Posts Tagged ‘Second Life’

Google going gaming?

Wednesday, September 10th, 2008

Back in July Google took it’s ‘Second Life’ competitor product ‘Google Lively’ out of barn and brought it out into the light of day.  Back in March of 2007 the king of search acquired Adscape for a cool $23 Million.  Putting two and two together here, it’s easy to see that Lively could very well be a testing ground for a Google in-game advertising network.

As with a number of other Google properties, these two seem to be right back where they started from: on the shelf.  Sure Lively is public and anyone can join and ‘play’, but is anyone?  After the initial hype and marketing push, active users on the platform remain sparse.  I’ll admit that I gave it a go briefly after the initial launch, found myself in some deserted and creepy ghost town areas, and haven’t been back since.  Likewise, Adscape has been eerily quiet since the acquisition.  Kind of like a sleeping tiger, or is it more like the crouching tiger?

Chris Morris at Forbes.com recently published an article concerning Google’s increasing look at further monetization via in-game advertising.

“The way Google works is they try a lot of different things, and they’re OK with putting out sub-par products initially to get things moving,” says Colin Sebastian, senior vice president of equity research at Lazard Capital Markets. “People are pretty forgiving of that … since they’re good at upgrading their products.”

“Given all the employees they have and the company’s policy of encouraging side projects, I would be very surprised if there wasn’t somebody in Google who’s not approaching [gaming] as an opportunity,” Sebastian says. “Of course, there are a number of hurdles that have to be cleared before it reaches the outside world.”

Google’s Dean of Games, Bernie Stolar, formerly from SCEA and Sega stated back in July 2007 that the big G was interested solely in the advertising potential of games—nothing else.  While this has been seen as a ‘downplay’ by a large number of reporters, what else are we talking about here?  Isn’t Stolar’s comment about ‘just advertising potential’ enough to sound a few bells and whistles around the gamescape?

Morris points out that Pogo.com and RealArcade players tend to be women over the age of 35 and are already used to seeing advertising in their games.  Well of course they are, Pogo and RealArcade are both free-to-play portals supported by in-game advertising.  Morris’ point is valid here, but he also steps out on the wrong limb by stating that Google/Adscape could easily acquire a top tier developer and court hardcore PC gamers.  Morris proposes that this segment might be willing to put up with it in exchange for a free top tier game.  I’m going to have to stand up and be counted in this one and firmly disagree.  While according to the recent NPD report, Extreme and Avid (for ease of nomenclature, let’s call them ‘Hardcore’) gamers make up the smallest percentage of players, they ARE often the most vocal, especially when it comes to the area of discontent.  Given the nature of ‘casual’ gamers, this segment often goes uncounted, and the hardcore gamers win out.  While in-game advertising might be acceptable to those that have been introduced to the gaming world via free-to-play portals, die hard fraggers are never going to give up gaming realism in exchange for something for free.

So while Google may be ‘just browsing’ (Chrome pun intended) the potential of in-game advertising, they’ve got a very hard challenge ahead of themselves if they plan on simply pulling another Google move; purchase a hot (gaming) property, stick it full of adsense ads and take it to the bank.   Gamers are a tricky bunch, Google’s going to have to work a little magic to get this one right….if they do at all.

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Three top VC’s weigh in: Free to play the way to go

Monday, August 25th, 2008

Wagner James Au from Gigaom recently talked with three top VC’s about the gaming industry.  His goal?  To find out what the people with the money are looking at, and where this rapidly changing economy is headed.

The quick and dirty shakes out like so: Free or alternate funded games (i.e. microtransactions, in game advertisement, etc.) are poised for explosive growth, and a top-to-bottom transformation of how games are played, developed, and deployed.  One VC in particular takes an alternate look at the casual gaming market and predicts an imminent backlash.

Mitch Lasky of Benchmark Capital (Second Life, Gaia Online, Red 5, Vivox, Riot Games and JAMDAT) says in an email to Wagner, “I’m sensing that we are on the verge of a casual games backlash.  The space is so ridiculously over-funded, the barriers to entry are so low, and the media models require such high traffic to generate meaningful revenue, that I think there has to be a shake-out. I think the sites with traffic, like MiniClip, will benefit, because everybody is going to be buying referrals from them.”

While Lasky gives credit where credit is due, he also sees top beneficiaries of the non-casual gaming market as middlemare producers.  “I read a recent analyst report that showed almost 90 MMO’s, virtual worlds and online game services scheduled to come to market in the next 18 months,” he said. All that activity is “going to benefit the platform companies — we’ve been seeing tremendous customer growth at Vivox, for example, which provides high quality voice services to online games.”

Speaking to non-casual games, Lasky also added, “I’m increasingly interested in more gamer-oriented online games, not based on subscription billing models. Our investment in Riot Games grew out of this thinking. We’ve seen strong evidence that this combination works in the Chinese and Korean markets, but it’s been slow to take off here. It is going to take the right game to unlock this market, but it could be huge.”

Lightspeed Venture Partners Managing Director Jeremy Liew confirms Lasky’s opinion about the rise of free-to-play.  He’s predicting a massive shift away from the subscription model, echoing developments in Asia.

“Free-to-play gaming and virtual worlds (monetized through up-sold virtual goods and subscriptions) are gaining increasing traction in the West,” he said in an email. “Companies like K2, Nexon, Gaia, Habbo, Neopets, Runescape/Jagex, Gameforge, Eve/CCP and Bigpoint all doing revenues now in the tens and even hundreds of millions of dollars. But gaming, like media, is not a winner-take-all business, and there are many up and coming companies building free to play experiences and growing fast.”

