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	<title>AllThingsD &#187; games</title>
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		<title>Maker of Candy Crush Saga Plans IPO</title>
		<link>http://allthingsd.com/20130618/maker-of-candy-crush-saga-plans-ipo/</link>
		<comments>http://allthingsd.com/20130618/maker-of-candy-crush-saga-plans-ipo/#comments</comments>
		<pubDate>Tue, 18 Jun 2013 16:15:25 +0000</pubDate>
		<dc:creator>Telis Demos and Matt Jarzemsky</dc:creator>
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		<category><![CDATA[initial public offering]]></category>
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		<category><![CDATA[Matt Jarzemsky]]></category>
		<category><![CDATA[Midasplayer International]]></category>
		<category><![CDATA[mobile games]]></category>
		<category><![CDATA[Telis Demos]]></category>
		<category><![CDATA[The Wall Street Journal]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=333714</guid>
		<description><![CDATA[Candy Crush Saga is lining up something besides jelly beans: Bankers.]]></description>
				<content:encoded><![CDATA[<p>Candy Crush Saga is lining up something besides jelly beans: Bankers.</p>
<p>Midasplayer International Holding Co., the publisher of online and mobile games including the popular Candy Crush Saga, has hired banks to pursue a U.S. initial public offering, according to people familiar with the move.</p>
<p><a href="http://online.wsj.com/article/SB10001424127887323566804578553292301803254.html">Read the rest of this post on the original site »</a></p>
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		<title>Confirmed: Oculus VR Raises $16 Million Series A for Virtual Reality Gaming</title>
		<link>http://allthingsd.com/20130617/confirmed-oculus-vr-raises-16-million-series-a-for-virtual-reality-gaming/</link>
		<comments>http://allthingsd.com/20130617/confirmed-oculus-vr-raises-16-million-series-a-for-virtual-reality-gaming/#comments</comments>
		<pubDate>Mon, 17 Jun 2013 21:52:05 +0000</pubDate>
		<dc:creator>Eric Johnson</dc:creator>
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		<category><![CDATA[Matrix Partners]]></category>
		<category><![CDATA[Oculus VR]]></category>
		<category><![CDATA[Series A]]></category>
		<category><![CDATA[Spark Capital]]></category>
		<category><![CDATA[videogames]]></category>
		<category><![CDATA[virtual reality]]></category>
		<category><![CDATA[VR]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=333221</guid>
		<description><![CDATA[Irvine, Calif.-based Oculus VR has closed a $16 million series A funding round co-led by Spark Capital and Matrix Partners, the company confirmed today. Leaked news of the round was first reported by PandoDaily. Oculus VR is the maker of the Oculus Rift, a forthcoming consumer-priced virtual gaming headset. Prototype "dev kit" versions of the headset are currently being sold to software developers for $300 apiece. A price and release date for the first consumer version has not yet been announced.]]></description>
				<content:encoded><![CDATA[<p>Irvine, Calif.-based Oculus VR has closed a $16 million series A funding round co-led by Spark Capital and Matrix Partners, the company confirmed today. Leaked news of the round was first reported <a href="http://pandodaily.com/2013/06/17/virtual-gaming-headset-oculus-rift-raises-16-million-from-spark-capital/">by PandoDaily</a>. Oculus VR is the maker of the Oculus Rift, a forthcoming consumer-priced <a href="http://allthingsd.com/20130606/oculus-co-founders-luckey-and-mitchell-on-the-rifts-progress-price-and-limitations-qa-part-one/">virtual gaming headset</a>. Prototype &#8220;dev kit&#8221; versions of the headset are currently being sold to software developers for $300 apiece. A price and release date for the first consumer version has not yet been announced.</p>
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		<title>Console Makers at E3 Weigh the Impact of Casual and Mobile Games</title>
		<link>http://allthingsd.com/20130614/console-makers-at-e3-weigh-the-impact-of-casual-mobile-games/</link>
		<comments>http://allthingsd.com/20130614/console-makers-at-e3-weigh-the-impact-of-casual-mobile-games/#comments</comments>
		<pubDate>Fri, 14 Jun 2013 18:19:26 +0000</pubDate>
