Posts Tagged ‘monetization’

Social Gaming to top $5 Billion by 2015

Friday, April 8th, 2011

In a new report issued by Parks Associates, the firm forecasts that the social gaming industry will increase it’s revenue by five times between 2010 and 2015.  The revenue increase is fueled primarily by increased advertising revenues and virtual goods sales.  According to Parks Associates, these driving factors have already pushed social gaming revenues north of $1 Billion in 2010, and they see the trend continuing.  The research firm will be presenting the findings of their Social Gaming: Market Updates report at the upcoming Game Investment Conference in Austin, TX on the 13th of April.

“Gaming on social networks has quickly become the most visible category of online games,” said Pietro Macchiarella, Research Analyst, Parks Associates in a statement. “Right now more than 250 million people play games like Zynga’s CityVille and FarmVille on Facebook every month, and both game developers and marketers have taken notice. Big brands such as McDonald’s and 7-Eleven have carried out cross-promotions with existing social games.”

Macchiarella also points to improved user monetization is a factor contributing to the industry’s success.  He notes that early entrants to the field missed key monetization and revenue opportunities, but rapid advancements in gameplay has allowed for more effective incentives for users to purchase virtual items.  Examples include virtual tractors and seed, items that improve or enhance gameplay, as well as rare items (swords, shields, etc.) to build status.

“The most powerful asset of social game developers is the quantity of behavioral data that they can obtain from their games,” Macchiarella said. “The abilities to measure the efficacy of different gameplay mechanisms, to tweak game design in near-real time, and to test new models are advantages that traditional gaming companies will never have. Zynga’s huge market share is the best proof of the competitive advantage made possible by properly leveraging consumer data.”

Parks Associates’ report also addresses the 500-pound Gorilla in the room: In Game Advertising.  The once “Holy Grail” that was to save the gaming industry has all but disappeared, or rather, highly evolved since it’s inception.  A shift in focus towards branded games, sponsored items, communities, and “advertainment” options that are far better suited to their end goal, and have come around to enhancing the gamers’ experience rather than interrupt.  Parks Associates points to this new model as further revenue opportunities for games makers.

As mentioned above, Macchiarella will present the firms findings during the Social Games session on Wednesday April 13th, at the Game Investment Conference.  The session is slated to provide a detailed overview of the social gaming space, and looks at market drivers and inhibitors, competitive analysis, market dynamics, and an investigation of current monetization and payment methods.

 

Hi5 launches SocioPay monetization platform

Wednesday, March 23rd, 2011

Social networking platform turned social games platform hi5 has recently announced the addition of their own “Advanced Monetization Platform for Maximizing Social Gaming Revenue.” Dubbed SocioPay, the platform seeks to maximize revenue for social games by determining the optimal monetization solution for every commerce opportunity. More specifically, hi5’s SocioPay targets specific players that are less likely to purchase, and instead serves up advertisements as an alternative to a lost sale. Hi5 is expected to demo the SocioPay system at the upcoming Game Developers Conference this March 1st, in San Francisco; specifically at 11:15am in the Moscone Center’s North Hall, Room 122.

In addition to being an in-house solution for hi5, Vice President Monty Kerr notes that early testing of the system has resulted in a 200%-300% increase in revenues when compared to traditional commerce and lead-generation services. “The key innovation is that SocioPay extends beyond the hi5 platform; allowing developers to see dramatically increased revenue wherever their social games are distributed — even on other social networks,” comments Kerr in a statement.

Hi5’s thinking here is not only to increase the revenues of developers, but to obviously use the tool as an attractive draw to said developers. President and CTO Alex St. John adds, “We’ve received a lot of requests from developers to help them mitigate the commerce losses they are experiencing with currency and payment solutions on other social networks, and this is certainly an area where we can provide significant support.”

