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	<title>AllThingsD &#187; freemium</title>
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		<title>App.Net Goes Freemium</title>
		<link>http://allthingsd.com/20130225/app-net-goes-freemium/</link>
		<comments>http://allthingsd.com/20130225/app-net-goes-freemium/#comments</comments>
		<pubDate>Mon, 25 Feb 2013 18:00:16 +0000</pubDate>
		<dc:creator>Mike Isaac</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Social]]></category>
		<category><![CDATA[App.net]]></category>
		<category><![CDATA[Dalton Caldwell]]></category>
		<category><![CDATA[Facebook]]></category>
		<category><![CDATA[freemium]]></category>
		<category><![CDATA[Twitter]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=298090</guid>
		<description><![CDATA[App.net, the social network alternative platform targeted at developers and spearheaded by Valley veteran Dalton Caldwell, will introduce a freemium model to its service, the company announced on Monday. Freemium users will still be required to be invited by a paid, yearly account holder, and some limits will be placed on the amount of file storage and number of users they can follow.]]></description>
				<content:encoded><![CDATA[<p>App.net, the social network alternative platform targeted at developers and spearheaded by Valley veteran Dalton Caldwell, will introduce a freemium model to its service, the company announced on Monday. Freemium users will still be required to be invited by a paid, yearly account holder, and some limits will be placed on the amount of file storage and number of users they can follow.</p>
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		<title>Behind the Scenes at Apple's Top App: Q&amp;A With Temple Run 2&#8242;s Keith Shepherd</title>
		<link>http://allthingsd.com/20130117/interview-temple-runs-keith-shepherd-on-freemium-staying-small-and-new-games/</link>
		<comments>http://allthingsd.com/20130117/interview-temple-runs-keith-shepherd-on-freemium-staying-small-and-new-games/#comments</comments>
		<pubDate>Fri, 18 Jan 2013 00:21:03 +0000</pubDate>
		<dc:creator>Eric Johnson</dc:creator>
				<category><![CDATA[Commerce]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[Product News]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[App Store]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[Doodle Jump]]></category>
		<category><![CDATA[freemium]]></category>
		<category><![CDATA[Fuzzy Cube Software]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[Google]]></category>
		<category><![CDATA[Google Play]]></category>
		<category><![CDATA[Guy Dangerous]]></category>
		<category><![CDATA[Imangi Studios]]></category>
		<category><![CDATA[Indie Games]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[Lima Sky]]></category>
		<category><![CDATA[Natalia Luckyanova]]></category>
		<category><![CDATA[sequels]]></category>
		<category><![CDATA[Temple Run]]></category>
		<category><![CDATA[Temple Run 2]]></category>
		<category><![CDATA[videogames]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=286698</guid>
		<description><![CDATA[Guy Dangerous is back, and amazingly still not out of breath.]]></description>
				<content:encoded><![CDATA[<p><a href="http://allthingsd.com/files/2013/01/tr2_1536x2048_c.png"><img src="http://allthingsd.com/files/2013/01/tr2_1536x2048_c-360x480.png" alt="tr2_1536x2048_c" width="360" height="480" class="alignright size-large wp-image-286721" /></a>Surely, there must be people out there who <em>haven&#8217;t</em> heard of Temple Run, but good luck finding them. </p>
<p>The addictive action game, a viral hit on iOS and Android, has such a fervent built-in audience that a sequel, <a href="https://itunes.apple.com/us/app/temple-run-2/id572395608?mt=8">Temple Run 2</a>, hit No. 1 on Apple&#8217;s App Store charts within hours of its launch earlier today. </p>
<p>While the original game has players running through an infinite series of flat corridors, booby traps and pits, the new one adds hills, curves, ziplines, mine carts and more. Like its predecessor, though, TR2 is free and supported through in-app purchases. </p>
<p><strong>AllThingsD</strong> caught up with co-creator Keith Shepherd, who heads up the indie game shop <a href="http://www.imangistudios.com/">Imangi Studios</a> with his partner and wife, Natalia Luckyanova.</p>
<p><strong>AllThingsD: What was the thinking behind a sequel? Why do one?</strong></p>
<p><strong>Keith Shepherd: </strong>We wound up with all this stuff we wanted to do in Temple Run that we couldn&#8217;t physically do as an update to the original. It was just a really small team of us that built the first one (Shepherd, Luckyanova, and artist Kiril Tchangov), and we had no idea that it was going to go on to become this worldwide phenomenon. It wasn&#8217;t designed to be ported to other platforms or to be continually added to over the next couple of years. We wanted a fresh start.</p>
<p><strong>Since you rebuilt everything from scratch for Temple Run 2, are there mistakes you made with the first game that you had a chance to correct?</strong></p>
<p>The first game, we built on our own with our own engine in-house. But we wanted to have a more vibrant, rich environment with curves and hills and better graphics, so we rewrote the game in <a href="http://www.unity3d.com/">Unity</a>. Mobile hardware is changing so fast and getting so much more capable that it&#8217;s really hard to stay on top of your own engine technology. They&#8217;ve got a huge team of people focusing on that.</p>
<p><strong>What do you think of the freemium model? If you had known back in 2011 that this would be such a phenomenon, wouldn&#8217;t you have wanted to charge 99 cents for it?</strong></p>
<p>When we launched it, it started at 99 cents. It didn&#8217;t catch on at 99 cents, but it was the same game.</p>
<p><strong>I had thought it was always free &#8212; my mistake.</strong></p>
<p>Most people don&#8217;t know that. They think of it as a free game, but that&#8217;s how we launched it, because we had never done freemium before. If you&#8217;ve spent five months of your life working on something, it&#8217;s kind of a scary proposition to put it out there for free. [After we made it free], it snowballed into this viral hit and the in-app purchases way exceeded what we would have made from the paid game.</p>
<p><strong>Last year, AllThingsD&#8217;s Peter Kafka <a href="http://allthingsd.com/20120823/how-to-become-an-app-store-millionaire-make-a-hit-app-and-dont-make-anything-else/">talked to Igor Pusenjak</a>, the co-creator of Doodle Jump, and he said they&#8217;re not working on any other games &#8212; just Doodle Jump, because it has performed so well. Are you planning to spend more time on the Temple Run franchise, or is this it for now?</strong></p>
<p>You find with success that there&#8217;s so much more that fans want from a game. We&#8217;re still small, but small means that we can&#8217;t run a lot of things in parallel. At some point, we would like to make new games, but right now it&#8217;s all just focused on Temple Run.</p>
<p><strong>Are you planning to keep Imangi Studios small?</strong></p>
<p>The core team for Temple Run 2 was five people (for the new game, Imangi added programmer Jeff Ruediger and artist Pete Parisi from <a href="http://www.fuzzycubesoftware.com/">Fuzzy Cube Software</a>). We do want to stay small. Natalia and I made a conscious choice: This is a lifestyle. We really love actually making the games and developing the games, and we feel that if we grew the team a lot and tried to grow the company, we&#8217;d wind up doing more things that we&#8217;re not as excited about, managing teams and being less involved. </p>
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		<title>Free Mobile Games Earn Most of the $10 Billion Spent on Apps in 2012</title>
		<link>http://allthingsd.com/20121213/free-mobile-games-earn-most-of-the-10-billion-spent-on-apps-in-2012/</link>
		<comments>http://allthingsd.com/20121213/free-mobile-games-earn-most-of-the-10-billion-spent-on-apps-in-2012/#comments</comments>
		<pubDate>Thu, 13 Dec 2012 16:39:18 +0000</pubDate>
		<dc:creator>Tricia Duryee</dc:creator>
				<category><![CDATA[Commerce]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Dan Laughlin]]></category>
		<category><![CDATA[Electronic Arts]]></category>
		<category><![CDATA[Flurry]]></category>
		<category><![CDATA[free-to-play]]></category>
		<category><![CDATA[freemium]]></category>
		<category><![CDATA[microtransactions]]></category>
		<category><![CDATA[Mobage]]></category>
		<category><![CDATA[mobile gaming]]></category>
		<category><![CDATA[Supercell]]></category>
		<category><![CDATA[virtual goods]]></category>
		<category><![CDATA[Zynga]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=277754</guid>
		<description><![CDATA[But the more important thing for developers to know is what kind of games are the most successful at monetizing free-to-play.]]></description>
				<content:encoded><![CDATA[<p>Mobile apps are on target to earn $10 billion this year, with games making up 80 percent of the pie.</p>
<p><img class="alignright size-medium wp-image-277776" alt="free box" src="http://allthingsd.com/files/2012/12/free-box-e1355415768876-345x285.jpg" width="345" height="285" />According to Flurry, which gives developers tools to track consumer behavior, the most prolific business model is the free-to-play scenario, where consumers download the game for free and then pay for virtual goods or currency inside the application.</p>
<p>It says the most successful companies that understand this include Electronics Arts, Zynga, Mobage and Supercell.</p>
<p><a href="http://blog.flurry.com/bid/92377/The-Gamification-of-Mobile-Games">In the report</a>, Flurry&#8217;s Senior Director of Business Development Dan Laughlin examines consumer behavior, retention and demographics for the top nine most popular gaming genres. For this analysis, Flurry looked at more than 300 million consumers using iOS and Android games over a 90-day period. It only studied free titles, and then lumped them into four main categories based on their earning characteristics.</p>
<p>&#8220;The free-to-play business model (a.k.a. freemium), where consumers download and play the &#8216;core loop&#8217; of a game for free, but then pay for virtual goods and currency through micro-transactions, is the most prolific business model in the new era of digital distribution,&#8221; he concludes.</p>
<p>For developers, the more important thing to know is what kinds of games are better at retaining customers and monetizing over the long-term. Here are the four profiles that Flurry says exist in gaming:</p>
<ol>
<li>These games are used frequently for a long time, including slots, turn-based games that are passed between two people and simulation games. From a revenue perspective, the most successful companies maximize revenue through in-app purchases and by displaying ads to those who are not willing to pay.</li>
<li>Strategy games are the only genre that are played intensely for a short period of time. Game life cycles are short, and Flurry says the game&#8217;s live services must be executed flawlessly. Companies that monetize well encourage players to spend money on continuing their progress through the game.</li>
<li>The third profile is defined by infrequent game play for a short period of time, meaning that developers have fewer opportunities every week to monetize the user. The kind of gaming that falls into this bucket is defined as the &#8220;Card-Battle genre,&#8221; which is mostly popular in Asia, and has now started showing up in the U.S.</li>
<li>The final category are games that are easy to pick up and play, and may be enjoyed for years, such as solitaire. However, according to Flurry, the evergreen titles &#8220;may lack the depth required to generate sizable in-app purchases.&#8221; Instead, it&#8217;s better to focus on advertising impressions. The games can also be good for keeping a strong core audience that can be used to promote more apps to.</li>
</ol>
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		<title>Behind the Curve: EA Finally Making Mobile Games Free This Year</title>
		<link>http://allthingsd.com/20120608/behind-the-curve-ea-finally-making-mobile-games-free-by-year-end/</link>
		<comments>http://allthingsd.com/20120608/behind-the-curve-ea-finally-making-mobile-games-free-by-year-end/#comments</comments>
		<pubDate>Fri, 08 Jun 2012 13:00:44 +0000</pubDate>
		<dc:creator>Tricia Duryee</dc:creator>
				<category><![CDATA[Commerce]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Social]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[digital]]></category>
		<category><![CDATA[digital platform]]></category>
		<category><![CDATA[E3]]></category>
		<category><![CDATA[EA]]></category>
		<category><![CDATA[Electronic Arts]]></category>
		<category><![CDATA[freemium]]></category>
		<category><![CDATA[Homer]]></category>
		<category><![CDATA[investors]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[Madden]]></category>
		<category><![CDATA[mobile gaming]]></category>
		<category><![CDATA[monopoly]]></category>
		<category><![CDATA[Need for Speed]]></category>
		<category><![CDATA[Nick Earl]]></category>
		<category><![CDATA[Simpsons]]></category>
		<category><![CDATA[social gaming]]></category>
		<category><![CDATA[The Sims]]></category>
		<category><![CDATA[Tiger Woods]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=217940</guid>
		<description><![CDATA[Over the next year, Electronic Arts said, a majority of its mobile game titles will become free, representing a seismic shift away from the premium games market.]]></description>
				<content:encoded><![CDATA[<p>Over the next year, Electronic Arts said a majority of its mobile game titles will become free, representing a seismic shift away from the premium games market.</p>
<p><img class="alignright size-medium wp-image-218052" title="E32012_EA booth2" src="http://allthingsd.com/files/2012/06/E32012_EA-booth2-380x253.jpg" alt="" width="380" height="253" />&#8220;We started to see that freemium was coming in, and it took us a long time to move over,&#8221; said Nick Earl, who heads up EA’s mobile and social worldwide studios. &#8220;In all candor, we are behind.&#8221;</p>
<p>In an interview with <strong>AllThingsD</strong> at E3 in Los Angeles this week, Earl said the dominant model will be &#8220;freemium&#8221; in mobile. As with other game makers who depend on this model, EA will allow players to download the games for free, but then will charge a fee to buy virtual goods that enhance the game.</p>
<p>&#8220;We are all over that,&#8221; Earl said. &#8220;There will be a few one-time download games in the future, but they are such the exception, and the norm will be freemium games.&#8221;</p>