		<dc:creator>Lauren Goode</dc:creator>
				<category><![CDATA[General]]></category>
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		<category><![CDATA[Mobile]]></category>
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		<category><![CDATA[Android]]></category>
		<category><![CDATA[casual]]></category>
		<category><![CDATA[conference]]></category>
		<category><![CDATA[E3]]></category>
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		<category><![CDATA[handheld]]></category>
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		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[Sony]]></category>
		<category><![CDATA[videogame]]></category>
		<category><![CDATA[XBox]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=332434</guid>
		<description><![CDATA[Are casual games like Candy Crush gateway games to bigger titles?]]></description>
				<content:encoded><![CDATA[<p>Free. Mobile. Casual. Zynga. These words are likely to draw the ire or outright disgust of core gamers at an event like E3. </p>
<p><a href="http://i1.wp.com/allthingsd.com/files/2013/06/MobileGames.jpg"><img src="http://i1.wp.com/allthingsd.com/files/2013/06/MobileGames-380x256.jpg?resize=380%2C256" alt="MobileGames" class="alignright size-medium wp-image-332460" data-recalc-dims="1" /></a></p>
<p>But, like it or not, there&#8217;s plenty of evidence that consumers&#8217; mobile habits (or obsessions) are causing a shift in the traditional game industry. Last month, U.S. retail sales of videogame hardware, software and accessories fell 10 percent from a year ago, according to the NPD group, extending a slide spurred by gamers moving to mobile gadgets.</p>
<p>With this in mind, we asked executives from the &#8220;big three&#8221; console makers this week &#8212; Nintendo, Sony and Microsoft &#8212; for their thoughts on the mobile shift. Here&#8217;s the gist of what each had to say: </p>
<p><strong>Sony</strong>: Sony president Jack Tretton dismissed the notion that mobile is drawing gamers away from console gaming. In a <a href="http://allthingsd.com/20130611/five-questions-about-the-ps4-for-sonys-jack-tretton/">five-question Q&#038;A</a> with <strong>AllThingsD</strong>, Tretton said: &#8220;The one thing I think our announcement did was quell any notion that the console was on its way out, which is what people who aren&#8217;t really into gaming think is happening. Turn to anyone, any of the gamers here in this crowd [at E3], and ask them if they&#8217;re turning to smartphones and tablets over consoles. And then run.&#8221;</p>
<p><strong>Nintendo</strong>: Nintendo president Satoru Iwata was characteristically resistant to the idea that mobile is having an impact on Nintendo&#8217;s gaming audience. &#8220;I am not of the opinion that the spread of smart devices has been impacting the videogame industry,” Iwata said<a href="http://allthingsd.com/20130612/nintendos-iwata-blames-slow-wii-u-sales-on-software-gaps-says-mobile-isnt-impacting-industry/"> in a candid interview</a>. He also doesn&#8217;t envision Mario, Luigi and the gang ever coming to, say, the iPhone. &#8220;Nintendo has no intention to provide smart devices with our games &#8212; <em>at all</em>. Our IP is the most important asset with which we can attract people to our own platform.&#8221;</p>
<p><strong>Microsoft</strong>: Only Yusuf Mehdi, senior vice president of Microsoft&#8217;s Interactive Entertainment division, conceded that mobile games have been impacting the core game industry &#8212; but he insisted that it&#8217;s a positive thing. In an interview with <strong>AllThingsD</strong>, Mehdi said that, overall, &#8220;[Mobile] brings more people to games. Look at how long the tail of the Xbox 360 has been &#8212; I think now you have more people identifying themselves as gamers that just wouldn&#8217;t call themselves that before.&#8221; When asked whether he believes casual games such as Candy Crush, Words With Friends and the like could actually be gateway games to consoles, Mehdi said he believed they could be, and cited the success of Minecraft &#8212; which originated as a PC and mobile game &#8212; as an example.</p>
<p>And there you have it &#8212; straight from the mouths of the guys heavily invested in traditional console gaming.</p>