If the Socio naming sounds familiar, you’ll remember that hi5 is on the verge of launching SocioPath, what they call the “next generation social gaming platform,” with an expected release date to coincide with the upcoming GDC. Hi5 is touting the new service as a way to liberate social games from their dependence on social networks via viral acquisition, a feat that social games leader Zynga has been hard at work at for a while now. If hi5 is able to pull it off, the one-two punch of new hot ticket, and powerful monetization tool might just make them the go-to choice for developers looking to cash in on their creations.

“By utilizing the SocioPath platform for our title, Bush Whacker, we’ve been able to take down the barriers to entry and acquire more new users directly into our game. hi5 is driving a new model for virally acquiring audience into social games that is effective and will be instrumental in helping us achieve our growth goals for 2011,” said David Whittaker, Co-founder of DJArts Games in a statement.

 

Mother’s Day brings home the bacon for Social Games

Tuesday, May 11th, 2010

If the question of “Do virtual gifts hold real world value?” was still on the table, this past Sunday’s Mother’s Day landslide of virtual goods sales should effectively put this question to bed. For good.

b5180034-3f87-4b47-ba81-77f7f338ab7eTrialPay conducted a study over the past weekend to measure Mother’s Day campaigns launched by a number of social games on Facebook.

According to TrialPay’s research, the week leading up to Mother’s Day (May 2 – 9), saw about $1 million per day generated by “gifts for mom” promotions that saw offers from online flower merchants reward in-game virtual goods and/or currency. This represents a 5x increase in normal social gaming revenues, with the added bonus 40 percent of purchasers were first-time buyers. If this wasn’t enough good news for publishers, TrialPay also found that visitor conversion rates were doubled. It’s a fair statement to make that virtual goods and gifting have reached the tipping point.

Mother’s Day saw attention from more than 40 percent of the top 50 social games on Facebook, garnering in total, approximately 80 million daily users’ eyeballs in the week preceding the holiday event.

“Seasonal campaigns around holidays can present a significant source of revenue for game publishers. Mother’s Day is the 2nd-largest gifting holiday in the U.S. – our study shows that social gaming companies took advantage of this opportunity to convert more of their users to paying customers,” said Alex Rampell, CEO of TrialPay. “Social games companies have been primarily focused on engagement and viral sharing, and they’re just starting to experiment with monetization, so this is an early indicator of big things to come.”

 

Russian social game dev Drimmi raises “several million” in VC funding

Wednesday, January 27th, 2010

While the Eastern European social networking scene is alive and well, it’s often easy to forget about, simply too small to be heard in the Facebook end of the pool. Partically owning to the simple language (and in some cases alphabet) barriers, eastern Europeans have turned to their own native platforms (i.e. others made a splash on the scene before Facebook was up and running with translations and/or the appropriate market buzz).

manki_3That’s not to say that Eastern European developers haven’t been acutely aware of what’s been happening in the Western European, North American, and Asian markets, and they now want in on a piece of the action on these more popular Eastern European platforms. The Russian social games market alone has taken off at a juggernaut’s pace, growing from $0 in 2008 to a valuation of over $30 million in 2009. Most social gaming in Russian takes place on the countries’ leading social network VKontakte, and currently has a runaway star – Vesely Fermer (Cheerful Farmer) developed by Yekaterinburg based i-Jet, which currently garners half the market. Reports are varied, but revenue numbers indicate that Vesely Fermer currently generates around $1 million per month. If this figure rings a bell, remember, Tapulous reports making the same figure, and Playdom would be in the same ballpark with an annual take of around $50 million.

To this end, the Russian stealth operator Drimmi has recently been awarded “several million” in venture capital funding from Luxembourg’s Mangrove Capital Partners and Russian ABRT Venture Fund. David Waroquier of Mangrove Capital Partners points to the Russian social gaming markets, “high levels of users engagement and strong monetization history,” as a leading factor behind the firms’ decision to commit. In addition to the “several million”, Mangrove Capital, also invested in online trivia games maker Amuso, will take a 20 percent stake in the now only 5 month old company. Drimmi is headed up by CEO Nikita Sherman, former CEO of Russian dating site Mambe, where he’s already introduced and developed micro-payments as revenue streams.