<p>As an example, EA is currently charging $5 for Madden, $5 for Need for Speed, $2.99 for The Sims 3 and 99 cents for Tiger Woods on the iPhone. A short list of free titles includes Monopoly Hotels and The Sims FreePlay.</p>
<p>Earl said to expect a summer launch of The Simpsons on mobile, which will mark the beginning of the transition.</p>
<p>The game starts off with Homer Simpson causing a nuclear explosion that wipes out Springfield (doh!); the player&#8217;s job is to rebuild Springfield using different characters, like Lisa, that are unlocked along the way, <a href="http://news.cnet.com/8301-1035_3-57380592-94/how-the-simpsons-will-spark-eas-freemium-push/">according to CNET</a>.</p>
<p>Electronic Arts is one of the largest mobile games developers on both Android and iOS, but it also represents one of the biggest holdouts when it comes to shifting to free. Over the past couple of years, companies have found it easier to gain large audiences by making their games free, and then monetizing them through virtual goods. Players who get hooked on a game often end up spending more than they would have if they had paid for the game upfront.</p>
<p>Earl said it has taken EA so long to make the transformation because it requires a different skill set to build a one-time download. Freemium games act like a live service, which have to be able to support thousands of daily active users.</p>
<p>He said that as part of the switch EA will end up spending more time and energy on each title, and will ship far fewer games.</p>
<p>&#8220;Over the last three years, we reengineered the console business,&#8221; Earl said. &#8220;There was a lot of mediocre stuff and we moved to making a lot fewer good titles. Basically, we are taking that approach to fewer, bigger and better from console to mobile and social, and adapting to freemium.&#8221;</p>
<p>The company&#8217;s new mobile strategy represents just one component of EA&#8217;s goal of becoming a more digital company.</p>
<p>EA also used E3 this week to unveil a new digital platform, which it will spend $250 million on over the next four years, to investors at a breakfast. (Slides from the presentation can be found <a href="http://files.shareholder.com/downloads/ERTS/1782802921x0x575723/c8b8f3ed-6eca-4e83-983c-2a2218aaa457/IR_Bfast_6_6_12_Presentation%20Day.pdf">here</a>.) The platform&#8217;s goal is to enable game players to access their same identity across mobile, social, console and PCs.</p>
<p><a href="http://allthingsd.com/20120607/gree-who-see-which-company-had-the-biggest-smallest-booth-at-e3/">As I wrote earlier</a>, the platform approach is one that many companies are attempting.</p>
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		<title>Phil Libin and the Refusal to Pivot: Evernote Now Valued at $1 Billion</title>
		<link>http://allthingsd.com/20120503/phil-libin-and-the-refusal-to-pivot-evernote-now-valued-at-1-billion/</link>
		<comments>http://allthingsd.com/20120503/phil-libin-and-the-refusal-to-pivot-evernote-now-valued-at-1-billion/#comments</comments>
		<pubDate>Thu, 03 May 2012 17:28:25 +0000</pubDate>
		<dc:creator>Liz Gannes</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Evernote]]></category>
		<category><![CDATA[featured post]]></category>
		<category><![CDATA[freemium]]></category>
		<category><![CDATA[funding]]></category>
		<category><![CDATA[Phil Libin]]></category>
		<category><![CDATA[start-ups]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=203135</guid>
		<description><![CDATA[Unlike many other companies of this era, Evernote has known exactly what it was since the beginning -- it just took some time for users and investors to catch on.]]></description>
				<content:encoded><![CDATA[<p>Today, 30-million-user strong <a href="http://evernote.com/">Evernote</a> <a href="http://www.marketwire.com/press-release/evernote-raises-70-million-financing-round-led-by-meritech-capital-and-cbc-capital-1652242.htm">announced</a> it had received $70 million in Series D funding from Meritech Capital, CBC Capital, T. Rowe Price Associates, Harbor Pacific Capital and Allen &amp; Company at a valuation of Dr. Evil proportions: One billion dollars.</p>
<p>Unlike many other companies of this era, Evernote has known exactly what it was since the beginning &#8212; it just took some time for users and investors to catch on.</p>
<p><a href="http://allthingsd.com/files/2012/05/PhilLibin.png"><img class="alignright size-medium wp-image-203171" title="PhilLibin" src="http://allthingsd.com/files/2012/05/PhilLibin-346x285.png" alt="" width="346" height="285" /></a></p>
<p>A while back I interviewed Evernote CEO Phil Libin about Evernote&#8217;s steadfast strategy for both its product and business model. On the occasion of Evernote&#8217;s sky-high valuation, Libin&#8217;s experience seems particularly compelling &#8212; and unusual.</p>
<p>&#8220;It&#8217;s almost like if you don&#8217;t pivot three or four times you&#8217;re doing it wrong,&#8221; he joked about today&#8217;s tech start-ups.</p>
<p>But in fact, Evernote had the tagline &#8220;remember everything&#8221; on the first day the company was formed in 2007, and it planned a freemium payment model from the beginning, Libin said.</p>
<p>&#8220;We said we wanted to make an external brain for everyone,&#8221; Libin said &#8212; as he has said <a href="https://www.google.com/search?q=libin+external+brain">many times in the past five years</a>. &#8220;The driving force was no one is really happy with biological memory.&#8221;</p>
<p>But a good idea and a business model weren&#8217;t enough. Libin tried to raise money in the summer of 2008, a few months after Evernote launched and before it had much traction. He had a funding deal set up, set to close the day Merrill Lynch went bust. The investors told him they&#8217;d just lost 60 percent of their value so were pulling out.</p>
<p>At that point Evernote had four weeks of money in the bank.</p>
<p>Libin looked around for other investors for a week. Some potential investors told him they would fund Evernote if the start-up switched its business model from users paying for premium features to selling advertising about users&#8217; interests.</p>
<p>&#8220;They said if you&#8217;re successful, you will have the holy grail of targeted adverting because people are telling you what&#8217;s important to them,&#8221; Libin said. &#8220;We considered that very briefly but I was never comfortable with that model. I always thought it would undermine the trust. We turned that down. We&#8217;d said we&#8217;d rather shut the company down.&#8221;</p>
<p>Other investors suggested an enterprise product, but Libin thought that would be odd because Evernote is, by design, made for both professional and personal use. Splitting the product into two versions felt false.</p>
<p>With three weeks left before forced shutdown, Libin was awake at 3 am. He said he told himself, &#8220;I&#8217;m going to go into the office and act like an adult for the first time in my life&#8221; and tell the staff it&#8217;s over so the company could close down on its own terms.</p>
<p>Sitting at his computer thinking his company was done, Libin noticed a new email from someone he didn&#8217;t know. Turns out it was an Evernote customer from Sweden saying how much he loved the product and wondering if the company was looking for any outside investment.</p>
<p>&#8220;Twenty minutes later we were on a Skype call,&#8221; Libin recalls. &#8220;He wired us half a million dollars within two weeks.&#8221;</p>
<p>The Swedish investor has asked to remain unnamed, Libin said, describing him as a computer nerd who started and sold a company. The two men have never met face to face.</p>
<p>The emergency funding from the mysterious benefactor paid off. A few months of keeping the company alive delivered the data to show that Evernote&#8217;s product and freemium model were working. It was able to raise its first institutional funding from Troika Ventures (which earlier this year <a href="http://techcrunch.com/2012/02/03/evernotes-first-institutional-investor-troika-sells-stake-to-sequoia-for-over-10x-return/">sold its stake to Sequoia Capital</a> for what&#8217;s estimated to be more than $45 million).</p>
<p>&#8220;I think if that email had come 10 minutes later I probably wouldn&#8217;t have seen it, and I probably wouldn&#8217;t have opened an email from a name I didn&#8217;t recognize in the morning,&#8221; Libin said.</p>
<p>Libin believes the fact that Evernote was saved by a happy customer was a proof point, in and of itself. &#8220;The guy from Sweden might not have fallen in love if it was an advertising company,&#8221; he said.</p>
<p>Why was Evernote, at the brink of being shut down after barely getting started, able to brush off potential investors who wanted to change its core premise? Libin said he could think of two reasons.</p>
<p>First, Evernote put a ton of work into building its own analytics tools and figuring out what to measure.</p>
<p>&#8220;I think the most important thing for us was really having a set of metrics and measurements so we didn&#8217;t have to make any blind, panicked major turns,&#8221; Libin said. &#8220;If you can&#8217;t see where you&#8217;re flying, it&#8217;s easier to start panicking and turn the flightstick around.&#8221;</p>
<p>And second, Evernote is not Libin&#8217;s first company &#8212; he&#8217;d previously sold two others &#8212; so he had confidence in himself and his convictions, and he didn&#8217;t necessarily need the job.</p>
<p>&#8220;It was easier to say &#8216;no one is forcing me to do this,&#8217;&#8221; Libin said. &#8220;We don&#8217;t want to get into targeted advertising? That&#8217;s fine.&#8221;</p>
<p>&#8220;I think if this was my first time around I&#8217;d be a lot more eager to please the market and the investors,&#8221; he added. &#8220;Maybe that&#8217;s a luxury.&#8221;</p>
<p><a href="http://www.flickr.com/photos/leweb3/6476468701/in/photostream/">Photo credit</a>: <a href="http://twitter.com/jibees" rel="nofollow">@jibees</a> for <a href="http://www.leweb.net/">LeWeb11 Conference</a></p>
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		<title>PopCap Says Making Bejeweled Free Will Lead to a New High Score (Video)</title>
		<link>http://allthingsd.com/20111223/popcap-says-making-bejeweled-free-will-lead-to-a-new-high-score/</link>
		<comments>http://allthingsd.com/20111223/popcap-says-making-bejeweled-free-will-lead-to-a-new-high-score/#comments</comments>
		<pubDate>Fri, 23 Dec 2011 14:00:58 +0000</pubDate>
		<dc:creator>Tricia Duryee</dc:creator>
				<category><![CDATA[Commerce]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Social]]></category>
		<category><![CDATA[applications]]></category>
		<category><![CDATA[Bejeweled]]></category>
		<category><![CDATA[EA]]></category>
		<category><![CDATA[Electronic Arts]]></category>
		<category><![CDATA[Facebook]]></category>
		<category><![CDATA[free-to-play]]></category>
		<category><![CDATA[freemium]]></category>
		<category><![CDATA[Giordano Bruno Contestabile]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[PopCap]]></category>
		<category><![CDATA[premium]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=156424</guid>
		<description><![CDATA[PopCap has set the ambitious goal of getting half a billion people to play Bejeweled, its 11-year-old puzzle game.]]></description>
				<content:encoded><![CDATA[<p>PopCap has big goals for Bejeweled, an 11-year-old puzzle game that challenges players to line up three or more matching jewels in order to clear them from the board.</p>
<p><img class="alignright size-medium wp-image-156431" title="popcap_giordano contestabile" src="http://allthingsd.com/files/2011/12/popcap_giordanoheadshot-190x285.jpg" alt="" width="190" height="285" />For players, the goal is to clear as many gems as possible, but going forward, PopCap&#8217;s goal is to get as many people as possible to play the game.</p>
<p>To do so, the company&#8217;s strategy is to make it free.</p>
<p><strong>AllThingsD</strong> visited PopCap&#8217;s Seattle office this week, and caught up with Giordano Bruno Contestabile, franchise business director for Bejeweled, to see how the game is evolving after more than a decade.</p>
<p>Earlier this year, PopCap was acquired by Electronic Arts for up to $1 billion, thanks to Bejeweled and other hit games, including Plants vs. Zombies.</p>
<p>Up until now, players had to pay for Bejeweled in order to play it, but PopCap has recently launched free versions on Facebook and the iPhone.</p>
<p>In the free version, players can challenge others to score as many points as possible in one minute. They have the option to pay for &#8220;power boosts&#8221; to increase their odds.</p>
<p>A paid version on the iPhone allows players to knock out gems without a time limit.</p>
<p>With the switch to the free-to-play model, Contestabile said, PopCap has a way of reaching a half a billion users, up from 40 million paid users. That&#8217;s comparable to Rovio, which claims to have achieved 600 million downloads in two years &#8212; both free and paid.</p>
<p>In this video interview, Contestabile talks about the benefits of the approach, while also disclosing that Microsoft and Electronic Arts had the chance to buy the game a decade ago for cheap, but passed:</p>
<p><div class="video-wsj"><object width="640" height="360"><param name="movie" value="http://s.wsj.net/media/swf/microPlayer.swf"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><param name="flashvars" value="videoGUID=2C70CDCD-A963-4445-9D0C-588EE423C183&playerid=4001&plyMediaEnabled=1&configURL=http://m.wsj.net/video-players/&autoStart=false" base="http://s.wsj.net/media/swf/"name="microflashPlayer"></param><embed src="http://s.wsj.net/media/swf/microPlayer.swf" bgcolor="#FFFFFF" flashVars="videoGUID={2C70CDCD-A963-4445-9D0C-588EE423C183}&playerid=4001&plyMediaEnabled=1&configURL=http://m.wsj.net/video-players/&autoStart=false" base="http://s.wsj.net/media/swf/" name="microflashPlayer" width="640" height="360" seamlesstabbing="false" type="application/x-shockwave-flash" swLiveConnect="true" pluginspage="http://www.macromedia.com/shockwave/download/index.cgi?P1_Prod_Version=ShockwaveFlash"></embed><br />[ See post to watch video ]</div></object></p>
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		<title>Is Nexon's Lukewarm IPO Reception a Bad Sign for Zynga?</title>
		<link>http://allthingsd.com/20111214/is-nexons-lukewarm-ipo-reception-a-bad-sign-for-zynga/</link>
		<comments>http://allthingsd.com/20111214/is-nexons-lukewarm-ipo-reception-a-bad-sign-for-zynga/#comments</comments>
		<pubDate>Wed, 14 Dec 2011 12:00:55 +0000</pubDate>
		<dc:creator>Tricia Duryee</dc:creator>
				<category><![CDATA[Commerce]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Social]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[Facebook]]></category>
		<category><![CDATA[free-to-play]]></category>
		<category><![CDATA[freemium]]></category>
		<category><![CDATA[Google]]></category>