<p>In truth, core console gamers are still critical to the health of the industry. And they&#8217;re still outspending their mobile gaming counterparts, according to NPD&#8217;s recent 2013 Gamer Segmentation report (if only for the obvious reason that console games cost a lot more).</p>
<p>But the group that NPD calls &#8220;free and mobile gamers&#8221; is a rapidly growing segment that&#8217;s likely not going anywhere anytime soon.</p>
<p>But what do you think? Are casual, mobile games taking away from core gaming, or enriching the industry?</p>
<p>(Feature photo courtesy of <a href="http://www.flickr.com/photos/84945391@N08/8683181852/in/photolist-eeizrW-5nPmPf-285x5-cVpf9W-cVpfn7-cVpfvW-cVpfgj-cVpfry-7kaBpS-7k6H74-8StBMH-8StBNX-8StBNc-8SwGF5-7dtX5n-d2pt6Y-aaQFHy-aTMMBk-4GLcU6-61g7US-61g7Wf-61bUMv-61bUMV-b4T1E-2hRgy-5sS96E-5sMHap-5sS5fL-bwV3bU-aw9LiG-dY3Wq-adPHb6-7NyMmJ-9nrNxk-5sM9yc-cVpfCy-a3hEN7-4upAMA-exwQGJ-7Az2iq-9v5e63-9v2e5P-4uptb5-4ukpsX-5rjsnQ-61bUP6-5sRyZd-5sRAbu-5sMaH2-5sMbsP-5sRzkJ">Sofia Samme/Flickr Creative Commons</a>)</p>
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		<title>The Toy Story at E3: Why Videogame Makers Are Also Pushing Physical Toys This Year</title>
		<link>http://allthingsd.com/20130613/the-toy-story-at-e3-why-videogame-makers-are-also-pushing-physical-toys-this-year/</link>
		<comments>http://allthingsd.com/20130613/the-toy-story-at-e3-why-videogame-makers-are-also-pushing-physical-toys-this-year/#comments</comments>
		<pubDate>Thu, 13 Jun 2013 21:18:44 +0000</pubDate>
		<dc:creator>Eric Johnson</dc:creator>
				<category><![CDATA[General]]></category>
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		<category><![CDATA[Battle Train]]></category>
		<category><![CDATA[Bobby Stewart]]></category>
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		<category><![CDATA[Disney Infinity]]></category>
		<category><![CDATA[Dolls]]></category>
		<category><![CDATA[featured post]]></category>
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		<category><![CDATA[Jack Sparrow]]></category>
		<category><![CDATA[John Lasseter]]></category>
		<category><![CDATA[Lionel Trains]]></category>
		<category><![CDATA[Monsters Inc.]]></category>
		<category><![CDATA[Pirates of the Caribbean]]></category>
		<category><![CDATA[Pixar]]></category>
		<category><![CDATA[Power Rangers]]></category>
		<category><![CDATA[Skylander's]]></category>
		<category><![CDATA[Skylanders: Swap Force]]></category>
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		<category><![CDATA[Sulley]]></category>
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		<category><![CDATA[Teenage Mutant Ninja Turtles]]></category>
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		<guid isPermaLink="false">http://allthingsd.com/?p=331812</guid>
		<description><![CDATA["Kids today are so different than they were 10 years ago."]]></description>
				<content:encoded><![CDATA[<p><img src="http://i0.wp.com/allthingsd.com/files/2013/06/photo-2-2-380x280.jpg?resize=380%2C280" alt="photo 2 (2)" class="alignright size-medium wp-image-332197" data-recalc-dims="1" />In theory, E3 is about the virtual stuff: The games and gaming-related services that, together with occasional new hardware, define &#8220;next-gen.&#8221; But this year, a seemingly last-gen &#8212; or maybe last-century &#8212; interest in physical toys and action figures has bubbled up in parallel with some of the hot new software.</p>
<p>Companies&#8217; stated reasons for this renewed interest in physical toys for games are all over the map. But it&#8217;s impossible to begin without addressing the commercial success of Activision, which is prepping a new entry in its toy-game hybrid series <a href="http://www.skylanders.com">Skylanders</a>. To date, the company has <a href="http://venturebeat.com/2013/02/11/skylanders-crosses-the-1b-revenue-mark-with-over-100m-toys-sold/">reportedly</a> grossed more than $1 billion since 2011 from that family-friendly franchise. </p>