 

Mochi Media survey reveals only 6 percent of Flash games monetized through microtransactions

Wednesday, December 9th, 2009

San Francisco based Mochi Media recently announced the results of their Flash Games Market Survey finding that only 6 percent of all Flash game developers are using microtransactions to monetize. Oddly enough, Mochi Media says that the survey was conducted prior to Flash based games having a widely available microtransactions tool kit. Bad timing, or just bad luck?

flash-games-market-survey-copyThe survey found that the most popular method of monetizing Flash games is still rooted in in-game advertising. The majority (58 percent) of respondents indicated that they use in-game advertising as their primary monetization method, with sponsorships taking second place at 43 percent. Licensing held down third place with 26 percent, and web site ads landed in forth with 20 percent. Monetization via microtransactions scored dead last in developers methods, garnering only 6 percent.

While this data might not look so hot for the Flash gaming community in terms of microtransaction monetization, it’s important to keep in mind that this community is unique amongst the greater game development population. Of those that were surveyed, the study found that only one-third of developers consider themselves ‘full time’. The survey found that the vast majority of Flash games developers are hobbyists who create games in their spare time. This same percentage also indicated that they’d only begun developing Flash games within the last two years. Matching up with these responses, it’s duly noted that approximately three-quarters of all Flash game portals are still in start-up mode, only having been founded within the past two years.

Taking a look at the numbers, it’s quite easy to deduce from the survey results that monetization within Flash cased games could use a severe shot in the arm. Only twenty percent of all 1100 Flash developers reported that they could be earning $1000+ per month from their games. When jumping to the $5000+ per month mark, the numbers drop even lower, down to five percent. And those that could support a staff and associated actual ‘business’ at $10,000+ per month are represented by a tiny 2 percent slice of the entire industry.

Conducted in partnership with Adobe, Newgrounds, Casual Gameplay and FlashGameLicense.com, the Mochi Media survey was conducted over a three month period. However, Mochi has yet to specify which three months the survey was conducted, begging the question – was it really conducted before microtransaction monetization tools (i.e. Mochi Coins) were made available to developers?

Not merely a coincidence, Mochi also announced their second annual Flash Gaming Summit together with the survey release. The summit will be held this coming March 8th at the UCSF Mission Bay Conference Center.

 

New Report: US Virtual Goods market to reach $1 billion by years end

Monday, October 19th, 2009

InsideFacebook.com editor Justin Smith and industry expert Charles Hudson of Serious Business have recently released a report for purchase that estimates the total US virtual goods market value will reach $1 billion by years end. This estimation effectively doubles the market value of the previous year, and puts a $1.6 billion dollar amount to 2010’s sales.

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While the free-to-play traditional PC gaming platform certainly contributes to this overall figure, Hudson and Smith squarely point to the rapid expansion of casual gaming, firmly finding it’s roots in social networking. “One of the major forces that has led to growth in virtual goods this year is the explosion and seeming ubiquity of social networking in the U.S.,” said Smith in an interview.

This newest estimation is not new to the virtual goods market, as we’ve heard various valuations for quite some time, with no one definitively being able to put a finger on just how much virtual goods are actually worth. Early this year, research firm Plus Eight Star valued the Asian market value at over $5 billion, which, if seen in the light of Hudson and Smith’s newest findings clearly falls short, as the US market alone is expected reach $1 billion this year. Conversely, Brian Balfour of Viximo argued that the US market should be valued in the neighborhood of $400 to $600 million. So who’s, quite literally, on the money here? While valuations and projections are always a sticky science, it’s arguable that no one up to this point has done as much extensive research as Smith and Hudson. Again, the report should not be taken as gospel, but it is perhaps the most researched in detail.