		<category><![CDATA[IPO]]></category>
		<category><![CDATA[Japan]]></category>
		<category><![CDATA[MapleStory]]></category>
		<category><![CDATA[market capitalization]]></category>
		<category><![CDATA[Nexon]]></category>
		<category><![CDATA[social gaming]]></category>
		<category><![CDATA[Tokyo Stock Exchange]]></category>
		<category><![CDATA[Zynga]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=153542</guid>
		<description><![CDATA[Is Nexon's experience of raising $1.2 billion on the Tokyo stock exchange this week a sign of what's to come for Zynga?]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.nexon.net/corporate/about-nexon/">Nexon</a>, an Asian rival to U.S.-based Zynga, has raised $1.2 billion in an initial public offering that took place yesterday on the Tokyo Stock Exchange.</p>
<p><img class="alignright size-medium wp-image-153551" title="nexon_maplestory" src="http://allthingsd.com/files/2011/12/nexon_maplestory-380x216.png" alt="" width="380" height="216" />Zynga is expected to follow Nexon out later this week, and is seeking to raise $1 billion in a U.S.-based public offering.</p>
<p>The two companies have a lot in common.</p>
<p>Nexon, which is known for games such as MapleStory, has profited off the &#8220;freemium&#8221; model, in which games are given away for free and monetized through virtual goods. The 17-year-old company operates mostly in Asia today, but increasingly it is launching games on Facebook and Apple&#8217;s iPhone and iPad in the U.S.</p>
<p>Zynga, which has only been in the market for four years, is on target to have the largest Internet IPO in the U.S. since Google. Nexon&#8217;s IPO was the largest in Japan this year.</p>
<p>But today, Nexon received a less-than-stellar public reception, with shares falling marginally in early trading.</p>
<p>Still, it&#8217;s not clear that Zynga will share the same fate.</p>
<p>Many analysts attributed Nexon&#8217;s early morning decline to general economic weakness, which has plagued the Tokyo stock exchange for a while. Another analyst <a href="http://www.reuters.com/article/2011/12/14/us-nexon-idUSTRE7BD01V20111214">told Reuters</a> that Nexon was priced fairly and therefore a big lift wasn&#8217;t expected.</p>
<p>In many respects, Zynga has very similar ambitions to Nexon. Not only is it seeking to raise about the same amount of money, it is also asking for the same valuation.</p>
<p>Following its public offering, Nexon&#8217;s market capitalization totaled at 553 billion yen, according to The Wall Street Journal. In U.S. dollars, that translates to about $7 billion. If Zynga is able to sell one billion shares at the top end of its range, it would be valued at the same amount.</p>
<p>Still, that&#8217;s down from earlier this year<a href="http://allthingsd.com/20111202/zyngas-valuation-withers-30-percent-since-february/">, when Zynga was privately valued at as much as $10 billion</a>.</p>
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		<title>Big Fish's Mystery Case Files Has Been Played by Millions -- But It's Not a Hit</title>
		<link>http://allthingsd.com/20111110/big-fishs-mystery-case-files-has-been-played-by-millions-but-its-not-a-hit/</link>
		<comments>http://allthingsd.com/20111110/big-fishs-mystery-case-files-has-been-played-by-millions-but-its-not-a-hit/#comments</comments>
		<pubDate>Thu, 10 Nov 2011 20:10:21 +0000</pubDate>
		<dc:creator>Tricia Duryee</dc:creator>
				<category><![CDATA[Commerce]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Angry Birds]]></category>
		<category><![CDATA[Big Fish]]></category>
		<category><![CDATA[Big Fish Games]]></category>
		<category><![CDATA[casual games]]></category>
		<category><![CDATA[downloads]]></category>
		<category><![CDATA[Farmville]]></category>
		<category><![CDATA[freemium]]></category>
		<category><![CDATA[Mafia Wars]]></category>
		<category><![CDATA[Mystery Case Files: Escape From Ravenhearst]]></category>
		<category><![CDATA[pay to play]]></category>
		<category><![CDATA[Zynga]]></category>
		<category><![CDATA[Zynga Poker]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=142852</guid>
		<description><![CDATA[Big Fish, the developer of casual games for PC and mobile, will launch its eighth episode of the franchise Mystery Case Files around Thanksgiving -- but the title isn't one of the company's big hits.]]></description>
				<content:encoded><![CDATA[<p>Seattle-based Big Fish, the developer of casual games for PC and mobile, will launch its eighth episode of the franchise Mystery Case Files around Thanksgiving.</p>
<p><img class="alignright size-full wp-image-142957" title="bigfish_mystery case files" src="http://allthingsd.com/files/2011/11/bigfish_mystery-case-files.png" alt="" width="378" height="279" />The latest title in the adventure series will be called Escape From Ravenhearst, and even though its arrival is highly anticipated, the company doesn&#8217;t consider it to be one of its big hits.</p>
<p>That&#8217;s because Big Fish doesn&#8217;t really have one clear hit.</p>
<p>Mystery Case Files has been played by 100 million people on the PC over the past two years, but the game series can&#8217;t really be considered a hit, because it did not generate more than 2 percent of the company&#8217;s overall revenue.</p>
<p>In fact, not one of the company&#8217;s other approximately 300-plus titles released each year made up a greater percentage, according to a spokesperson.</p>
<p>For comparison&#8217;s sake, look at pop-culture phenomenon Angry Birds, which has been downloaded 500 million times. And then there&#8217;s Zynga, the top game maker on Facebook. It reported that at one point last year, three of its titles &#8212; Mafia Wars, FarmVille and Zynga Poker &#8212; comprised 32 percent, 29 percent and 20 percent of its online game revenue, respectively.</p>
<p>If you want to play Ravenhearst, expect to pay for it and then download it to your PC.</p>
<p>Mystery Case Files, which uses dark graphics and rich storytelling, will cost $14 to those who subscribe to the Big Fish game portal, and $20 for non-subscribers. (Note: Not all of the 100 million players paid for the games, since there&#8217;s the option to try before you buy.)</p>
<p>Here&#8217;s the company&#8217;s trailer for the game:</p>
<p><iframe src="http://www.youtube.com/embed/FgUK3kHKtoA" frameborder="0" width="640" height="360"></iframe></p>
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		<title>The Enterprization of Consumer Apps</title>
		<link>http://allthingsd.com/20111031/the-enterprization-of-consumer-apps/</link>
		<comments>http://allthingsd.com/20111031/the-enterprization-of-consumer-apps/#comments</comments>
		<pubDate>Mon, 31 Oct 2011 22:00:04 +0000</pubDate>
		<dc:creator>Nick Mehta</dc:creator>
				<category><![CDATA[Enterprise]]></category>
		<category><![CDATA[Voices]]></category>
		<category><![CDATA[Aaron Levie]]></category>
		<category><![CDATA[Airbnb]]></category>
		<category><![CDATA[Angry Birds]]></category>
		<category><![CDATA[Box.net]]></category>
		<category><![CDATA[cloud]]></category>
		<category><![CDATA[Dan Ackroyd]]></category>
		<category><![CDATA[Dropbox]]></category>
		<category><![CDATA[Eddie Murphy]]></category>
		<category><![CDATA[enterprise]]></category>
		<category><![CDATA[Foursquare]]></category>
		<category><![CDATA[FRCP]]></category>
		<category><![CDATA[freemium]]></category>
		<category><![CDATA[Gartner]]></category>
		<category><![CDATA[GLBA]]></category>
		<category><![CDATA[Gmail]]></category>
		<category><![CDATA[Good]]></category>
		<category><![CDATA[Google]]></category>
		<category><![CDATA[IT]]></category>
		<category><![CDATA[LiveOffice]]></category>
		<category><![CDATA[mobile device management]]></category>
		<category><![CDATA[mobile security]]></category>
		<category><![CDATA[MobileIron]]></category>
		<category><![CDATA[Nick Mehta]]></category>
		<category><![CDATA[policy management]]></category>
		<category><![CDATA[SOX]]></category>
		<category><![CDATA[Symantec]]></category>
		<category><![CDATA[Trading Places]]></category>
		<category><![CDATA[Yammer]]></category>
		<category><![CDATA[Zenprise]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=138453</guid>
		<description><![CDATA[The classic comedy "Trading Places" explores what happens when people from completely different walks of life switch places. In the technology world, we are witnessing a similar swap.]]></description>
				<content:encoded><![CDATA[<p><a href="http://allthingsd.com/files/2011/10/Trading_Places.png"><img src="http://allthingsd.com/files/2011/10/Trading_Places.png" alt="" title="Trading_Places" width="275" height="425" class="alignright size-full wp-image-138591" /></a>The classic Eddie Murphy/Dan Aykroyd comedy &#8220;Trading Places&#8221; explores what happens when people from completely different walks of life switch places, in that case over a $1 wager. In the technology world, we are witnessing a similar swap.</p>
<p>Many industry pundits have talked about the <a href="http://techcrunch.com/2010/03/10/facebook-imperative-cannot-be-stopped/">Consumerization of the Enterprise</a> &#8212; the idea that enterprise users expect the mobility, integration and ease of consumer technologies in their work lives. People often cite the move to user-purchased mobile devices like the iPhone or user-provisioned collaboration services like Box, DropBox and Yammer as evidence of this phenomenon. And because many of these services have freemium models, IT departments are finding that huge numbers of their employees are already using these services for business purposes in addition to personal ones. So in many ways, consumer expectations are driving the ways enterprise CIOs think.</p>
<p>But what about the other side of the phenomenon? Eddie Murphy’s character Billy Ray Valentine influenced Dan Aykroyd’s character, Louis Winthorphe, III, as much as the reverse. What’s less discussed &#8212; but equally fascinating &#8212; is the impact of enterprise requirements on the consumerization trend.</p>
<p>Many of the aforementioned start-ups initially focused entirely on end-user needs, providing simple user interfaces and sign-ups, and building multi-million user customer bases in the process. But as these vendors switched focus from user acquisition to monetization, they realized some IT department requirements are legitimate, and more importantly, are barriers to sale.</p>
<p>The most recent example: <a href="http://www.box.net/">Box</a>. Box founder Aaron Levie probably never imagined his company would be working with enterprise IT directors in designing his product roadmap when he started his file sharing company, but nonetheless it recently announced partnerships and integrations around <a href="http://www.okta.com/">identity federation</a>, <a href="http://www.mobileiron.com/">mobile security</a>, <a href="http://www.liveoffice.com/">e-discovery</a>, and other IT-centric areas. </p>
<p>In contrast, DropBox has continued to focus heavily on end-user adoption with limited IT focus. Indeed, their total reported user counts dwarf those of Box or any other service. Yet the CIOs I’ve spoken with had a proliferation of users on DropBox and Box when they decided to standardize on a collaboration service. Despite the fact that their companies may have had more DropBox users, Box’s enterprise functionality tipped the scale in its favor. So while user adoption gets you in the door, without some enterprization you don’t get the sale.</p>
<p>Similarly, for Google’s Enterprise team, bringing Gmail to companies involved a lot more than just learning how to charge for the service. Google has spent the past several years trading places with Microsoft, investing in policy management, security, compliance and other IT-centric functionality to address early inhibitors to adoption. And it has worked. Analyst firm Gartner now sees Google as a <a href="http://www.gartner.com/it/page.jsp?id=1793914">viable alternative</a> to Exchange for enterprise collaboration.</p>
<p>Indeed, even in the truly consumerized world of mobile devices, iPhones and Androids don’t roam free in most large companies. Many security-sensitive organizations are investing in Mobile Device Management (MDM) solutions like those from Good, MobileIron, Zenprise and Symantec, to bring enterprise manageability to smartphones.</p>
<p>The Enterprization of these traditionally consumer apps is going to center around three legitimate enterprise requirements:</p>
<ol>
<li>
<strong>Data ownership</strong>: While enterprises are excited to leverage the flexibility and fluidity of cloud apps, the idea of an enterprise’s intellectual property spread across hundreds of cloud services, many times in user-provisioned accounts where the enterprise has no access, is scary. What if the company is involved in a lawsuit and has to put a user’s data on legal hold? How can the company recover data if the cloud service loses it? And most importantly, how can the company get its data back if it wants to change services?  Tough questions if the data is trapped behind a user’s personal cloud account.  </li>
<li><strong>Data security</strong>: Similarly, the thought of sensitive customer information living in cloud accounts where users choose passwords like “password” or, for the more secure, “password1,” is nerve-wracking to a security officer. How can the company ensure that its data is protected with strong passwords? When an employee leaves, how can the company revoke access to all cloud apps at once? Without company administrative rights, the enterprise is dependent on the judgment of the user.</li>
<li><strong>Data compliance</strong>: Whether data is stored on your G:\ drive or in Gmail, if it’s work-related, for the most part the same compliance rules apply. While SOX, FRCP and GLBA are not as sexy as FourSquare, Angry Birds and AirBnB, they are still critical for most companies. How can companies meet regulatory requirements around searchability, records retention, logging and other areas? </li>
</ol>
<p>The real challenge as start-ups address the needs of enterprises is to maintain the core value that earned users in the first place. If they add every feature IT asks for, will the products lose their usability? If they make it easier to lock down access to the systems with two-factor logins when you can’t remember one factor, will users revolt? If these tools were used to get around IT, will the fact that they can now be monitored scare users away?</p>
<p>Time will tell. But this grand experiment would make the &#8220;Trading Places&#8221; brothers proud. And a lot more than $1 is at stake.</p>
<p><em>Nick Mehta is CEO of LiveOffice and has served in senior operating roles in the enterprise and consumer technology markets for much of his career. He spent more than five years at Symantec Corporation and Veritas Software Corporation (now Symantec), where he served as vice president and general manager of the Enterprise Vault information archiving and discovery software business.</em></p>