<p>How does a kids&#8217; game do so well? By selling add-on toys to the initial virtual experience. To see every last bit of last year&#8217;s Skylanders: Giants, you&#8217;ll <a href="http://www.penny-arcade.com/report/article/it-will-cost-you-125-to-see-everything-skylanders-giants-has-to-offer">need to spend</a> something like $125. Those toys have RFID chips so that the game &#8220;knows&#8221; just what it&#8217;s able to unlock for you, and what&#8217;s still off limits until a trip to the First National Bank of Mom and Dad (not a member, FDIC).</p>
<p>Disney is getting ready to release its own game, <a href="https://infinity.disney.com">Disney Infinity</a>, which brings together characters from multiple Disney franchises and seems inspired in equal parts by Skylanders and Minecraft. If you put toys of, say, Jack Sparrow and Buzz Lightyear together on some included figurine-reading hardware, then Jack and Buzz will appear side by side in a &#8220;Toy Box&#8221; mode that lets players play inside an infinite, franchise-bending world.</p>
<p>John Blackburn, CEO of Disney-owned Avalanche Software, said that although comparisons to Skylanders come early and often, work on Disney Infinity began in 2010, &#8220;before I&#8217;d even heard of Skylanders.&#8221; Activision&#8217;s first game in the series, Skylanders: Spyro&#8217;s Adventure, came out in 2011.</p>
<p><img src="http://i1.wp.com/allthingsd.com/files/2013/06/photo-3-1-380x285.jpg?resize=380%2C285" alt="sulley buzz disney infinity" class="alignleft size-medium wp-image-332191" data-recalc-dims="1" />However, Blackburn added that physical figurines were <em>not</em> always part of the plan. The idea of creatively mashing up different Disney universes was in the original pitch, he said, but Pixar/Disney Animation CCO John Lasseter was the first person to suggest real toys. According to Blackburn, Lasseter &#8212; himself a toy collector &#8212; also rejected the initial idea of differently sized and styled toys.</p>
<p>&#8220;I want to be able to put these [toys from the game] on my shelf side by side,&#8221; Blackburn paraphrased Lasseter as saying.</p>
<p>As a result, live-action characters like Tonto from &#8220;The Lone Ranger&#8221; got more cartoony, while the giant furry Sulley from &#8220;Monsters, Inc.&#8221; and &#8220;Monsters University&#8221; was shrunk and smoothed down.</p>
<p>With both Skylanders and Disney Infinity, the idea is that players are willing to pony up for new figurines because they carry both physical and virtual value. So, a collector like Lasseter who doesn&#8217;t play games might still want to get all the Infinity toys, which Disney plans to roll out in new packs in the coming months and years. </p>
<p>Rolling in the opposite direction is Lionel Trains, maker of model railroad toys. The company says old people &#8212; er, sorry, consumers of an advanced age &#8212; know the Lionel name well, but that starting under age 30, brand awareness drops precipitously. So, Lionel came to E3 with an iOS game, Battle Train, which is aimed in part at encouraging the younger set to want to buy the real thing.</p>
<p><img src="http://i0.wp.com/allthingsd.com/files/2013/06/photo-1-1-380x285.jpg?resize=380%2C285" alt="photo 1 (1)" class="alignright size-medium wp-image-332198" data-recalc-dims="1" />A much quieter example of the trend is Swappz Interactive, which is prepping physical-virtual hybrid toys that work in tandem with mobile games. The one-year-old Toronto-based company is planning to launch a line of figurines this summer that, when scanned by a phone&#8217;s camera, unlock new characters in games based on the Teenage Mutant Ninja Turtles, Smurfs and Power Rangers.</p>
<p>Swappz CEO Bobby Stewart said the idea for Swappz arose from a glut of low-quality games made to accompany physical toy franchises. His hope is that a toy of Leonardo from the latest incarnation of TMNT on Nickelodeon is more enticing when it can be scanned to deploy Leo into a game that&#8217;s actually fun.</p>
<p>&#8220;Kids today are so different than they were 10 years ago,&#8221; Stewart said. Show them a toy that&#8217;s just a toy, he added, and a common reaction is, &#8220;So what?&#8221;</p>
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		<title>Notes From a n00b at E3: A Sensory Overload of Fun and Games (But Mostly Just Games)</title>
		<link>http://allthingsd.com/20130612/notes-from-a-n00b-at-e3-a-sensory-overload-of-fun-and-games-but-mostly-just-games/</link>