The report, available for purchase from insidevirtualgoods.com focuses on four main areas, thoroughly investigated by Smith and Hudson:

  1. Social Networks, Applications, and Games - The explosion of the virtual goods market on social networks is in our view one of the biggest stories of 2009. We delve deeply into the trends, stats, key players, opportunities, and challenges facing the space this year and next.
  2. Casual MMOs and Virtual Worlds - Virtual worlds and casual MMOs continue to grow as a meaningful share of the virtual goods opportunity in the United States. Our study breaks down the key drivers for success in this segment, trends in monetization and engagement, and the prospects for the future.
  3. Hardcore MMOs and Free-to-Play Online Games – Developers in the MMO / MMORPG space have been among the earliest adopters of the free-to-play model. We explore why free-to-play MMOs are succeeding, revenue and user trends, and the key issues facing this space as we head into 2010.
  4. Emerging Areas: Consoles, iPhone, and Subscription MMOs- As the virtual goods business model becomes more well understood, it is beginning to show up in new and interesting areas of the games and entertainment landscape. We highlight a few of the more promising areas where virtual goods are emerging as a promising opportunity.

“I don’t know anyone who expected it to grow this fast. The Facebook platform went from zero to hundreds of millions of dollars in two and a half years. It reflects a broader shift in society where people are spending more time on casual games,” says Smith.

An of course, fatfoogoo, as an industry leading provider of microtransaction and virtual goods payment systems is profiled in the report.  We’d like to send out a big thanks to Charles and Justin for this outstanding industry report.

 

fatfoogoo getting serious about social

Tuesday, September 22nd, 2009

Throughout our lifespan, fatfoogoo has created a number of monetization and payment platforms and options for a wide range of gaming companies. In 2006, when Martin Herdina and Daniel Petri set out to make a virtual marketplace for the trading and purchasing of virtual goods and services, the initial idea was to provide a marketplace for consumers to meet and trade/sell in-game virtual items and services. While this platform proved to be successful with gamers, game operators made it clear that they would rather keep a tighter hold on what was and what was not being traded within their titles. Et Viola, the modern version of today’s fatfoogoo was born with a white label services and technology model. And while there are a number of ‘traditional’ games and titles that we provide our services to, the undeniable growth and popularity of social games, as well as a number of other browser based games, has been certainly something we’ve been looking at for quite a while now.

ff_logo_whiteSpeaking to Justin Smith of insidesocialgames.com last week, Martin states, “We’ve been working with social app and game developers since the end of 2008, as the requirements are very similar to classical online game business models. The first social networking project we did was to provide store, white-label payments and virtual currencies for the avatar engine mEgo, now we are just working with Gogogic on powering Vikings of Thule – and some really exciting social apps/games projects are currently under the hood.”

As Smith states, we are based in Vienna, Austria, miles away from some of traditional games development hotbeds, we’ve also established offices in the UK and the US, with our very own Stevie Case running point on working closely with North American operators/developers.

“Our technology is purely international, so it’s capable of supporting multi-languages, multi currencies, multi-byte character-sets and different VAT-rates,” Herdina says. “However, in terms of business development we are mostly focusing on talking to potential partners in North America and Europe.”

Realizing that while social gaming might share a number of traditional facets, it also takes on it’s own brand of monetization. Specifically, in-game advertising can often be relied on as a primary means of revenues. To this end, we’ve partnered with a number of managed offer platforms in order to facilitate this monetization mechanism. “We treat offers as an alternative payment option, and therefore work with quite a few offer providers in different regions to ensure ideal coverage, like PayBuyPartner, AdParlor, GratisPay, and SponsorPay,” Herdina says.

With this particular attention turned out social games, naturally, facilitating the ease, and variety of payment options is key. We’ve partnered with a number of payment providers specifically focused on social games in order to ensure the highest levels of both client and customer satisfaction. Payment options include credit cards, direct debits, mobile payments, and prepaid cards, to name a few.

“We are expecting our ongoing and future projects in the social app/game space to contribute a significant part to our success in 2010,” Herdina says.

If you’re headed to the Browser Games Forum in Frankfurt this November, Martin will be speaking and available for questions both days.  To have a better look into who we are and what we offer, please visit our solutions section.