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		<title>Disposable Income Means Older People Are Paying More Inside Mobile Games</title>
		<link>http://allthingsd.com/20110909/disposable-income-means-older-people-paying-more-inside-mobile-games/</link>
		<comments>http://allthingsd.com/20110909/disposable-income-means-older-people-paying-more-inside-mobile-games/#comments</comments>
		<pubDate>Fri, 09 Sep 2011 13:00:44 +0000</pubDate>
		<dc:creator>Tricia Duryee</dc:creator>
				<category><![CDATA[Commerce]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[app]]></category>
		<category><![CDATA[apps]]></category>
		<category><![CDATA[Flurry]]></category>
		<category><![CDATA[freemium]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[mobile games]]></category>
		<category><![CDATA[smartphones]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=118953</guid>
		<description><![CDATA[In an ongoing series of blog posts, Flurry, an analytics provider, continues to dissect the freemium mobile games business. Here are the latest findings.]]></description>
				<content:encoded><![CDATA[<p>First <a href="http://allthingsd.com/20110707/mobile-games-generate-more-revenue-if-given-away-for-free/">we learned</a> that mobile games generate more revenue if they are given out for free.</p>
<p><img class="alignright size-medium wp-image-118955" title="smurfsvillage" src="http://allthingsd.com/files/2011/09/smurfsvillage-380x285.png" alt="" width="380" height="285" />Then <a href="http://allthingsd.com/20110725/study-says-five-percent-of-mobile-gamers-are-willing-to-spend-more-than-50/">we found out</a> that a very small number of people were willing to spend money (although it might be as much as $50 a game), and that they mostly spent their money <a href="http://allthingsd.com/20110816/what-are-mobile-gamers-spending-money-on-a-lot-of-nothing/">on a whole lot of nothing</a>.</p>
<p>And now the <a href="http://blog.flurry.com/bid/71993/Mobile-Freemium-Games-Gen-Y-Plays-but-Gen-X-Pays">dissection of the freemium games business</a> continues, based on a series of reports by Flurry, which has a clue about the major trends because it tracks more than 110,000 apps across all the major smartphone platforms, including Android and iOS.</p>
<p>The latest installment reveals that while younger players between the age of 18 and 24 spend more time playing games, it is an older group &#8212; between the ages of 25 and 34 &#8212; that spends the most money.</p>
<p>That makes sense, since younger people generally have more time to spare, while older people have more money to spare.</p>
<p>This is particularly the case since most freemium games allow people to pay small amounts of money in order to accelerate game play. So you could see how younger people might be more willing to wait, while older people would pay to continue playing.</p>
<p><img class="aligncenter size-medium wp-image-118954" title="flurry_MobileFreemiumGames_Time_vs_Money_Spent-resized-600" src="http://allthingsd.com/files/2011/09/flurry_MobileFreemiumGames_Time_vs_Money_Spent-resized-600-380x277.png" alt="" width="380" height="277" /></p>
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		<title>Glu Mobile Acquires Two Developers as Game Consolidation Heats Up</title>
		<link>http://allthingsd.com/20110803/glu-mobile-acquires-two-developers-as-game-consolidation-heats-up/</link>
		<comments>http://allthingsd.com/20110803/glu-mobile-acquires-two-developers-as-game-consolidation-heats-up/#comments</comments>
		<pubDate>Wed, 03 Aug 2011 20:05:45 +0000</pubDate>
		<dc:creator>Tricia Duryee</dc:creator>
				<category><![CDATA[Commerce]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[acquisitions]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[Blammo Games]]></category>
		<category><![CDATA[Christopher Locke]]></category>
		<category><![CDATA[consolidation]]></category>
		<category><![CDATA[earnings]]></category>
		<category><![CDATA[Electronic Arts]]></category>
		<category><![CDATA[Eric Ludwig]]></category>
		<category><![CDATA[free-to-play]]></category>
		<category><![CDATA[freemium]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[Glu Mobile]]></category>
		<category><![CDATA[Griptonite Games]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[M&A]]></category>
		<category><![CDATA[mobile games]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[PopCap]]></category>
		<category><![CDATA[Smurf's Village]]></category>
		<category><![CDATA[social games]]></category>
		<category><![CDATA[Zombie Cafe]]></category>
		<category><![CDATA[Zynga]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=105971</guid>
		<description><![CDATA[Glu Mobile latches on to Griptonite Games and Blammo Games to double the capacity of its development studios.]]></description>
				<content:encoded><![CDATA[<p>As consolidation heats up in the games industry, Glu Mobile <a href="http://phx.corporate-ir.net/phoenix.zhtml?c=207033&amp;p=irol-newsArticle&amp;ID=1592133&amp;highlight=">has acquired two game developers</a> to double the capacity of its game studios.</p>
<p>The San Francisco-based company announced the acquisitions &#8212; Kirkland, Wash.-based Griptonite Games and Toronto-based Blammo Games &#8212; as part of its second-quarter earnings yesterday.</p>
<p>Over the past year or so, Glu has aggressively been trying to reinvent itself as a company that develops free-to-play games for mobile devices with features similar to those found on Facebook. Previously, the company was known for selling feature phone games around the world.</p>
<p><img src="http://allthingsd.com/files/2011/08/glu_bugvillage.png" alt="" title="glu_bugvillage" width="380" height="284" class="alignright size-full wp-image-106025" />Following several acquisitions in the space &#8212; including the agreement by Electronic Arts to purchase PopCap for $750 million, and Zynga&#8217;s healthy appetite, which has included purchasing more than one company every month for the past year &#8212; <a href="http://allthingsd.com/20110722/game-studios-are-hot-acquisition-targets-in-the-race-to-mobile-and-social/">Glu has been named as a potential acquisition target</a>.</p>
<p>In this case, it appears to be getting out in front of the trend.</p>
<p>Over the past year, Glu has been fairly successful with such hits as Contract Killer, Bug Village and Gun Bros, mostly on the iPhone and iPad, but also increasingly on Android.</p>
<p>In the earnings call yesterday, Glu&#8217;s CFO Eric Ludwig explained that the acquisitions were due in part to Zynga&#8217;s competitive threat as the social games giant increases its mobile acquisitions. &#8220;Glu already has scale in sales, marketing and G&amp;A function, but we have been capacity constrained in our development studio side,&#8221; he said, <a href="http://seekingalpha.com/article/284059-glu-mobile-s-ceo-discusses-q2-2011-results-earnings-call-transcript?part=participants">according to a SeekingAlpha transcript of the call</a>.</p>
<p>Both of the acquisitions were paid for in stock.</p>
<p>Griptonite, which has about 200 employees, has been focused on developing titles for multiple platforms including consoles, Nintendo&#8217;s DS and the iPhone, but will switch over to making freemium games this year. Glu issued a total of 6,106,015 shares of common stock for the company, which, based on yesterday&#8217;s stock price of $4.60 a share, is close to $28 million.</p>
<p>Blammo Games, which was already developing two titles for Glu as a partner, will receive 1 million shares of stock with the potential to earn up to 3.3 million if it hits certain revenue milestones. Blammo is run by Christopher Locke, who was one of the creators of Smurf&#8217;s Village and Zombie Café, two very popular games.</p>
<p>As far as the earnings report, revenues totaled $17.7 million in the second quarter, increasing from $15.9 million in the year-ago period. The company also narrowed its losses to $1.8 million, or 3 cents a share, compared to $3.2 million, or 10 cents a share, in the second quarter of 2010.</p>
<p>For the first time, smartphone revenues from free-to-play games exceeded revenues from its legacy feature-phone business. It said that in the quarter, smartphone revenues totaled $9.4 million to leapfrog feature-phone sales of $8.3 million.</p>
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		<title>Study Says Five Percent of Mobile Gamers Are Willing to Spend More Than $50</title>
		<link>http://allthingsd.com/20110725/study-says-five-percent-of-mobile-gamers-are-willing-to-spend-more-than-50/</link>
		<comments>http://allthingsd.com/20110725/study-says-five-percent-of-mobile-gamers-are-willing-to-spend-more-than-50/#comments</comments>
		<pubDate>Mon, 25 Jul 2011 21:26:08 +0000</pubDate>
		<dc:creator>Tricia Duryee</dc:creator>
				<category><![CDATA[Commerce]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[console]]></category>
		<category><![CDATA[Flurry]]></category>
		<category><![CDATA[free-to-play]]></category>
		<category><![CDATA[freemium]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[Jeferson Valadares]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[mobile games]]></category>
		<category><![CDATA[PC games]]></category>
		<category><![CDATA[smartphones]]></category>
		<category><![CDATA[whales]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=102328</guid>
		<description><![CDATA[Here's a fairly compelling argument as to why a developer should continue to give away games for free: if given the option, some consumers are willing to pay much, much more.]]></description>
				<content:encoded><![CDATA[<p>The majority of players will never pay for anything inside a free mobile game.</p>
<p>That&#8217;s a fact.</p>
<p><img class="alignright size-medium wp-image-102386" title="Flurry_F2P_Transactions_v_Revenue_byPriceTier_v2-resized-600" src="http://allthingsd.com/files/2011/07/Flurry_F2P_Transactions_v_Revenue_byPriceTier_v2-resized-600-380x266.png" alt="" width="380" height="266" />But a new study conducted by Flurry, an analytics provider for mobile games on Apple and Android devices, provides a fairly compelling argument as to why a developer should continue to give away his or her games for free.</p>
<p>Ultimately, it&#8217;s because consumers are willing to pay much, much more &#8212; if given the option.</p>
<p>After evaluating the spending habits of 3.5 million consumers across both iOS and Android, Flurry found that among those who pay for in-app transactions, greater than five percent will spend more than $50, which rivals the amount paid at retail for top console and PC games. </p>
<p>What&#8217;s more, consumers are spending $14 per transaction on average, which easily exceeds the price tag of most premium games being sold on smartphones today.</p>
<p>Since $14 sounds high, Flurry&#8217;s GM of Games Jeferson Valadares explains the logic behind it <a href="http://blog.flurry.com/bid/67748/Consumers-Spend-Average-of-14-per-Transaction-in-iOS-and-Android-Freemium-Games">in a blog post</a> today. The findings are also a continuation of a report issued earlier this month that generically found <a href="http://allthingsd.com/20110707/mobile-games-generate-more-revenue-if-given-away-for-free/">that mobile games generate more revenue if given away for free</a>.</p>
<p>Valadares explains that only three percent of consumers are likely to spend money at all, but that at the high end, there are some very big spenders who are bringing up the average and generate a bulk of the revenue. Additionally, the number of consumers who pay very little remains fairly low. In fact, consumers spend only 99 cents less than two percent of the time.</p>
<p>&#8220;Why then would so few consumers spend just $1 in freemium games when this price point is so popular among premium games?&#8221; Valadares writes. &#8220;Because freemium games drive a different decision-making mindset for consumers. They simply are deciding whether or not to spend.&#8221;</p>
<p>The study found that 71 percent of all transactions are for amounts under $10; 15 percent are for spends between $10 and $20; and 13 percent are for amounts greater than $20.</p>
<p>The higher-end buyers are considered the &#8220;whales&#8221; of the industry.</p>
<p>Flurry&#8217;s advice to game developers is to focus on the whales: &#8220;If you’re a game designer, your main take away is that very few transactions &#8212; and consumers who complete those transactions &#8212; make up the bulk of your revenue. Therefore, your &#8216;meta-game&#8217; should be about whale hunting.&#8221;</p>
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		<title>Live Gamer Makes Two Acquisitions to Expand From Virtual Goods Platform to Ad Network</title>
		<link>http://allthingsd.com/20110719/live-gamer-makes-two-acquisitions-to-expand-from-virtual-goods-platform-to-ad-network/</link>
		<comments>http://allthingsd.com/20110719/live-gamer-makes-two-acquisitions-to-expand-from-virtual-goods-platform-to-ad-network/#comments</comments>
		<pubDate>Tue, 19 Jul 2011 11:30:38 +0000</pubDate>
		<dc:creator>Tricia Duryee</dc:creator>
				<category><![CDATA[Commerce]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[acquisition]]></category>
		<category><![CDATA[Ad Colony]]></category>
		<category><![CDATA[Ad Elements]]></category>
		<category><![CDATA[advertising]]></category>
		<category><![CDATA[Andrew Schneider]]></category>
		<category><![CDATA[BrandPort]]></category>
		<category><![CDATA[freemium]]></category>
		<category><![CDATA[gamerDNA]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[hi5]]></category>
		<category><![CDATA[Live Gamer]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[virtual goods]]></category>
		<category><![CDATA[WildTangent]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=99555</guid>
		<description><![CDATA[Live Gamer has been building a platform to monetize games through virtual goods. Now it has acquired two ad-based companies to expand into freemium-based models.]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.livegamer.com">Live Gamer</a>, which for the past few years has been focused on building a platform to monetize games through virtual goods, has acquired two ad-based companies to help expand more into the freemium-based models.</p>
<p><img class="alignright size-medium wp-image-99569" title="livegamer_adelements" src="http://allthingsd.com/files/2011/07/livegamer_adelements1-380x77.png" alt="" width="380" height="77" />The New York-based company has acquired gamerDNA Media, a videogame ad network; and BrandPort, an advertising platform. The terms of the deals were not disclosed.</p>
<p>Now game developers can partner with Live Gamer to monetize games both through virtual goods, which users must pay for, and through advertisments, such as videos that users must watch to earn virtual goods within a game.</p>