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		<pubDate>Wed, 12 Jun 2013 11:00:23 +0000</pubDate>
		<dc:creator>Eric Johnson</dc:creator>
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		<guid isPermaLink="false">http://allthingsd.com/?p=331150</guid>
		<description><![CDATA[Sound and fury, signifying something to the people this expo is really for: The gamer faithful.]]></description>
				<content:encoded><![CDATA[<p><img src="http://i2.wp.com/allthingsd.com/files/2013/06/photo-7-380x285.jpg?resize=380%2C285" alt="infamy e3" class="alignright size-medium wp-image-331278" data-recalc-dims="1" /></p>
<p>This line at E3 is killing my feet. The guy in front of me says he has not moved in five minutes. </p>
<p>&#8220;Do you think this is an actual line, or a fake one?&#8221; he wearily asks. </p>
<p>Our anticipation could not be greater. For what seems like ages, we have been dreaming of and dying to get our hands on just one thing. The PS4? The Xbox One? The Ouya?</p>
<p>Actually, a cup of coffee.</p>
<p>Welcome to E3: Home to infinite hype, hundreds of videogames (and two understaffed Starbucks). We needed that coffee because the videogame trade show, happening this week in Los Angeles, is at once exciting and exhausting, like running uphill in the sand while chugging a six-pack of Red Bull.</p>
<p>That&#8217;s seemingly by design. It&#8217;s my first time here (which makes me a n00b), but for veterans of the conference, E3&rsquo;s sensory overload is business as usual. And I do mean business: Walking into one of the event&#8217;s two main expo halls is like a journey into Karl Marx&#8217;s worst nightmare. It&#8217;s a capitalistic celebration of gaming&#8217;s newer, bigger, flashier, louder, brighter <em>stuff</em>. All stuff that is competing for the same dollars, with largely the same tactics.</p>
<p><img src="http://i1.wp.com/allthingsd.com/files/2013/06/IMG_0204-380x253.jpg?resize=380%2C253" alt="IMG_0204" class="alignleft size-medium wp-image-331282" data-recalc-dims="1" /></p>
<p>There are titanic posters for the next blockbuster war games, like Battlefield 4 and World of Warships; many costumed booth babes and a few booth bros; and lighting displays that seem to have been yanked from a Bon Jovi concert and then doubled in size and intensity. Even the non-hardcore, family-oriented games, like Disney Infinity, Super Mario 3D World and Skylanders: Swap Force, got giant screens for their trailers and life-sized props from the games.</p>
<p>All available for photo ops, naturally.</p>
<p>Our first full day in L.A., one day before E3 officially began, played host to press conferences from Microsoft and Sony in borrowed sports stadiums, and from EA in the famed Shrine Auditorium. By the end of that day, my body had been shaken so much by the rumbling bass of virtual car crashes and gun blasts that I wondered if I had lost a pound or two.</p>
<p>The gap between the companies pumping stadiums full of bass and everyone else is plain to see. For the first time this year, E3&rsquo;s organizers have set aside a small pavilion for online and mobile games. But the sparsely attended annex was the exact opposite of the big booths on the main show floors, with no fancy lighting, no pulsing music, and only one person in costume, a poor Disney rep dressed as a guard from Oz: The Great and Powerful.</p>
<p>Talking to attendees of E3s past, I understood that everyone shared my exhaustion. But the fact that I was questioning it was itself questionable. &#8220;Welcome to E3!&#8221; one person said gleefully.</p>
<p><img src="http://i0.wp.com/allthingsd.com/files/2013/06/photo-9-380x285.jpg?resize=380%2C285" alt="photo (9)" class="alignright size-medium wp-image-331284" data-recalc-dims="1" /></p>
<p>Software is what sells hardware, and the audience for E3 is the consumer who is still willing to drop $60 on a high-quality title. So game makers here must engage in a battle of Mutually Assured Entertainment. If their games can&#8217;t be big, showy, blow-your-head-off attractions, then they won&#8217;t get noticed at E3 as much as they might elsewhere.</p>
