Posts Tagged ‘mobile platform’

Gamevil posts record profits

Thursday, February 11th, 2010

Korean mobile games publisher Gamevil released financial numbers from 2009 yesterday, to a bit of well deserved fanfare. When compared to one year prior, Gamevil increased sales amounts by an impressive 59 percent, totaling 24.4 billion Won, or $21 million. According to company representatives, this is the first time that a Korean mobile gaming company has surpassed the 10 billion Won mark, with Gamevil’s total Net income holding firm at 11.8 billion Won ($10.2 million). Gamevil pulled down a 56 percent operating profit, and a healthy 48 percent net profit, both company records.

main_logoThe majority of sales were driven by their popular titles Baseball Superstars, RPG title Zenonia, and action RPG Hybrid: Eternal Whisper. These titles are available on both standard and iPhone mobile devices. Gamevil points to not only the success of these titles, but more importantly, their microtransaction sales within these games as primary revenue drivers. However, while Gamevil has employed the microtransaction monetization module in their standard mobile phone apps, they’ve yet to make the same jump with their iPhone games. Let’s say that again – Gamevil has pulled down record profits, and is NOT garnering significant profits from iPhone based microtransactions.

“The Korean mobile gaming market is one of the most advanced in the world, driven by original titles and new business models such as micro-transactions and network games,” said Byung Joon Song, Gamevil CEO.

“We’ll do our best to continuously grow now as a global mobile gaming company by developing games optimised for the mobile platform, adopting to new platforms, and leveraging our experience and knowledge that we’ve accumulated throughout the past decade.”

“We’re especially proud of the high profit level we were able to achieve,” added chief financial officer Yong Kuk Lee.

 

Super Boom Boom 2 to feature microtransactions

Sunday, October 12th, 2008

The LA based publisher GAMEVIL has recently announced plans to launch Super Boom Boom 2: Space Adventure with a microtransaction business model.

Not newcomers to the mobile gaming market, GAMEVIL’s ‘Baseball Superstars 2008’ is one of the top mobile titles in the Korean market.  ‘Baseball Superstars 2008’ has clocked in 1.3 million downloads within the first 10 months of its release.

The game download is expected to cost $3 USD.  The average G-Points purchase is estimated at $1.50 USD, a 50% addition revenue stream, adding an extra 2M USD to the 4M USD generated from the downloads alone.  Overall, GAMEVIL reports that microtransactions have boosted individual games’ revenues by 30-40 percent, while one title in particular has seen increase of over 300 percent.

Super Boom Boom 2 itself may not be breaking any new ground by way of it’s five levels, unlockable extras and online high score tables, it’s microtransaction system is noteworthy.  Players will be able to purchase ‘G-Points’ at GAMEVIL and use this in-game currency to purchase new levels, items and mini-games.

With a market penetration reaching over 90 handsets, Super Boom Boom 2 will be the first American game with a microtransaction platform in place that will reach over 90 percent of all available handsets including the gaming elusive Blackberry and Windows Mobile platform.

Super Boom Boom 2 is expected to reach said mobile devices later this month.

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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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