<p>Andrew Schneider, president and co-founder of Live Gamer, said advertising can make a difference to a game developer that may only be getting 10 percent of its players to pay for games. &#8220;How many players aren’t monetizing? It’s a dramatic uplift in revenue, and brand marketers love this because they [gamers] are engaging in ads,&#8221; he said.</p>
<p>Under the acquisition, BrandPort will be renamed Ad Elements and will provide a video platform, which allows a player to watch a video to earn an in-game item. GamerDNA Media is one of the larger game-focused ad networks in the U.S., reaching more than 48 million unique monthly visitors worldwide. It works with advertisers such as Blizzard, Best Buy, KFC, Sony Computer Entertainment, Wal-Mart and Namco, to insert pre-roll ads into games.</p>
<p>After users watch a video, they often have to answer a question about the clip or rate the video in order to be awarded the virtual good.</p>
<p>Other companies are in this space as well, including WildTangent and hi5, which are both promoting their own social networks; and AdColony on mobile.</p>
<p>&nbsp;</p>
<p><img class="aligncenter size-Medium380 wp-image-99570" title="Main Page" src="http://allthingsd.com/files/2011/07/Main-Page-380x360.png" alt="" width="380" height="360" /></p>
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		<title>Mobile Games Generate More Revenue if Given Away for Free</title>
		<link>http://allthingsd.com/20110707/mobile-games-generate-more-revenue-if-given-away-for-free/</link>
		<comments>http://allthingsd.com/20110707/mobile-games-generate-more-revenue-if-given-away-for-free/#comments</comments>
		<pubDate>Thu, 07 Jul 2011 18:27:32 +0000</pubDate>
		<dc:creator>Tricia Duryee</dc:creator>
				<category><![CDATA[Commerce]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[Digital Chocolate]]></category>
		<category><![CDATA[Flurry]]></category>
		<category><![CDATA[freemium]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[Jeferson Valadares]]></category>
		<category><![CDATA[payments]]></category>
		<category><![CDATA[Playfish]]></category>
		<category><![CDATA[virtual goods]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=95458</guid>
		<description><![CDATA[Freemium is one of those made-up terms that might be here to stay.]]></description>
				<content:encoded><![CDATA[<p>Freemium is one of those made-up terms that might be here to stay.</p>
<p>As it turns out, game developers are finding it is easier to make money on the iPhone if they give their applications away for free and sell virtual goods inside the game, instead of expecting users to plop down 99 cents on a game they&#8217;ve never played.</p>
<p><a href="http://allthingsd.com/files/2011/07/Flurry_AppStore_Top100GrossingGames.png"><img class="aligncenter size-medium wp-image-95461" title="Flurry_AppStore_Top100GrossingGames" src="http://allthingsd.com/files/2011/07/Flurry_AppStore_Top100GrossingGames-380x272.png" alt="" width="380" height="272" /></a>According to Flurry, which tracks the performance of more than 90,000 apps that use its analytics service, more than half of the top performing games on Apple&#8217;s iOS are making money by using a free-to-play model, up from only 39 percent in January.</p>
<p><a href="http://blog.flurry.com/bid/65656/Free-to-play-Revenue-Overtakes-Premium-Revenue-in-the-App-Store">In a blog post</a>, Flurry&#8217;s general manager of games, Jeferson Valadares, who worked previously at EA&#8217;s Playfish and Digital Chocolate, writes that when the game is free, two things can happen: &#8220;First, more people will likely try your game &#8230; and second, you will likely take more total money since different players can now spend different amounts depending on their engagement and preferences.&#8221;</p>
<p>In other words, if a user really likes your game, he or she may end up spending more than 99 cents.</p>
<p>Flurry said that can represent a lot more money, even though more than 90 percent of players never spend a dime.</p>
<p>Valadares writes that the number of people willing to spend money in a free game ranges from 0.5 to 6 percent.</p>
<p>The freemium model has been well demonstrated on Facebook, where game companies like Zynga are making millions of dollars from users willing to pay for small items inside of games, such as crops for the farm or energy boosts to continue playing.</p>
<p>Zynga <a href="http://allthingsd.com/20110701/zynga-finally-files-for-ipo-to-raise-1-billion/">has disclosed</a> that a majority of its revenues come from a very small percentage of users.</p>
<p>While many independent game studios have embraced freemium models, it&#8217;s been more difficult for other companies. Nintendo is perhaps the most vocal company <a href="http://allthingsd.com/20110706/nintendos-pop-fizzles-after-it-squashes-multiplatform-talk/">speaking out against the trend</a>.</p>
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		<title>Nintendo's Pop Fizzles After It Squashes Multiplatform Talk</title>
		<link>http://allthingsd.com/20110706/nintendos-pop-fizzles-after-it-squashes-multiplatform-talk/</link>
		<comments>http://allthingsd.com/20110706/nintendos-pop-fizzles-after-it-squashes-multiplatform-talk/#comments</comments>
		<pubDate>Wed, 06 Jul 2011 19:23:17 +0000</pubDate>
		<dc:creator>Tricia Duryee</dc:creator>
				<category><![CDATA[Commerce]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[E3]]></category>
		<category><![CDATA[freemium]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[Pokémon]]></category>
		<category><![CDATA[Satoru Iwata]]></category>
		<category><![CDATA[Social]]></category>
		<category><![CDATA[Super Mario Bros.]]></category>
		<category><![CDATA[Wii U]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=95049</guid>
		<description><![CDATA[Nintendo's shares rose as much as 4.9 percent today after investors got their hopes up that the game company had changed its policy regarding developing games for mobile phones. Turns out it wasn't so, and most of the gains melted away.]]></description>
				<content:encoded><![CDATA[<p>Nintendo&#8217;s shares rose as much as 4.9 percent today after investors got their hopes up that the game company had changed its policy regarding developing games for mobile phones.</p>
<p>But no such luck. We won&#8217;t be seeing Super Mario Bros. on an iPhone or Android phone any time soon.</p>
<p><a href="http://allthingsd.com/files/2011/07/Nintendo_supermariobros_iphone.jpg"><img class="alignright size-medium wp-image-95083" title="Nintendo_supermariobros_iphone" src="http://allthingsd.com/files/2011/07/Nintendo_supermariobros_iphone-380x225.jpg" alt="" width="380" height="225" /></a>The speculation was triggered by the announcement that Pokemon was launching a game on the iPhone this summer, and Nintendo owns 32 percent of Pokemon.</p>
<p>But the stock lost nearly all of its gains after a Nintendo spokesperson <a href="http://www.bloomberg.com/news/2011-07-06/nintendo-says-it-s-not-expanding-into-smartphone-games.html">clarified to Bloomberg</a> that the company&#8217;s strategy to develop software only for its own hardware &#8220;hasn&#8217;t changed and won’t change.”</p>
<p>In June, Nintendo’s Global President Satoru Iwata was very clear about that policy <a href="http://allthingsd.com/20110615/nintendos-iwata-asks-can-free-games-be-sustained-over-the-long-term/">in an interview with <strong>AllThingsD</strong> at E3</a>.</p>
<p>The company may be experimenting with new hardware, like the new tablet-shaped controller for the upcoming Wii U, but it draws the line at leveraging emerging platforms, like mobile or social, or new business models, like free-to-play games.</p>
<p>&#8220;I’m not interested in offering software for free of charge,&#8221; Iwata said through a translator. &#8220;That’s because I myself am one of the game developers, who in the future wants to make efforts so the value of the software will be appreciated by the consumers.&#8221;</p>
<p>Iwata said the revenues that Zynga &#8212; and platform-makers like Facebook and Apple &#8212; are generating will not change his mind.</p>
<p>&#8220;If we are going to destroy the value of the game software &#8212; once we have done so, it’s a difficult job to recover from that situation,&#8221; he argued.</p>
<p>Nintendo traded 1.2 percent higher to close at 15,610 yen this morning on the Osaka Securities Exchange.</p>
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		<title>Nintendo's Iwata Won't Gamble on Free Games (Part 2)</title>
		<link>http://allthingsd.com/20110615/nintendos-iwata-asks-can-free-games-be-sustained-over-the-long-term/</link>
		<comments>http://allthingsd.com/20110615/nintendos-iwata-asks-can-free-games-be-sustained-over-the-long-term/#comments</comments>
		<pubDate>Wed, 15 Jun 2011 12:30:34 +0000</pubDate>
		<dc:creator>Tricia Duryee</dc:creator>
				<category><![CDATA[Commerce]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Social]]></category>
		<category><![CDATA[advertising]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[E3]]></category>
		<category><![CDATA[Facebook]]></category>
		<category><![CDATA[freemium]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[microtransactions]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[PlayStation]]></category>
		<category><![CDATA[Satoru Iwata]]></category>
		<category><![CDATA[Sony]]></category>
		<category><![CDATA[videogames]]></category>
		<category><![CDATA[virtual goods]]></category>
		<category><![CDATA[Wii U]]></category>
		<category><![CDATA[XBox]]></category>
		<category><![CDATA[Zynga]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=86597</guid>
		<description><![CDATA[Although Nintendo's main mission is to expand the number of people playing games, it draws the line at using emerging platforms, like mobile or social, or new business models, like free-to-play games. 

In an interview, Nintendo's Global President Satoru Iwata's explains why.]]></description>
				<content:encoded><![CDATA[<p>Nintendo&#8217;s next game console is about offering new features, like surfing the Internet or watching a movie, so that more people want to buy the device.</p>
<p><a rel="attachment wp-att-83927" href="http://allthingsd.com/20110607/live-at-e3-nintendo-to-unveil-the-successor-to-the-wii/wii_1/"><img class="alignright size-full wp-image-83927" title="wii_1" src="http://allthingsd.com/files/2011/06/wii_1.jpg" alt="" width="380" height="285" /></a>But Nintendo draws the line at using emerging platforms, like mobile or social, or new business models, like free-to-play games, to attract a larger user base.</p>
<p>In an interview with Nintendo’s Global President Satoru Iwata at E3, he passionately explains why he will continue charging for games and is reluctant to get caught up in the social and mobile game frenzy that is fueling such companies as Zynga, or platform-makers like Facebook and Apple.</p>
<p>Yesterday, <a href="http://allthingsd.com/20110614/part-i-nintendos-iwata-hopes-the-wii-u-will-steal-back-couch-time-from-the-ipad/">I posted the first part of the interview</a> that covers his thoughts on the Wii U. Today&#8217;s section focuses on his opinions on emerging games platforms and other trends.</p>
<p>Here&#8217;s excerpts of the interview as conducted through an interpreter:</p>
<p><strong>Over the years, there have been many references to the console wars between Nintendo, Sony and Microsoft. Are they still alive?</strong></p>
<p>Often times, we have heard such terms as console wars, but we are actually always pushing ourselves and we are not engaged in such limited competition. For example, have we really been battling against only Sony and Microsoft?</p>
<p>With the Wii, Nintendo has been trying to expand the game population. &#8230; In that sense, I have said in interviews in the past, that we have been fighting against the indifference from consumers.</p>
<p>And also, as you know, videogames can be played many other ways today.</p>
<p>They are available on iPhone, iPad and Android, so today it does not make any sense to discuss console wars between the three platform holders. In fact, our thinking has always been in trying to grab the limited amount of spare time people have and always try to offer some unprecedented attraction to the consumer.</p>
<p><strong>In February, <a href="http://allthingsd.com/20110302/nintendo-kicks-off-gdc-with-keynote-reflecting-past-25-years-of-gaming-liveblog/">you talked about how you disagreed with the emphasis of mobile and social games</a> because they are free or 99 cents. But as mobile phones and Apple compete with Nintendo’s core business, which is casual gaming, would you consider a<strong> freemium model, where you&#8217;d monetize with virtual goods or advertising?</strong></strong></p>
<p>Nintendo has been a very unique company because it’s not just hardware, but also one of the major software publishers. Because it is in a unique position, it’s given us a unique advantage. We have no intention to provide a property to any other platforms, or making them available in a mode that does not require consumers to pay at all. Nintendo is a company, which is trying to maintain the overall value of video games.</p>
<p><a rel="attachment wp-att-86369" href="http://allthingsd.com/20110614/part-i-nintendos-iwata-hopes-the-wii-u-will-steal-back-couch-time-from-the-ipad/nintendo_satoru-iwata/"><img class="alignleft size-full wp-image-86369" title="Nintendo_Satoru Iwata" src="http://allthingsd.com/files/2011/06/Nintendo_Satoru-Iwata.jpg" alt="" width="352" height="174" /></a>Of course, if Nintendo asks consumers to pay more money than the other platforms, then it’s Nintendo’s mission to provide the added value for which the people are willing to pay. In order to do that, we must remain unique and cannot be reproduced somewhere else. Something new, something fun and some surprise.</p>
<p>If we were simply going to say OK, the only the way we could sell more products is by decreasing the price, then there wouldn&#8217;t be a bright future and the entire industry will fold. When we look at the entire system of freemium, it’s not always that everyone is happy with the offers. Actually, there’s only a limited number of people who are willing to pay and many others are not paying for game titles at all.</p>
<p>Nintendo is not interested.</p>
<p>If we are going to do something similar, we would come up with a completely unique environment.</p>
<p><strong>Please clarify. You would come up with something completely unique that is free?</strong></p>
<p>I’m not interested in offering software for free of charge. That’s because I myself am one of the game developers, who in the future wants to make efforts so the value of the software will be appreciated by the consumers.</p>
<p><strong>But a lot of companies are making a lot of money on advertising and virtual goods inside of the games through microtransactions.  It seems like the game quality can still remain high if the revenue comes in some other way.</strong></p>
