Posts Tagged ‘Samsung’

HTC snaps up Saffron Digital, buys big into OnLive

Monday, March 21st, 2011

HTC has made a bit of a name for themselves over the past few years. Most notably, HTC and Samsung seem to be duking it out in the hearts and minds of Android owners. And while Samsung has the been-around-the-block advantage, HTC’s relative newness on the scene, i.e. agility, might be working to it’s advantage. To this end, the Wall Street Journal is reporting that Taiwan based HTC has recently acquired Saffron Digital, a London-based mobile platform firm for $48 million.

Saffron specifically targets “Video. Anytime. Anywhere,” so it’s pretty clear to see where HTC is going with this one. The firm has provided services for Vodafone, T-Mobile, Samsung, and Nokia in the past. Great, HTC is interested in upping the video on their devices, but perhaps even more noteworthy is HTC’s investment in streaming game service OnLive.

Presumably in a bid to keep pace with Apple, HTC is sinking $40 million into OnLive’s technology. This deal could very well see HTC home to exclusive content and applications. An interesting position, as clearly the saturated smartphone market is now looking for it’s “head-and-shoulders” above the competition deferentiator. HTC spokesperson Maggie Cheng comments, that the deal will, “strengthen its gaming capabilities and help HTC tap into increasing demand for games on smartphones.”

In addition to being an interesting move for HTC, this may also signal a shift in directions at OnLive. Focused primarily on streaming AAA games to your TV via a special box interface, this is the first time I’ve heard OnLive and smartphone content in the same sentence. While OnLive and Gaikai battle over who’s got the better package, and let’s not forget about Playcast, could this deal with HTC be the tipping point that pushes one out in front of the others?

 

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.

 

China’s IGA market poised to pounce in 2009

Wednesday, January 14th, 2009

In game advertising started in the Chinese market back in 2007 with a few game operators casually slipping a bit of code into some of their games, with a modest $8.77M ROI.  While this might seem a pretty decent take on an ‘experiment’, according to iResearch, it accounted for only four percent of the market’s total revenues of approximately $2B.

Fast forward one year later, with Chinese IGA revenues topping out at $19M.  Still a relatively small number in the overall scheme of things, but other Chinese firms started to take notice, with several independent third-party IGA providers popping up like daisies.

Two of China’s largest IGA providers, In-Game Media and Bihu.com both believe that the solid foundations laid over the past few years, combined with the current global economic downturn have prepared the market for explosive growth.

Bihu.com

Established in 2004, Bihu previous provided in-game value added services, i.e. in-game messaging, etc.  In 2008 they decided to regroup and refocus, turning the torchlight on in game advertising.  Back in April, Bihu announced their own independent IGA system with allows game developers and operators to insert advertising code into a game without altering the core technology.  Apparently, this was a wise move on Bihu’s part, as their client list shot up from 2 to 10, with major players Dell, Samsung and Intel among the roster.

“With 10 game firms accounting for over 20 online games, we have formed an online-game advertising network, which is a basic step toward attracting advertisers,” says Li Liujun, founder and CEO of Bihu.

Li says that the IGA market in China has been partially held back by the success of virtual item sales, and convincing gaming companies to form IGA relationships to diversify revenue streams.  “China’s game firms mainly earned money through the sale of virtual products, which has been very profitable. This means they were lacking in motivation to find new revenue models,”.  He also points out that a number of developers were a bit skeptical, as inserting IGA’s would require an alteration of the core code of the game, potentially having a negative impact on the game itself.  “Our independent system that can insert adverts without changing a game’s code helps drives our business,” says Li.

Li views the global financial downturn as a time ripe to harvest the benefits of IGA, as many companies will seek to lower costs, and invest more of their advertising budgets in the emerging online media.

In-Game Media

Echoing Li’s statements, strategy director at In-Game Media, Johan Wong says, “People will likely cut down on consumption and stay at home this year, which could lead to an increase in the number of game players,”

Given the global tightening of the collective belt, Wong predicts the Chinese market will see a notable increase in the overall average age of those playing online games.  This ‘raising of the bar’ will open a number of IGA opportunities for Chinese firms ranging from high(er) priced consumer goods and real estate.

Still a relative newcomer, opening in January of 2008, In-Game Media, a subsidiary of Chinese online giant Shanda Interactive Entertainment Inc. had only been delivering IGA to Shanda’s own titles.  But in December 2008 the company opened it’s doors to further expansion, signing contracts with 20 games companies across China.

Over the course of 2008, In-Game Media developed a number of IGAs for Shanda, their most successful involving the Puma brand in Shanda’s Crazy Kart racing game.  In-Game Media was responsible for the Puma branding of virtual characters clothing, which offered users the opportunity to enter and participate in specialized promotional races via the Puma website.

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