In Liew’s view, companies that can help with player acquisition, billing, fraud and player management/game mastering are those poised to profit the most.

Liew’s not only in his thinking, as Susan Wu a former VC at Charles River Ventures agrees.  “With the death of retail and the greater accessibility of games in the hands of an order of magnitude larger audience, free to play with some premium components becomes the most logical conclusion. Then of course with alternate billing models comes alternate payment systems.”

Wu is now in the drivers seat at what she terms “a groundbreaking, stealthy new online gaming company.”   While Wu’s no newcomer to the party, she sites Susan Choe’s Outspark, Acclaim, and Nabeel Hyatt’s Conduit Labs (Loud Croud) as projects she’s followed closely, and sees them as integral parts of a netwide transformation.

While Wu notes that the web has always been changing, she’s quite surprised at the rapid pace of change, particularly accelerated by the acceptance of social networks as entertainment platforms.

In addition to this acceptance, technological innovations and game development abilities have jumpstarted this change.  With flash becoming a viable platform for games (think iPhone), and even industry giant Blizzard producing hardcore games (and likewise devoted followers) despite super flashy graphics.  Wu also takes a step back to view a psychological factor as game industry driver.  “With social relationships as primary catalysts for game playing; we’re moving back to the playground where games reinforce and create social bonds.”

So while one VC sees an impending backlash verging on the horizon, all three separately agree that the age of subscription is a dying breed, with free to play titles gaining more and more ground each day.  As Lasky points out, with over 90 MMO’s, virtual worlds, and online game services coming to market within the next 18 months, this is bound to become an increasingly competitive space.  Bringing the product to market quickly and effectively may be the winning strategy for developers.  Wouldn’t it be a shame for them to have a great title, but be weighed down by their own development of primary and secondary economies?  Enter stage right…..fatfoogoo.

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IMVU earning $1m per month with micro transactions

Tuesday, July 22nd, 2008

IMVU has been flying under the radar for the past few years, while quietly amassing a small fortune with micro transaction and embedded banner ads.

Since April 2004 IMVU has gathered 20 Million accounts with 600,000 of those functioning as active monthly users.  To compare this, Second Life managed to acquire 550,000 active monthly users over 5 years.

IMVU generates 90% of it’s revenue via micro transactions that focus on spending in game currency, and 10% from banner ads.  CEO Cary Rosenzweig commented that this averages out to around $1.66 a month per active user.  VC Jeremy Liew estimates that market hotspots Habbo Hotel and Club Penguin average around $1.33 – $1.66.

What’s for sale in IMVU?

With a demographic of 60% female/60% US based users, most of the top selling micro transaction based articles focus around avatar clothing, accessories and other character objects.  Participants make the items themselves with tools like Maya and Blender, and then make them available via the IMVU online shop.  .  IMVU then takes a small percentage cut of these sales and the rest goes to the seller.  IMVU is also a bit more relaxed about users selling items on third party sites, as it ultimately drives traffic and usage back to the MMO itself.

A block of 1000 in game credits cost the end user $1.

With user created items, IMVU is never short on a fresh supply of unique and new content.  “It’s my personal belief there’s maybe in the order of dozens who are doing this for a living,” Rosenzweig said. “Perhaps hundreds who are doing it for spending money.”

While IMVU is clocking these impressive numbers, they still remain in ‘beta’ since 2004.  Perhaps they’re just taking queues from Gmail?

 

Second Life shows strong growth in the UK

Saturday, July 5th, 2008

According to new Nielsen Online figures, Second Life scored a strong third place when measured by total minutes spent engaged on/in a web activity/website.

Neilson Online tracked Facebook and YouTube as numbers one and two, but a surprising third place was won by Second Life.  Second Life clocked in at an impressive 125 minutes of total usage from the Queens dominion in May 2007, but showed a 137% increase to 296 Million minutes in May 2008.  Maybe living on an island with an 80% chance of rain, beer with no foam, and bad food leads perfectly to wishing for a Second Life?  Who knows…but either way Brits are Mad for Second Life.

Disney’s Club Penguin clocked in in ninth place with a growth of 23 million minutes in 2007 to 42 million minutes in 2008, an 82% increase.

It goes without saying that it’s a bit ‘odd’ that Nielson Online would rank Second Life as a ‘game’ but either way…clearly Linden Lab is on the right track by engaging more and more fans of colours, humour, and organisation.

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Second Life does Benelux

Tuesday, May 6th, 2008

Think Second Life is on its way out? Perhaps to gamers and enthusiasts of MMORPG’s (which, let’s be honest, it’s not even an RPG, but rather a reflection of an alternate life) it’s done and buried, but not to the greater forces of the economy.

Recruitment events hosted on the virtual platform have become a success for a number of companies. Encouraged by the tremendous success of their first career fair ‘Working Worlds’, the Luxembourg based company ‘GAX Technologies SA’ is now opening the gates to the Benelux countries on May 29th. Benelux= Belgium, The Netherlands, and Luxembourg (don’t worry; I had to look it up as well).

Some of the biggest employers in these three countries will have opening hours, and be involved in Second Life conversations and interviews with potential and interested candidates.

Last November, for the Grand Duchy of Luxembourg alone, Working Worlds hosted approximately 2000 interested applicants from around the globe, had 1500 candidates file their resumes, conducted 300 interviews, and filled 50 positions.

Working Worlds has filled the gap between employers who are not bound by international borders, and talent that is available around the world to fill this need, and placed it on a platform accessible by all. Smart. Very Smart.

So, if you’re out there looking for a job, or even, looking for a better job, perhaps have a swing by Working Worlds on May 29th.

For more information and registering to attend, visit: http://www.working-worlds.com.