 

Tencent again on track to post record profits – attributes success to online gaming

Monday, August 17th, 2009

If you’ll remember, Chinese web portal, IM provider, and MMO operator Tencent made some pretty big waves last spring when the news broke that they’d surpassed the $1 billion mark in revenues. Well, if Tencent’s Q2 revenue numbers report is any indication of what’s to come, they are well on track for a repeat performance.

tencent-logoReporting RMB 2,878.4 or roughly $421.3 million in total revenues for Q2 2009, ending June 30th, Tencent saw a 14.9 percent increase over the previous quarter, and a sizable 79.9 percent increase in revenues year-over-year. This now brings the company’s first half of 2009 revenues to $787.9 million, a 77.5 percent increase over the first half of 2008.

Admittedly, the lions share of revenues are derived from the company’s IM services, but with virtual goods and currency sales a close second, Tencent is reporting a gross profit of $284.5 million. This number represents a 13.1 percent increase over Q1 2009, and a 69.5 percent increase y-o-y from 2008’s numbers.

Operating popular free-to-play MMO’s Dungeon Fighter and Cross Fire (both Nexon products), as well as gaming client QQ games has significantly helped lined the coffers at Tencent. The company saw a 17 percent increase over the previous quarter, and a significant, yet unnamed, year-over-year increase to $183 million.

Mr. Ma Huateng, Chairman and CEO of Tencent, said, “For the second quarter of 2009, we delivered solid growth in our operating and financial results as we strengthened our online platforms and increased monetization on our Internet value-added services, especially online games.”

However, while the Tencent camp has something to cheer about, things may not be quite as rosy as the surface view would indicate. Tencent representatives indicated that decreased revenues in “more mature MMO’s” including QQ Fantasy, QQ SanGuo, and QQ Huaxia must be considered in the overall revenue picture. To this end, Tencent has halted the launch date of two planned MMO’s. These titles were expected to hit the airwaves around the turn of the year. One prior to New Years, and the other was expected in early 2010.

To this end, Huateng comments, “For our online advertising business, the industry environment remained challenging although activities picked up modestly this quarter. We believe advertisers are still cautious on ad spend for 2009 until the global economy recovers in a more concrete and sustained manner.”

 

$237M + invested in virtual goods in 6 companies in Q2 2009

Friday, July 10th, 2009

Virtual Goods News has recently released new numbers on virtual goods investments for Q2 in 2009. While this study finds over $37 million being invested in 6 companies that either monetize in full or part through virtual goods sales, the numbers overall are markedly down.

Update: The folks over at the good ship Virtual Goods News have recently sent over an update.  Upping the total amount invested from $37 million to $237 million by way of the $200 million investment made by Russian firm Digital Sky in the Facebook social network that occurred on May 26.  Duly noted, Facebook does not primarily monetize via virtual goods, however their virtual gifts, and branded virtual gifts do pull down a significant revenue number, enough to make them a serious player in just about any virtual goods related market.  Obviously, this record breaking influx of cash seriously skews the numbers below.

virtualgoodsnewslogoQ1 2009 saw a total of $69.1 million invested, again, down from Q4 2008’s $100.7 million. Certainly one factor in this downward trend must be attributed to the global economic downturn. Looking at the overall venture capital investment landscape, this downturn may simply be a reflection of the general decline in vc cash. Technology related industries have seen a particular decline, and virtual goods investments certainly fall into this category. Virtual Goods News’ sister site, Virtual Worlds News is also reporting record lows in venture capital investments. Again, remain calm, and exit the building in an orderly fashion. Oh no, wait. That’s not right. This might not be the most favorable news to come out of the virtual items sales industry, when seen from 30,000 feet up, our swimmers seem right in line with everyone else in the pool. The real question here is – when we start seeing the return to ‘business as usual’, will virtual goods/worlds investments also see this return?