<p>It’s a little different. It’s not just the end result. We can’t simply compare the total revenue generated at the consequence of developing one thing. My point is about how we can keep the public’s perception of the software.</p>
<p>If we are going to destroy the value of the game software &#8212; once we have done so, it’s a difficult job to recover from that situation.</p>
<p>Yes, it is true. There are great examples of advertising and doing the microtranscactions, and several companies who have come up with that kind of system. But on the other hand, if you ask me, is this the system that can be sustatined for the long time? I don’t know the answer. And, my point is that I’m not willing to go that direction, as well.</p>
<p><strong>But your competitiors will…</strong></p>
<p>We have many challenges. Challenges to come up with new business models and challenges against emerging models, and above all, we have to do a better job to come up with unique and unprecedented ideas that have to be more attractive than other devices and companies.</p>
<p>Please understand. For Nintendo, the most important thing is to create something unique and unprecedented. Many people often try to find and compare a company to us. But we can do better. We can do more. But that’s not something Nintendo is interested in.</p>
<p>For example, when you asked me if I’m interested in this kind of system or that kind of system, I have to say, &#8216;No I’m not. No, I’m not interested.&#8217; And, if we do something similar, we are going to come up with something completely different ourselves.</p>
<p><strong>To clarify, when you said &#8220;this kind of system,&#8221; did you mean mobile and social games?</strong></p>
<p>Yeah. To clarify, if you say mobile and social games, why don’t you do the same, I say because they are already doing it and we aren’t doing the same.</p>
<p>If you say freemium is somewhere you can spur new revenue, once again, the answer is the same. Just because many other people are thinking that way, we aren’t thinking that way.</p>
<p><a rel="attachment wp-att-86655" href="http://allthingsd.com/20110615/nintendos-iwata-asks-can-free-games-be-sustained-over-the-long-term/img_4256/"><img class="aligncenter size-Medium380 wp-image-86655" title="IMG_4256" src="http://allthingsd.com/files/2011/06/IMG_4256-380x285.jpg" alt="" width="380" height="285" /></a></p>
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		<title>Music Sharing Service SoundCloud Raises $10 Million From Index, Union Square</title>
		<link>http://allthingsd.com/20110108/music-sharing-service-soundcloud-raises-10-million-from-index-union-square/</link>
		<comments>http://allthingsd.com/20110108/music-sharing-service-soundcloud-raises-10-million-from-index-union-square/#comments</comments>
		<pubDate>Sat, 08 Jan 2011 16:52:45 +0000</pubDate>
		<dc:creator>Peter Kafka</dc:creator>
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		<guid isPermaLink="false">http://mediamemo.allthingsd.com/?p=27864</guid>
		<description><![CDATA[Music start-ups have been a money incinerator for a long time, but that doesn't stop investors from trying again. Here's the latest example, which I first wrote about back in October.]]></description>
				<content:encoded><![CDATA[<p><a href="http://mediamemo.allthingsd.com/files/2010/10/soundcloud_logo.jpg"><img class="alignright size-medium wp-image-24615" title="soundcloud_logo" src="http://mediamemo.allthingsd.com/files/2010/10/soundcloud_logo-275x157.jpg" alt="" width="275" height="157" /></a>Music start-ups have been a money incinerator for a long time, but that doesn&#8217;t stop investors from trying again. Here&#8217;s the latest example, which <a href="http://mediamemo.allthingsd.com/20101015/index-union-square-like-soundclouds-web-based-tune/">I first wrote about back in October</a>: SoundCloud, a German-based file-sharing service, has raised $10 million in a funding round led by Index Ventures and Union Square Ventures.</p>
<p>While lots of music services are still trying to figure out how to make money by distributing copyrighted music you&#8217;ve heard of, SoundCloud is taking a different tack. As I wrote last fall:</p>
<blockquote class="memo"><p>It’s designed to let professional and amateur musicians share their own music with each other and the public, via cloud-based files that the company hosts.</p>
<p>Once the tunes are on SoundCloud’s servers, the service makes it easy to move the stuff around the Web, via its own widget and an API that’s showing up on lots of interesting sites, apps, services and devices, including Facebook and Apple’s iPad. You can load SoundCloud files into Spotify, the streaming music company that Index has also invested in.</p>
<p>The service uses the freemium model, offering most of its capabilities for free, and charging up to $700 a year for more storage and extra features.</p></blockquote>
<p>You can also use SoundCloud for less enlightened purposes, like sharing music you don&#8217;t own. But the company has <a href="http://www.techdirt.com/articles/20101227/09520712421/permission-culture-automated-diminishment-fair-use.shtml">recently implemented an audible &#8220;fingerprinting&#8221; service</a>, like the ones Google&#8217;s YouTube uses, which allows copyright owners to take down files they don&#8217;t want on the Web. And that should give the company legal cover, unless the YouTube/Viacom case takes a very different turn.</p>
<p>In a <a href="http://blog.soundcloud.com/2011/01/08/meet-fred-wilson-and-mike-volpi/">blog post</a> announcing the funding, SoundCloud says it will use the money to scale faster and &#8220;be more present in the US.&#8221; It also posts short clips, using its service, from its new investors&#8211;Index&#8217;s Mike Volpi and Union Square&#8217;s Fred Wilson.</p>
<p>Here&#8217;s Wilson:<br />
<object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="100%" height="81" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowscriptaccess" value="always" /><param name="src" value="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F8852017&amp;" /><embed type="application/x-shockwave-flash" width="100%" height="81" src="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F8852017&amp;" allowscriptaccess="always"></embed></object><span><a href="http://soundcloud.com/fredwilson/thoughts-on-soundcloud">Thoughts on SoundCloud</a> by <a href="http://soundcloud.com/fredwilson">fredwilson</a>.  Uploaded with <a href="http://soundcloud.com/apps/android">SoundCloud Android</a></span></p>
<p>And Volpi:<br />
<object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="100%" height="81" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowscriptaccess" value="always" /><param name="src" value="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F8830498&amp;" /><embed type="application/x-shockwave-flash" width="100%" height="81" src="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F8830498&amp;" allowscriptaccess="always"></embed></object><span><a href="http://soundcloud.com/volpi/mike-volpi-audio-blog-on-friday-morning">Mike Volpi Audio Blog on Friday morning</a> by <a href="http://soundcloud.com/volpi">mvolpi</a>.  Uploaded with <a href="http://soundcloud.com/apps/iphone">SoundCloud iPhone</a></span></p>
<p>And if you&#8217;d like something more entertaining, here&#8217;s a very long mix of classic hip-hop, via Cut Chemist:</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="100%" height="81" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowscriptaccess" value="always" /><param name="src" value="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F8612835" /><embed type="application/x-shockwave-flash" width="100%" height="81" src="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F8612835" allowscriptaccess="always"></embed></object> <span><a href="http://soundcloud.com/cut-chemist/cut-chemist-hip-hop-lives-1985-1996">Cut Chemist &#8211; Hip Hop Lives (1985-1996)</a> by <a href="http://soundcloud.com/cut-chemist">Cut Chemist</a></span></p>
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		<title>Dive Tech: RealNetworks Unifi&#039;s Media in the Cloud</title>
		<link>http://allthingsd.com/20101207/dive-tech-realnetworks-unifis-media-in-the-cloud/</link>
		<comments>http://allthingsd.com/20101207/dive-tech-realnetworks-unifis-media-in-the-cloud/#comments</comments>
		<pubDate>Tue, 07 Dec 2010 19:34:48 +0000</pubDate>
		<dc:creator>Drake Martinet</dc:creator>
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		<guid isPermaLink="false">http://voices.allthingsd.com/?p=33603</guid>
		<description><![CDATA[Many Web 1.0 veterans remember RealNetworks as the company that played all those MP3s we ripped from our CD collection. We distinctly remember listening to some Beastie Boys on a RealPlayer while cruising MySpace and updating our GeoCities site.

Today, the Web media staple is releasing, and demoing live on stage, their newest product- named Unifi.]]></description>
				<content:encoded><![CDATA[<p><img src="http://voices.allthingsd.com/files/2010/12/logo_real.gif" alt="" title="logo_real" width="164" height="78" class="alignright size-full wp-image-33693" />Many Web 1.0 veterans remember RealNetworks as the company that played all those MP3s we ripped from our CD collection. We distinctly remember listening to some Beastie Boys on a RealPlayer while cruising MySpace and updating our GeoCities site.</p>
<p>Today, the Web media staple is releasing, and demoing live onstage, its newest product&#8211;named Unifi.</p>
<p>The cloud media service automatically catalogs your collection (a la iTunes) and lets you stream it to any device, on demand.</p>
<p><div class="video-wsj"><object width="640" height="360"><param name="movie" value="http://s.wsj.net/media/swf/microPlayer.swf"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><param name="flashvars" value="videoGUID=94111917-A0C4-4DBF-9EF8-C0D01730D09B&playerid=4001&plyMediaEnabled=1&configURL=http://m.wsj.net/video-players/&autoStart=false" base="http://s.wsj.net/media/swf/"name="microflashPlayer"></param><embed src="http://s.wsj.net/media/swf/microPlayer.swf" bgcolor="#FFFFFF" flashVars="videoGUID={94111917-A0C4-4DBF-9EF8-C0D01730D09B}&playerid=4001&plyMediaEnabled=1&configURL=http://m.wsj.net/video-players/&autoStart=false" base="http://s.wsj.net/media/swf/" name="microflashPlayer" width="640" height="360" seamlesstabbing="false" type="application/x-shockwave-flash" swLiveConnect="true" pluginspage="http://www.macromedia.com/shockwave/download/index.cgi?P1_Prod_Version=ShockwaveFlash"></embed><br />[ See post to watch video ]</div></object></p>
<h4 class="subhed">Live Blog</h4>
<p><strong>11:35 am</strong>: RealNetworks CEO Bob Kimball and VP Peter Kellogg-Smith take the stage to introduce Unifi.</p>
<p><strong>11:36 am</strong>: Kimball says Unifi is &#8220;a cloud media management service that treats every device as a first-class citizen.&#8221;</p>
<p><strong>11:37 am</strong>: Now they are demoing the Web interface. This view is heavy on the album art, but separates out different devices you have synched&#8211;so you can see what you have on your iPad or your Android phone from the same device.</p>
<p><strong>11:39 am</strong>: Now we are seeing albums playing on the network.</p>
<p>Interface merges media that&#8217;s on a device to the cloud. You can also pull content from one device to the cloud to another device.</p>
<p>So, if you have a song on your iPad, and were away from it, you could call the song to the cloud from your Android phone&#8211;as long as that device is on and connected.</p>
<p><strong>11:42 am</strong>: Walt and Kara pounce on the DRM implications. The RealNetworks guys say they will respect the DRM rules, barring multiple copies when they apply.</p>
<p><strong>11:43 am</strong>: Now they turn to photos.</p>
<p><strong>11:43 am</strong>: The photo is snapped, and it uploads to the cloud, much like taking a picture inside DropBox.</p>
<p>There is a connection issue, but the intent is to show how the photo would quickly appear on all the connected devices.</p>
<p><strong>11:45 am</strong>: Now they open iTunes and are showing how iTunes playlists are synched to the application.</p>
<p>The RealNetworks guys keep using the &#8220;librarian&#8221; metaphor for the process they use to organize the cloud-synched data.</p>
<p><strong>11:47 am</strong>: They say the &#8220;librarian&#8221; only synchs things every five minutes, unless you force a synch. They say it is a processor-intensive application and so they &#8220;put her to sleep.&#8221;</p>
<p><strong>11:48 am</strong>: Connection issues plague the demo, but the RealNetworks team says the service will be available in Q1 of 2011 and it will be freemium.</p>
<p><ul style="list-style:none;"><li><img src="http://d.smugmug.com/Dive-Into-Mobile/Tech-Demos/Real-Networks/i-VhcBc5d/0/L/dive20101207-113309-2957-L.jpg" class="alignnone" width="620" height="414" alt="" /></li><li><img src="http://d.smugmug.com/Dive-Into-Mobile/Tech-Demos/Real-Networks/i-ZSnPMHx/0/L/dive20101207-113415-2965-L.jpg" class="alignnone" width="620" height="414" alt="" /></li><li><img src="http://d.smugmug.com/Dive-Into-Mobile/Tech-Demos/Real-Networks/i-Lwj6MMS/0/L/dive20101207-113514-2976-L.jpg" class="alignnone" width="620" height="414" alt="" /></li><li><img src="http://d.smugmug.com/Dive-Into-Mobile/Tech-Demos/Real-Networks/i-XjZgFrk/0/L/dive20101207-113520-2978-L.jpg" class="alignnone" width="620" height="414" alt="" /></li><li><img src="http://d.smugmug.com/Dive-Into-Mobile/Tech-Demos/Real-Networks/i-TBPwsWB/0/L/dive20101207-113538-2985-L.jpg" class="alignnone" width="620" height="414" alt="" /></li><li><img src="http://d.smugmug.com/Dive-Into-Mobile/Tech-Demos/Real-Networks/i-QhQmk52/0/L/dive20101207-113649-2987-L.jpg" class="alignnone" width="620" height="414" alt="" /></li><li><img src="http://d.smugmug.com/Dive-Into-Mobile/Tech-Demos/Real-Networks/i-RD9t5XX/0/L/dive20101207-113900-3087-L.jpg" class="alignnone" width="620" height="414" alt="" /></li><li><img src="http://d.smugmug.com/Dive-Into-Mobile/Tech-Demos/Real-Networks/i-KdjjBSg/0/L/dive20101207-114408-3127-L.jpg" class="alignnone" width="620" height="414" alt="" /></li></ul></p>
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		<title>Password Manager LastPass Acquires Xmarks</title>
		<link>http://allthingsd.com/20101202/password-manager-lastpass-acquires-xmarks/</link>
		<comments>http://allthingsd.com/20101202/password-manager-lastpass-acquires-xmarks/#comments</comments>
		<pubDate>Thu, 02 Dec 2010 10:10:01 +0000</pubDate>
		<dc:creator>Kara Swisher</dc:creator>
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		<guid isPermaLink="false">http://kara.allthingsd.com/?p=37969</guid>
		<description><![CDATA[LastPass, a cross-platform password manager and form filler, has acquired the social bookmarking and browser synchronization service Xmarks.