<p>Indeed, booth staffers for the handful of smaller software developers in attendance had to lobby passersby hard to get them to try their games. Meanwhile, players in the vicinity of new Xbox and PlayStation titles stood in gargantuan lines just to get a short hands-on with the unreleased blockbusters.</p>
<p>That&#8217;s who E3 is for: The faithful, who still hoot and holler when they see that new Halo trailer or FIFA gameplay. No matter how long the lines are here, they&#8217;re a fair trade-off for the ability to play those games <em>now</em>.</p>
<p>E3 could work just fine without the competing sound and fury of all the booths, but where&#8217;s the fun in being whelmed rather than overwhelmed?</p>
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		<title>Software Developers Trim Costs on New Games</title>
		<link>http://allthingsd.com/20130610/software-developers-trim-costs-on-new-games/</link>
		<comments>http://allthingsd.com/20130610/software-developers-trim-costs-on-new-games/#comments</comments>
		<pubDate>Mon, 10 Jun 2013 22:22:24 +0000</pubDate>
		<dc:creator>Ian Sherr</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Voices]]></category>
		<category><![CDATA[consoles]]></category>
		<category><![CDATA[developers]]></category>
		<category><![CDATA[EA]]></category>
		<category><![CDATA[Electronic Arts]]></category>
		<category><![CDATA[game developers]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[Sony]]></category>
		<category><![CDATA[Ubisoft]]></category>
		<category><![CDATA[videogames]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=330867</guid>
		<description><![CDATA[A new generation of videogame consoles from Microsoft Corp. and Sony Corp. promise innovation on several fronts, including higher-fidelity visuals. But one thing they aren't expected to bring is increased cost to software developers.]]></description>
				<content:encoded><![CDATA[<p>A new generation of videogame consoles from Microsoft Corp. and Sony Corp. promise innovation on several fronts, including higher-fidelity visuals. But one thing they aren&#8217;t expected to bring is increased cost to software developers.</p>
<p>A typical console programming project, with roughly 100 developers, has come to cost an average $20 million in recent years—at least double what it cost a decade ago, according to Wedbush Securities. But some of the biggest game companies say they&#8217;ve found ways to hold back rising costs and more efficiently make games, reducing the amount of time it takes to build the intricate digital worlds they create.</p>
<p><a href="http://online.wsj.com/article/SB10001424127887324904004578537341148291184.html">Read the rest of this post on the original site »</a></p>
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		<title>Rovio Hires Nokia Executive as COO</title>
		<link>http://allthingsd.com/20130610/rovio-hires-nokia-executive-as-coo/</link>
		<comments>http://allthingsd.com/20130610/rovio-hires-nokia-executive-as-coo/#comments</comments>
		<pubDate>Mon, 10 Jun 2013 20:28:37 +0000</pubDate>
		<dc:creator>Johannes Ledel</dc:creator>
				<category><![CDATA[Mobile]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Voices]]></category>
		<category><![CDATA[Angry Birds]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[Harri Koponen]]></category>
		<category><![CDATA[Industry Moves]]></category>
		<category><![CDATA[mobile gaming]]></category>
		<category><![CDATA[Nokia]]></category>
		<category><![CDATA[Rovio]]></category>
		<category><![CDATA[Teemu Suila]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=330821</guid>
		<description><![CDATA[Rovio Entertainment Ltd. has tapped a longtime Nokia Corp. executive as its new chief operating officer, at a time when the maker of Angry Birds looks to pivot from a hot Nordic game developer into a global entertainment powerhouse.]]></description>
				<content:encoded><![CDATA[<p>Rovio Entertainment Ltd. has tapped a longtime Nokia Corp. executive as its new chief operating officer, at a time when the maker of Angry Birds looks to pivot from a hot Nordic game developer into a global entertainment powerhouse.</p>
<p>The Finnish company on Monday said it has hired Teemu Suila to replace Harri Koponen. Mr. Suila most recently ran startup activities for Nokia, according to a LinkedIn profile with his name, and had worked in a number of roles at the Finnish handset maker since 1995, with responsibilities mostly in the strategy and development departments.</p>
