone currently utilizes the 4th generation of this graphics chips, although the 5th gen is already out and ready for use.

Did someone say better processor speeds AND improved 3D graphics, AND microtransaction support?  See where I’m going with that?  It’s becoming more and more apparent that while Apple’s not involved in the console business like their counterparts from Redmond, if the iPhone takes a serious stab at the mobile gaming market, they don’t need to be.  With a host of other additional features rumored (although more or less confirmed) including Video, 4GB to 32GB format sizes, and 72 Mbps 3G, along with some of the features that games developers have in mind for these new additions to the iPhone, Apple may very be on it’s way to becoming top dog not just in the smart phone market, but in the handheld gaming device market as well.

Tune into some live blogging from the WWDC 2009 via VetureBeat’s WWDC 2009 FriendFeed room starring Anthony Ha, Paul Boutin, and naturally Dean Takahashi.

 

Blizzard takes one step closer to casual gaming?

Tuesday, May 12th, 2009

One of the most respected and well know names in casual gaming, Greg Canessa is calling it a day as Vice President of Video Game Platforms with PopCap.  Prior to his current position, Canessa was the man in charge who launched a thousand ships with the business model he rolled out for Microsoft’s XBLA service.  He left this position and joined PopCap in February of 2007, and is now moving on again – this time to the 800-pound gorilla in the room, aka Blizzard.

wow_bejeweledAt this point, I think we’re pretty justified in letting the wild speculation run free.  Granted, Blizzard has been showing more and more interest in casual gaming over the past few months, with not only PopCap’s Bejeweled showing up on gamers’ radar’s back in September, but just a few weeks ago, Blizzard also tossed PopCap’s Peggle into the World of Warcraft mini-games selection.  Three guesses, the first two don’t count on who was spearheading this project?

So what’s really the dilly Blizz?  While Kotaku broke the news, Joystiq raises some very interesting points, and questions whether or not Canessa has nabbed one of the open positions Blizzard is currently advertising in the “Unannounced” section, or perhaps the elusive “Next-Gen MMO” category?  According to Joystiq’s inside source, Canessa will be working on an “unannounced project in the online space”.

wow_peggleAnother point to keep in mind here is that Blizzard’s COO Paul Sams has repeatedly made statements about the company’s interest in starting up an entirely new franchise.  Could Canessa’s appointment be the first signal in Blizzard’s interest in starting up a casual gaming platform?  Maybe browser based gaming?  Maybe social networking based play?  iPhone/mobile gaming?  Again, the speculation doors have been flung wide open by Blizzard’s highest profile move in this direction to date.

If Blizzard has in fact brought in Canessa for the purpose of fleshing out a casual games division, does this mean that they’re also interested in having a look at microtransactions?  While the producer of the #1 game worldwide certainly doesn’t need any more money, they might be foolish to not at least visit and review the concept.  With relative newcomer (in relation to Blizzard) casual game publisher Zynga reportedly pulling down nine figure revenues from microtransactions, just have a think for a moment what Blizzard and their mighty army of employees could tackle?

I’m quite certain Canessa’s departure is a blow for PopCap, but that’s not to say they don’t have a thriving business going as it is, and I’ll be interested to see where they take things from here.  On the flipside, PopCap now has a former high-level executive inside the mighty Blizzard citadel.  More PopCap casual titles to be implemented within WoW?  Plants vs. Orcs?  Zombies vs. Night Elves?  Let’s hold fire and wait and see.

 

Nielsen study finds gaming up, prime time television consumption down

Thursday, April 9th, 2009

As tougher economic times bear down on the global market, and wallets get tighter, consumer spending and consumption habits are bound to change, appropriately reflecting market conditions.  But according to a new Nielsen study, the healthy growth of the video game industry is bucking all the trends and setting out on it’s own path.

The recently published ‘State of the Video Gamer’ report looked at gaming on consoles, PC, and mobile gaming happening in the United States during Q4 of 2008.  The Nielsen study found that gaming, traditionally a realm reserved for younger males, have grown in popularity with females, older players, and diversified groups.  The report also revealed that this new consumers’ play time is cutting into prime time television consumption.

“Gaming, once the domain of kids and a small group of core fans, is now more mainstream than ever.  As the number of platforms continues to expand, we would expect that more people will be drawn to the entertainment video games can offer.  Along with this, the evolution of gaming consoles into multimedia devices has changed consumption habits of traditional media such as TV, movie and Internet content,” said Bradley Raczka, Marketing Manager for Nielsen Games.

nielsen

Key findings from the study include:

  • The PlayStation 2, while still leading all other consoles in total minutes of usage, continues to have the highest downward trending rate of usage.  Trending data suggests by the end of 2009, the PlayStation 2 will no longer be the most used console in the United States.
  • Females 25 years and older make up the largest block of PC game players, accounting for 46.2 percent of all players and 54.6 percent of all game play minutes in December 2008.
  • More sophisticated consoles such as the PlayStation 3 and Xbox 360 attract the more engaged console users, who are less likely to be watching television in Prime Time than users of other consoles.