The San Francisco-based Xmarks has been in the midst of some tumult of late, as it closed down in September and then quickly opened back up again in an effort to keep its service running for a large group of active users and to find a new home.]]></description>
				<content:encoded><![CDATA[<p><a href="http://kara.allthingsd.com/files/2010/12/xmarksannounce.jpeg"><img src="http://kara.allthingsd.com/files/2010/12/xmarksannounce-380x213.jpg" alt="" title="xmarksannounce" width="380" height="213" class="alignright size-Medium380 wp-image-38016" /></a></p>
<p>LastPass, a cross-platform password manager, has acquired the social bookmarking and browser synchronization service Xmarks.</p>
<p>The San Francisco-based Xmarks has been in the midst of <a href="http://kara.allthingsd.com/20100928/the-long-goodbye-xmarks-tried-to-sell-twice-before-closing-down-with-class/">some tumult of late</a>, as it closed down in September and then quickly opened back up again in an effort to keep its service running for a large group of active users.</p>
<p>That happened after user outcry, spurring the company <a href="http://voices.allthingsd.com/20101008/xmarks-may-not-exit-after-all">to try to stay afloat</a>.</p>
<p>SInce then, Xmarks has been trying to land itself safely.</p>
<p>The start-up had multiple offers to keep the operation running, as well as pledges from almost 30,000 fans willing to pay $10 to $20 a year for a new &#8220;freemium&#8221; business model.</p>
<p>Enter LastPass, based in Vienna, Va., whose CEO Joe Siegrist said in an interview that he wanted to help keep the service operating.</p>
<p>&#8220;They had a large dedicated audience, but their free offering and advertising model was not working,&#8221; he said. &#8220;We really want to figure something out that could keep it going.&#8221;</p>
<p>Siegrist said LastPass offered a robust free service, but relied on a small group of users who pay to upgrade to a premium offering.</p>
<p>The browser add-on for cross-platform synchronization operates in the cloud.</p>
<p>And that is going to be the fate of Xmarks&#8211;which had been called Foxmarks initially.</p>
<p>It had been seed-funded in 2006 by well-known entrepreneur Mitch Kapor and also got an additional investment from First Round Capital.</p>
<p>Xmarks garnered another $5 million in funding from Redpoint Ventures in 2008,</p>
<p>That year, it also hired Silicon Valley entrepreneur James Joaquin as CEO, whose job it was to carve out a business with Xmarks&#8217; assets, including using its mass of data.</p>
<p>Xmarks had certainly been growing its user base and bookmarked Web addresses strongly, via a browser widget that recorded bookmarking information.</p>
<p>Earlier this year, it <a href="http://kara.allthingsd.com/20100408/xmarks-the-spot-kapor-says-start-up-can-find-buried-treasure-in-bookmarks-for-advertisers">tried out an advertising product called SearchBoost</a>, which gave advertisers additional analytics about their ads, as well as organic search results.</p>
<p>But all that ultimately did not translate into a viable business for Xmarks.</p>
<p>&#8220;We think this will make a great ending and beginning for Xmarks,&#8221; said Joaquin.</p>
<p>Both Xmarks and LastPass declined to provide financial details of the transaction.</p>
<p>Here is the <a href="http://blog.xmarks.com/?p=2033">blog post</a> by LastPass and Xmarks about the integration:</p>
<blockquote class="memo"><p>Today we&#8217;re excited to announce that Xmarks has been acquired by LastPass, makers of a leading cross-platform password manager. It&#8217;s a great opportunity that ensures the survival of Xmarks as the same service that you know and love.</p>
<p>In the last few years, we&#8217;ve attracted over 4.5 million users syncing more than 1 billion bookmarks across 5 million computers. Most importantly, we&#8217;ve provided a simple solution to help people easily access their bookmarks, wherever and whenever they needed to. We&#8217;ve had thousands of users tell us that Xmarks has become an integral part of their browsing experience. You can rest assured that LastPass will continue to build upon the service in the coming months.</p>
<p>We&#8217;re also committed to keeping Xmarks free while implementing a viable long-term plan. Xmarks is transitioning to a &#8220;freemium&#8221; business model, the same model that allowed LastPass to grow into a thriving, profitable business. The browser add-on and the vast majority of what users have enjoyed remains free. Users can then opt to purchase Xmarks Premium for $12 per year, which includes new enhanced features like Android and iPhone mobile phone apps, priority support, and more. The Xmarks and LastPass Premium offerings are also available bundled together at a reduced subscription rate of $20 per year. For those of you who pledged your financial support, you can make good on your pledge today and upgrade.</p>
<p>The restructuring of the Xmarks offerings will accelerate the introduction of new features and service improvements. The two services will continue to require separate downloads and will be administered through two distinct extensions and websites, although there are plans to integrate them in the future.</p>
<p>We believe the acquisition will prove to be a success because of the common mission shared by LastPass and Xmarks. Xmarks complements LastPass&#8217; vision of secure, universal access to the information that gives you entry to your digital life. By joining LastPass, Xmarks will also be able to accelerate the introduction of new features and developments. As the ultimate cross-browser, cross-platform team, Xmarks and LastPass will work together to help more people simplify their digital lives and access their data from anywhere, at any time.</p>
<p>We&#8217;re excited to join forces with LastPass and be a part of a team that will continue to provide the best data-syncing tools out there! We hope you will support both of these great services through your business and your Premium subscription. For more information, please see the FAQs.</p>
<p>The Xmarks &#038; LastPass Teams</p></blockquote>
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		<title>Casual Games Start-Up OMGPOP Raising a Serious Funding Round</title>
		<link>http://allthingsd.com/20101102/casual-games-startup-omgpop-raising-a-serious-funding-round/</link>
		<comments>http://allthingsd.com/20101102/casual-games-startup-omgpop-raising-a-serious-funding-round/#comments</comments>
		<pubDate>Tue, 02 Nov 2010 20:55:12 +0000</pubDate>
		<dc:creator>Peter Kafka</dc:creator>
				<category><![CDATA[Media]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Social]]></category>
		<category><![CDATA[advertising]]></category>
		<category><![CDATA[Bessemer Venture Partners]]></category>
		<category><![CDATA[casual games]]></category>
		<category><![CDATA[Dan Porter]]></category>
		<category><![CDATA[DeNA]]></category>
		<category><![CDATA[Disney]]></category>
		<category><![CDATA[Electronic Arts]]></category>
		<category><![CDATA[entertainment]]></category>
		<category><![CDATA[Facebook]]></category>
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		<category><![CDATA[IPO]]></category>
		<category><![CDATA[MediaMemo]]></category>
		<category><![CDATA[ngmoco]]></category>
		<category><![CDATA[OMGPOP]]></category>
		<category><![CDATA[Peter Kafka]]></category>
		<category><![CDATA[Playfish]]></category>
		<category><![CDATA[software]]></category>
		<category><![CDATA[Spark Capital]]></category>
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		<category><![CDATA[Tapulous]]></category>
		<category><![CDATA[Zynga]]></category>

		<guid isPermaLink="false">http://mediamemo.allthingsd.com/?p=25420</guid>
		<description><![CDATA[Does the casual games boom have more life in it? Here's another bet that it does: Investors are pouring more money into OMGPOP, via a round that could bring in more than $10 million for the game site.]]></description>
				<content:encoded><![CDATA[<p><a href="http://mediamemo.allthingsd.com/files/2010/11/OMGPOP_logo.png"><img class="alignright size-full wp-image-25423" title="OMGPOP_logo" src="http://mediamemo.allthingsd.com/files/2010/11/OMGPOP_logo.png" alt="" width="200" height="135" /></a>Does the casual games boom have more life in it? Here&#8217;s another bet that it does: Investors are pouring more money into <a href="http://www.omgpop.com/">OMGPOP</a>, via a round that could bring in more than $10 million for the game site.</p>
<p>The New York-based company is still closing the round, but I&#8217;m told existing investors Bessemer Venture Partners and Spark Capital will re-up, and that Softbank Capital NY will also come aboard. There&#8217;s at least one other significant investor likely to join, but I don&#8217;t have their name (feel free to tell me, though&#8211;I keep all correspondence anonymous: <a href="mailto:peter@allthingsd.com">peter@allthingsd.com</a>).</p>
<p>OMGPOP has raised <a href="http://mediamemo.allthingsd.com/20090310/investors-bet-5-million-on-casual-game-site-omgpop-hope-users-start-paying-up/">$6.5 million</a> during its four-year history, which saw it start out as a sorta-dating site. But for the past few years it has focused squarely on free-to-play casual games, and has recently been trying to generate revenue via a freemium model, as well as some forays into advertising.</p>
<p>And like many casual games start-ups, it is getting a big boost by integrating its games into Facebook. It integrated with the social network this summer, and CEO Dan Porter says that  move has doubled the company&#8217;s user base from three million to six million. Porter declined to talk about funding news.</p>
<p>Interest in casual games has sparked a flurry of deals in the past year, including <a href="http://digitaldaily.allthingsd.com/20091109/ea-buys-playfish/?mod=ATD_search">Electronic Arts&#8217; purchase of Playfish</a>, <a href="http://mediamemo.allthingsd.com/20100701/reports-disney-buys-iphone-game-startup-tapulous/">Disney&#8217;s purchase of Tapulous</a> and <a href="http://mediamemo.allthingsd.com/20101012/game-on-dena-buys-iphone-developer-ngmoco-for400-million/?mod=ATD_search">DeNA&#8217;s purchase of Ngmoco</a>. But the big player remains Zynga, which is both tightly integrated with Facebook and often described as an obvious IPO candidate.</p>
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		<title>Evernote Raises $20 Million From Sequoia Capital</title>
		<link>http://allthingsd.com/20101019/evernote-raises-20-million-from-sequoia-capital/</link>
		<comments>http://allthingsd.com/20101019/evernote-raises-20-million-from-sequoia-capital/#comments</comments>
		<pubDate>Tue, 19 Oct 2010 15:54:34 +0000</pubDate>
		<dc:creator>Beth Callaghan</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Voices]]></category>
		<category><![CDATA[B round]]></category>
		<category><![CDATA[Beth Callaghan]]></category>
		<category><![CDATA[business]]></category>
		<category><![CDATA[corporate]]></category>
		<category><![CDATA[digital]]></category>
		<category><![CDATA[educational]]></category>
		<category><![CDATA[Evernote]]></category>
		<category><![CDATA[freemium]]></category>
		<category><![CDATA[frontpage]]></category>
		<category><![CDATA[funding]]></category>
		<category><![CDATA[innovation]]></category>
		<category><![CDATA[Internet]]></category>
		<category><![CDATA[markets]]></category>
		<category><![CDATA[model]]></category>
		<category><![CDATA[newsbyte]]></category>
		<category><![CDATA[Phil Libin]]></category>
		<category><![CDATA[premium]]></category>
		<category><![CDATA[round]]></category>
		<category><![CDATA[Sequoia Capital]]></category>
		<category><![CDATA[Series C]]></category>
		<category><![CDATA[software]]></category>

		<guid isPermaLink="false">http://voices.allthingsd.com/?p=31264</guid>
		<description><![CDATA[Evernote, the cloud-based platform for note-taking, has raised $20 million in a series C round of funding led by Sequoia Capital. The company's success makes it the go-to example of the "freemium" business model--its premium product recently started paying for its current day-to-day operations, and there's still $9 million left over from its B round. CEO Phil Libin aims to use the new infusion of cash to expand into more countries and into corporate and educational markets.]]></description>
				<content:encoded><![CDATA[<p>Evernote, the cloud-based platform for note-taking, <a href="http://blog.evernote.com/2010/10/19/evernote-raises-20-million-led-by-sequoia-capital/">has raised $20 million in a series C round of funding led by Sequoia Capital</a>. The company&#8217;s success makes it the go-to example of the &#8220;freemium&#8221; business model&#8211;its premium product recently started paying for its current day-to-day operations, and there&#8217;s still $9 million left over from its B round. CEO Phil Libin aims to use the new infusion of cash to expand into more countries and into corporate and educational markets.</p>
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		<title>Index, Union Square Like SoundCloud&#039;s Web-Based Tune</title>
		<link>http://allthingsd.com/20101015/index-union-square-like-soundclouds-web-based-tune/</link>
		<comments>http://allthingsd.com/20101015/index-union-square-like-soundclouds-web-based-tune/#comments</comments>
		<pubDate>Fri, 15 Oct 2010 16:25:17 +0000</pubDate>
		<dc:creator>Peter Kafka</dc:creator>
				<category><![CDATA[Media]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Social]]></category>
		<category><![CDATA[amateur]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[apps]]></category>
		<category><![CDATA[Audible Magic]]></category>
		<category><![CDATA[Beck]]></category>
		<category><![CDATA[Berlin]]></category>
		<category><![CDATA[blogs]]></category>
		<category><![CDATA[cloud-based]]></category>
		<category><![CDATA[copyright]]></category>
		<category><![CDATA[court]]></category>
		<category><![CDATA[decisions]]></category>
		<category><![CDATA[digital]]></category>
		<category><![CDATA[Doughty Hanson Technology Ventures]]></category>
		<category><![CDATA[entertainment]]></category>
		<category><![CDATA[Facebook]]></category>
		<category><![CDATA[files]]></category>
		<category><![CDATA[fingerprinting]]></category>
		<category><![CDATA[freemium]]></category>
		<category><![CDATA[Google]]></category>
		<category><![CDATA[host]]></category>
		<category><![CDATA[Index Ventures]]></category>
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		<category><![CDATA[investors]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[labels]]></category>
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		<category><![CDATA[major]]></category>
		<category><![CDATA[MediaMemo]]></category>
		<category><![CDATA[music]]></category>
		<category><![CDATA[musicians]]></category>
		<category><![CDATA[online]]></category>
		<category><![CDATA[Peter Kafka]]></category>
		<category><![CDATA[private sharing]]></category>
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		<category><![CDATA[round]]></category>
		<category><![CDATA[servers]]></category>
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		<category><![CDATA[share]]></category>
		<category><![CDATA[software]]></category>
		<category><![CDATA[SoundCloud]]></category>
		<category><![CDATA[Start-up]]></category>
		<category><![CDATA[streaming]]></category>
		<category><![CDATA[technology]]></category>
		<category><![CDATA[Union Square Ventures]]></category>
		<category><![CDATA[Universal Music]]></category>
		<category><![CDATA[upload]]></category>
		<category><![CDATA[user]]></category>
		<category><![CDATA[VC]]></category>
		<category><![CDATA[Veoh]]></category>
		<category><![CDATA[Viacom]]></category>
		<category><![CDATA[Web]]></category>
		<category><![CDATA[widget]]></category>
		<category><![CDATA[YouTube]]></category>

		<guid isPermaLink="false">http://mediamemo.allthingsd.com/?p=24601</guid>
		<description><![CDATA[Here's another bet on Web-based music: SoundCloud, a start-up that makes it easy to share streaming music, is about to land a funding round from high-profile investors.]]></description>