Perhaps most notable in the studies findings is the increase in investments in the mobile payments sector. The largest single investment in the study was won by Boku, receiving $13 million. Boku is a mobile payments start-up that purchased both Paymo and Mobilcash. Competitor OneTXT also scored a cool $2 million, thereby making the segment the clear winner in Q2, netting approximately 40% of all dough invested in the virtual items/goods space. As Virtual Goods News notes, this is particularly noteworthy, as there was no publically disclosed data regarding mobile payments in all of 2008 and Q1 2009.

Perhaps, and this is a big perhaps, the North American market has seen proof in the pudding with microtransactions via virtual goods sales, and is looking to replicate other areas of monetization already found in Europe and areas of Asia? Paying for items via mobile providers is nothing new here in Europe, but I can’t remember a single time/place I’ve been able to do something similar in the US. If this is in fact the case, we could be staging for a rapid change in the way virtual goods are charged, sold, and delivered in North America. The only issue that worries me about this is that Asia and Europe have seen a gradual rollout of these methods, while the US hasn’t. Change is good, but too much change too fast can often be met with backlash. That’s not to say the entire North American market will make a rapid shift back to subscription only options, and the party’s over, but how about we get one method down and understood before we start throwing even more (sometimes confusing to the novice) options at consumers.

Virtual Goods News full list of the 6 companies that received venture capital investments in Q2 2009 can be found here.

 

MapleStory celebrates 4th year

Friday, May 8th, 2009

In celebration of their upcoming 4th birthday, Nexon America is rolling out the red carpet for loyal fans of one of the very first free-to-play, microtransaction monetized games.  Launched on May 11, 2005, MapleStory quickly became an online legend with it’s groundbreaking social features, unique art style, open world opportunities, and again, unique and innovate method of play vs. monetization.  Worldwide, MapleStory counts over 92 million users, 6 million of whom reside in the US.

But to MapleStory players, it’s not just a game.  It’s gone far beyond just a 2D side scrolling virtual world/game.  One might even say there might be a cult of ‘Story going on, as fans of the game have solidified the title’s place in gaming history through countless blogs, fanboy (and girl) community sites, and videos.  A quick pass through YouTube reveals close to 200,000 video results.

“After four years of service in North America, MapleStory continues to evolve and surprise us all. We are very grateful to our loyal fans and this celebration is for them,” said Min Kim, Nexon America’s Vice President of Marketing. “MapleStory fans have helped create something special and we’re going to reward them with new, exciting content to enjoy throughout the summer and beyond.”

And reward Nexon will.  The new birthday goodies looks like so:

  • Fourth Anniversary Maple Weapons – Monsters will be dropping special anniversary weapons. Or the players can exchange previous anniversary weapons and Maple Leaves for new Fourth Anniversary Weapons, Maple Hats, Maple Shields, Maple Earrings, or Fourth Anniversary Scrolls.
  • Item Upgrades – Maple Hat and Maple Earrings obtained through monsters are upgradable using Maple Leaves. The earrings can be upgraded by completing additional quests.
  • Leveling Up Event – Each time players levels up, they will receive Maple Leaves. The number of Maple Leaves rewarded will vary depending on the level. Higher level players will receive more Maple Leaves.
  • GM Events – The GMs will run special events and summon last year’s anniversary boss, Big Puff Daddy, at random times.
  • Monster Transformations – Any player can transform into one of MapleStory’s monsters for a given period of time.
  • 4 Candle Event – Nexon is giving away 1,200 prizes over 40 days, including in-game items, Nexon Game Cards, digital cameras, iPod Touch and a laptop computer. Players who play for 40 minutes will receive a candle. Once a player has a candle, they can receive up to four pieces of cake for each successive 40 minutes of game play. Players who get four pieces of the cake will have a chance to win.
  • Maple Quiz – Players can take the Maple Quiz. For every question a player gets right, five Maple Leaves and a special cake will be rewarded.

In addition to this content, Nexon has a whole slate of daily events planned.

So if you’ve never given MapleStory a try, or were just looking for the right moment to jump back on the train that started it all, look no further.  MapleStory – a story of how one game could change the entire way we look at the gaming industry.