The Nielsen data was mined from a sample of more the 17,000 US television households and 185,000 US tracked PC’s.

While the Nielsen study is certainly not all encompassing, it does deliver a hefty blow to an already ailing television industry.  With the rise of console complexity and interactivity, this study clearly indicates more and more households are tuning off the tube, and turning on the titles.

So what does this all mean?

The Nielsen study only confirms and strengthens a similar study currently being conducted by NeoEdge and Frank Magid Associates – that in-game advertising is more effective than television advertising.  Depending on which sources you look at, spending on in-game advertising is expected to balloon to somewhere between $732 million to $1.8 billion by 2010.  Which then raises the question – why is IGA Worldwide in trouble and looking for more money, or a buyer?  With more and more info hitting the streets regarding the potential of in-game advertising, I’d expect in-game advertising specialists like IGA Worldwide, Massive, and Double Fusion to be working at maximum capacity.

Download the Nielsen ‘State of the Video Gamer’ report here (PDF).

 

Mobile Games Market value expected to double by 2013

Thursday, November 20th, 2008

A recent report published by Juniper Research predicts that the mobile gaming market is expected to reach revenues of more than $10BN by 2013.  One of the key factors driving the prediction?   Apple’s iPhone.  The iPhone has single handedly driven mobile gaming publishers and developers into frenzy to get their games to market ASAP.  The consequence?  Paid-for mobile game downloads have more or less flatlined across North American and Western Europe.

At the same time, it’s not all roses for mobile gaming developers.  The potential for growth is being damped by a combination of limited on-portal revenue shares for publishers and poor games marketing.  The resulting outcome is a mass exodus from the mobile gaming industry.

Dr. Windsor Holden comments, “The revenue share offered by Apple to games publishers is incredibly attractive. The danger is that if operators do not respond with a similar business model, publishers faced with low margins may simply exit Java completely, thereby reducing consumer choice in the longer term.”

A suggestion?  What about a monetization toolkit for mobile games developers that could dramatically shorten their time to market AND help fund continued development?

Juniper’s report also found that ad-funded downloadable content has increased in popularity, BUT the revenue generated from this advertising is most likely insufficient to provide developers or operators with a primary revenue stream (read: why bother?).  Given the current state of financial affairs, CPM rates are falling through the floor, thereby making ad-supported games less and less attractive to developers.  Again, see suggestion above.

But fear not mobile game developer, for all is not lost.  Juniper does see room for growth and profitability in the Indian Sub Continent, Africa/Middle East and South America.  Increased mobile use and low levels of console gaming systems combined with fixed (landline?) Internet have been a driving factor in making mobile phones the gaming platform of choice.

Other significant findings in the Juniper report include:

  • China and the Far East will remain the largest regional market for mobile games throughout the period covered by the report.
  • Global revenues from in-game advertising will rise significantly from 2008 to 2013.
  • Operators need to reduce data charges further for out of bundle customers to encourage casual mobile Internet usage and thereby stimulate the mobile entertainment market

Further details and the study are freely available at Juniper Research.

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Microtransactions coming to an iPhone near you

Thursday, August 21st, 2008

Exit Games’ Neutron cross platform multiplayer gaming service announced yesterday that they’ve upgraded to now include iPhone support.

Neutron will now feature game lobbies and various matchmaking capabilities, real-time, turn based tournament and multiplayer options,  buddy lists, leaderboards, profiles, in-game voice and text chat, and last but not least, our personal favorite: billing and in-game microtransactions.

“The iPhone presents a very unique opportunity for mobile online gaming as it is both specifically designed for online services and comes with the App Store, an already successful and accessible distribution channel”, said Christof Wegmann, CTO of Exit Games. “Neutron’s support of this new and innovative mobile device will ensure that iPhone game developers have a means to take advantage of its wireless connectivity and add social gaming features.” Wegmann further adds, “The iPhone will surely establish itself as a dominant mobile gaming platform and we’re pleased to support multiplayer and social features in games developed for the device.”

Neutron utilizes not one, but 5 SDK’s to provide a wide variety of connectivity and features right out of the gate.  Together with it’s hosting services, it allows developers to use even some of their most sophisticated features on a mobile platform, with a minimum time and cost investment.  Adding support for the wonder of Cupertino was a no brainer (and probably little to no sweat) for Exit Games, as the Neutron already supports J2ME, BREW, Windows Mobile, Flash Lite, and Blackberry, not to mention PC and console platforms.

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