				<content:encoded><![CDATA[<p><a href="http://mediamemo.allthingsd.com/files/2010/10/soundcloud_logo.jpg"><img class="alignright size-medium wp-image-24615" title="soundcloud_logo" src="http://mediamemo.allthingsd.com/files/2010/10/soundcloud_logo-275x157.jpg" alt="" width="200" height="114" /></a>Here&#8217;s another bet on Web-based music: <a href="http://soundcloud.com/">SoundCloud</a>, a start-up that makes it easy to share streaming music, is about to land a funding round from high-profile investors.</p>
<p>Sources tell me that Index Ventures and Union Square Ventures are leading a &#8220;significant&#8221; new round for the Berlin-based company. I don&#8217;t have a dollar amount, but I&#8217;m told that VCs were competing fiercely to get into the three-year-old company, which raised a <a href="http://techcrunch.com/2009/04/14/soundcloud-raises-e25-million-for-professional-music-collaboration-hub/">$3.3 million round</a> from Doughty Hanson Technology Ventures in 2009. The round hasn&#8217;t closed yet.</p>
<p>Online music has been a black hole for investors for a very long time. So what&#8217;s the attraction here?</p>
<p>In large part, it&#8217;s because SoundCloud isn&#8217;t dependent on deals with the major music labels. It&#8217;s designed to let professional and amateur musicians share their own music with each other and the public, via cloud-based files that the company hosts.</p>
<p>Once the tunes are on SoundCloud&#8217;s servers, the service makes it easy to move the stuff around the Web, via its own widget and an API that&#8217;s showing up on lots of interesting sites, <a href="http://soundcloud.com/apps/all">apps</a>, services and devices, including Facebook and Apple&#8217;s iPad. You can load SoundCloud files into Spotify, the streaming music company that Index has also invested in.</p>
<p>The service uses the freemium model, offering most of its capabilities for free, and charging up to <a href="http://soundcloud.com/premium#stats">$700 a year</a> for more storage and extra features.</p>
<p>You can also use SoundCloud to share music you didn&#8217;t create and don&#8217;t own&#8211;and a &#8220;<a href="http://soundcloud.com/tour/private-sharing">private sharing</a>&#8221; option makes it easy to do so discretely. That could leave the service open, theoretically, to copyright claims, a la YouTube.</p>
<p>But so far the company has signed up <a href="http://blog.soundcloud.com/2010/05/18/1000000/">a million users</a> without attracting the ire of the big labels. And recent court decisions in the <a href="http://mediamemo.allthingsd.com/20090914/universal-music-gets-slapped-in-court-what-does-that-mean-for-veoh-and-youtube/">Veoh/Universal Music</a> and <a href="http://mediamemo.allthingsd.com/20100623/google-wins-youtube-copyright-suit-viacom-promises-appeal/">Google/Viacom</a> cases seem to give user-uploaded services like SoundCloud a lot of legal leeway, at least in the U.S.</p>
<p>I&#8217;m told that the company also plans on using Audible Magic&#8217;s &#8220;fingerprinting&#8221; technology, which will make it easier for copyright owners to pull content off the service.</p>
<p>SoundCloud, Index and Union Square all declined to comment.</p>
<p>Here&#8217;s an example of SoundCloud at work&#8211;a 43-minute (!) mix that Beck has posted to his <a href="http://www.beck.com/index.php/page/2">Web site</a>, which we can also embed here:</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="100%" height="81" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowscriptaccess" value="always" /><param name="src" value="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F3853638%3Fsecret_token%3Ds-QArHR&amp;secret_url=false" /><embed type="application/x-shockwave-flash" width="100%" height="81" src="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F3853638%3Fsecret_token%3Ds-QArHR&amp;secret_url=false" allowscriptaccess="always"></embed></object> <span><a href="http://soundcloud.com/planned_obsolescence/melted-lemons">Melted Lemons</a> by <a href="http://soundcloud.com/planned_obsolescence">planned_obsolescence</a></span></p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="380" height="237" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://vimeo.com/moogaloop.swf?clip_id=1857085&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=&amp;fullscreen=1&amp;autoplay=0&amp;loop=0" /><embed type="application/x-shockwave-flash" width="380" height="237" src="http://vimeo.com/moogaloop.swf?clip_id=1857085&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=&amp;fullscreen=1&amp;autoplay=0&amp;loop=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p><a href="http://vimeo.com/1857085">SoundCloud: The Tour</a> from <a href="http://vimeo.com/soundcloud">SoundCloud</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
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		<title>Xmarks May Not Exit After All</title>
		<link>http://allthingsd.com/20101008/xmarks-may-not-exit-after-all/</link>
		<comments>http://allthingsd.com/20101008/xmarks-may-not-exit-after-all/#comments</comments>
		<pubDate>Fri, 08 Oct 2010 15:23:35 +0000</pubDate>
		<dc:creator>Voices</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Voices]]></category>
		<category><![CDATA[browser]]></category>
		<category><![CDATA[business model]]></category>
		<category><![CDATA[fans]]></category>
		<category><![CDATA[freemium]]></category>
		<category><![CDATA[frontpage]]></category>
		<category><![CDATA[Internet]]></category>
		<category><![CDATA[newsbyte]]></category>
		<category><![CDATA[offers]]></category>
		<category><![CDATA[platform]]></category>
		<category><![CDATA[pledges]]></category>
		<category><![CDATA[synchronization]]></category>
		<category><![CDATA[Xmarks]]></category>

		<guid isPermaLink="false">http://voices.allthingsd.com/?p=30855</guid>
		<description><![CDATA[Looks like Xmarks, the popular cross-browser, cross-platform bookmark synchronization service, will be saved from extinction. The company, which announced late last month that it was folding the free service for lack of a viable business model, now says it has "multiple offers" to keep the operation running, as well as pledges from almost 30,000 fans willing to pay $10 to $20 a year. Next steps: Settling on a buyer and a freemium model.]]></description>
				<content:encoded><![CDATA[<p>Looks like Xmarks, the popular cross-browser, cross-platform bookmark synchronization service, will be saved from extinction. The company, which <a href="http://kara.allthingsd.com/20100928/the-long-goodbye-xmarks-tried-to-sell-twice-before-closing-down-with-class/">announced late last month that it was folding</a> the free service for lack of a viable business model, now says <a href="http://blog.xmarks.com/?p=1988">it has &#8220;multiple offers&#8221; to keep the operation running</a>, as well as pledges from almost 30,000 fans willing to pay $10 to $20 a year. Next steps: Settling on a buyer and a freemium model.</p>
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		<title>Wired's iPad App Boasts a New Feature: A Price Cut</title>
		<link>http://allthingsd.com/20100629/wired-ipad-app-boasts-a-new-feature-a-price-cut/</link>
		<comments>http://allthingsd.com/20100629/wired-ipad-app-boasts-a-new-feature-a-price-cut/#comments</comments>
		<pubDate>Wed, 30 Jun 2010 05:50:16 +0000</pubDate>
		<dc:creator>Peter Kafka</dc:creator>
				<category><![CDATA[Media]]></category>
		<category><![CDATA[Mobile]]></category>
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		<category><![CDATA[Adobe]]></category>
		<category><![CDATA[advertising]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[Apple Tablet Feature]]></category>
		<category><![CDATA[Chris Anderson]]></category>
		<category><![CDATA[Condé Nast]]></category>
		<category><![CDATA[digital]]></category>
		<category><![CDATA[features]]></category>
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		<category><![CDATA[Peter Kafka]]></category>
		<category><![CDATA[price cut]]></category>
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		<category><![CDATA[Wired]]></category>

		<guid isPermaLink="false">http://mediamemo.allthingsd.com/?p=21194</guid>
		<description><![CDATA[Cond&#233; Nast sold some 95,000 digital copies of Wired's June issue at $4.99, the same price the ink-and-paper edition commands. So why sell the July issue at $3.99?]]></description>
				<content:encoded><![CDATA[<p><a href="http://mediamemo.allthingsd.com/files/2010/06/wired-magazine-ipad-app.png"><img class="alignright size-medium wp-image-21196" title="wired magazine ipad app" src="http://mediamemo.allthingsd.com/files/2010/06/wired-magazine-ipad-app-225x300.png" alt="" width="225" height="300" /></a>The second edition of <a href="http://mediamemo.allthingsd.com/20100526/wireds-flash-free-app-makes-on-to-the-ipad-after-all/">Cond&eacute; Nast&#8217;s much-praised Wired magazine iPad app</a> is out, and it boasts some new features. The biggest one: <a href="http://itunes.apple.com/us/app/wired-magazine/id373903654?mt=8">A 20 percent price cut</a>.</p>
<p>The magazine publisher sold some 95,000 digital copies of its June issue at $4.99, the same price the ink-and-paper edition commands. So why sell the July issue at $3.99&#8211;while also knocking down the price of the first issue to the same level?</p>
<p>Cond&eacute; says it will be experimenting with digital magazine pricing for months to come. But Wired Editor Chris Anderson, who wants us to know that he doesn&#8217;t control his magazine&#8217;s sales price, makes the common-sense argument: Digital editions should cost less than physical ones because there&#8217;s no distribution cost.</p>
<p>&#8220;I would say that right now, all of us have opinions about the perfect price,&#8221; he says. &#8220;My feeling, my own personal instinct, is that digital should be at slight discount to print.&#8221;</p>
<p>Actually, Anderson says, in an ideal world he would prefer to offer it at an even steeper discount. The man who wrote <a href="http://www.wired.com/techbiz/it/magazine/16-03/ff_free">&#8220;Free&#8221;</a> would like to make Wired a freemium product: Offer some of the issue for no charge, and then upsell for the full thing.</p>
<p>&#8220;If there&#8217;s any one kind of tub I&#8217;m thumping, that&#8217;s the one,&#8221;  he says. And then once again reminds us that he doesn&#8217;t control the magazine&#8217;s price. Noted!</p>
<p>Meanwhile, a few of the features to pay attention to:</p>
<ul>
<li> Clicking on a Web link&#8211;whether in an ad or on an editorial page&#8211;will now open up a Web page without kicking the user out of the app and into Apple&#8217;s (AAPL) Safari browser.</li>
<li>The app itself is now a free &#8220;wrapper&#8221; that you&#8217;ll use to purchase, view and store different issues of the magazine. If you purchased the first edition of the magazine and want to buy another one, you&#8217;ll have to go through the slightly cumbersome process of downloading the new app, then reloading the old issue back into the wrapper. There&#8217;s no cost to reload the issue, but it will take time, as it&#8217;s a really big file.</li>
<li>The new issue isn&#8217;t quite as big as the old file, which came in at whopping 550 megabytes. The July app is a mere 340MB, but that&#8217;s in large part because the issue itself is smaller than the June issue. Cond&eacute; and Adobe (ADBE), which is handling all of the technical heavy lifting on this, are going to have to figure out how to get the app much slimmer, or people won&#8217;t be able to subscribe to the thing.</li>
<li>Subscriptions, social networking features and all sorts of other goodies are still on the drawing board.</li>
</ul>
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		<title>Yammer Grabs $10 Million More in Funding</title>
		<link>http://allthingsd.com/20100202/yammer-grabs-10-million-more-in-funding/</link>
		<comments>http://allthingsd.com/20100202/yammer-grabs-10-million-more-in-funding/#comments</comments>
		<pubDate>Wed, 03 Feb 2010 05:24:50 +0000</pubDate>
		<dc:creator>Kara Swisher</dc:creator>
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		<guid isPermaLink="false">http://kara.allthingsd.com/?p=23966</guid>
		<description><![CDATA[Yammer, the enterprise equivalent of Twitter, said it had grabbed another $10 million in financing, after raising $5 million a year ago.

But the question for the San Francisco-based microblogging service for businesses and closed groups is: "What are you working on?"

Emergence Capital took the lead in the Series B round for Yammer, along with ubiquitous Silicon Valley investor Ron Conway and previous investors.]]></description>
				<content:encoded><![CDATA[<p><img src="http://kara.allthingsd.com/files/2010/02/yammer.png" alt="" title="yammer" width="250" height="51" class="alignright size-full wp-image-23974" /></p>
<p>Yammer, the enterprise equivalent of Twitter, said it had grabbed another $10 million in financing.</p>
<p>But the question for the San Francisco-based microblogging service for businesses and closed groups is: &#8220;What are you working on?&#8221;</p>
<p>Yammer has both free and a paid&#8211;the gold level is $5 per user, per month&#8211;versions and is essentially a useful productivity tool.</p>
<p>Emergence Capital took the lead in the Series B round for <a href="http://www.yammer.com">Yammer</a>, along with ubiquitous Silicon Valley investor Ron Conway and previous investors.</p>
<p>Yammer previously raised $5 million from Charles River Ventures and The Founders Fund.</p>
<p>Here&#8217;s the release:</p>
<blockquote class="memo"><p><strong>Yammer Secures $10 Million in Series B Funding from Emergence Capital and Previous Investors</strong></p>
<p>Investment To Fuel Product Innovation and Sales Coverage</p>
<p><strong>SAN FRANCISCO, Calif., February 3, 2010</strong>&#8211;Yammer, Inc., the leader in Enterprise Microblogging and Real-time Communications, today announced that it has received $10 million in its Series B round of funding.  Emergence Capital leads the round; with general partner Jason Green joining Yammer’s Board of Directors. SV Angel, led by seasoned Silicon Valley investor, Ron Conway, is also participating as are previous investors, including Charles River Ventures and Goldcrest Investments from Dallas.</p>
<p>Yammer launched its solution in September 2008 and has experienced rapid user adoption with over 60,000 organizations globally having adopted the solution. Drawing on this momentum, Yammer will use the proceeds to accelerate product innovation and increase sales coverage.</p>
<p>&#8220;Yammer is revolutionizing the way employees communicate and collaborate, filling a need that email has failed to deliver,&#8221; said Jason Green, general partner at Emergence Capital. &#8220;Yammer has a passionate and proven executive team, a compelling freemium business model, a loyal customer base and a huge market opportunity. We are thrilled to be joining them in the next phase of their rapid growth.&#8221;</p>
<p>Companies and organizations of all sizes across a wide range of industries benefit from Yammer. They use Yammer for a multitude of reasons, including improving workforce productivity, connecting a geographically dispersed team, getting new employees up to speed, and increasing the flow of content and knowledge.</p>
<p>&#8220;Yammer is focused on improving the way employees communicate and stay connected to critical information about their company and job,&#8221; said David Sacks, founder and CEO at Yammer. &#8220;We&#8217;re pleased with the rapid growth and market adoption we&#8217;ve achieved and are poised to accelerate it with exciting enhancements to our product and with broadened sales coverage. We&#8217;re eager to work with Emergence Capital and leverage their expertise in building world-class Software-as-a-Service (SaaS) companies and are gratified that proven technology investors such as SV Angel and Charles River Ventures are also participating in the funding.&#8221;</p></blockquote>
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