<p><a href="http://online.wsj.com/article/SB10001424127887324634304578537130005414520.html">Read the rest of this post on the original site »</a></p>
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		<title>When Do Mobile Games Ditch Free-to-Play? When They're Made to Babysit.</title>
		<link>http://allthingsd.com/20130530/when-do-mobile-games-ditch-free-to-play-when-theyre-made-to-babysit/</link>
		<comments>http://allthingsd.com/20130530/when-do-mobile-games-ditch-free-to-play-when-theyre-made-to-babysit/#comments</comments>
		<pubDate>Thu, 30 May 2013 12:00:16 +0000</pubDate>
		<dc:creator>Eric Johnson</dc:creator>
				<category><![CDATA[Commerce]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[Media]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Product News]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[Capcom]]></category>
		<category><![CDATA[family]]></category>
		<category><![CDATA[fish]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[in-app purchases]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[kids]]></category>
		<category><![CDATA[parental controls]]></category>
		<category><![CDATA[parents]]></category>
		<category><![CDATA[Smurf's Village]]></category>
		<category><![CDATA[Smurfing]]></category>
		<category><![CDATA[SuperFugu]]></category>
		<category><![CDATA[tablet]]></category>
		<category><![CDATA[videogames]]></category>
		<category><![CDATA[virtual currency]]></category>
		<category><![CDATA[WemoLab]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=325622</guid>
		<description><![CDATA[In-app purchases can rake in the dough ... and for games targeted at children, that's a problem.]]></description>
				<content:encoded><![CDATA[<p><img src="http://i2.wp.com/allthingsd.com/files/2013/05/photo-5-380x285.png?resize=380%2C285" alt="photo (5)" class="alignright size-medium wp-image-325850" data-recalc-dims="1" />Across multiple genres, it&#8217;s fairly common for mobile games to start out as &#8220;premium&#8221; (as in, paid), and then become &#8220;free to play&#8221; once their audiences get big enough to sustain them through in-app purchases alone.</p>
<p>Here&#8217;s an exception that proves the rule: A made-for-kids tablet game called <a href="http://wemolab.com/superfugu/">SuperFugu</a> that&#8217;s doing the reverse, by going from free to paid. And the reasoning is the same &#8212; they&#8217;re changing business models precisely <em>because</em> in-app purchases are so potentially lucrative.</p>
<p>&#8220;The freemium model, which promotes marketing to children and creates an environment where kids are constantly asking for money for upgrades, actually isn’t the most ideal,&#8221; said Michelle Kim, a spokesperson for SuperFugu&#8217;s creators WemoLab.</p>
<p>The game is a hybrid of an educational aquarium and an underwater action/&#8220;running&#8221;-type game. The original conceit was that players could use virtual currency to buy new species of fish for the aquarium, and characters and power-ups for the action game. That virtual currency could either be collected in-game or bought in packs with real money.</p>
<p>As of this morning, the real-money purchases have been scrubbed from the game, and it now costs $2.99 to download from the iOS app store.</p>
<p>The risk of children spending their parents&#8217; money on in-game purchases is a touchy subject in the mobile games industry, and even more so for games like SuperFugu that are explicitly designed with children in mind. In fact, one of the key points of WemoLab&#8217;s marketing for the game has been a &#8220;Parent Mode&#8221; that gives kids a spending allowance, limits playtime and emails parents a &#8220;report card&#8221; about what their kids have been doing in the game.</p>
<p>Those parental controls are still in place after the free-to-paid update.</p>
<p>Incidentally, the standard defense for games that <em>aren&#8217;t</em> only or mainly for children is usually, &#8220;We don&#8217;t target kids.&#8221; In 2011, the word &#8220;smurfing&#8221; entered developers&#8217; vocabulary after a child accidentally racked up <a href="http://www.washingtonpost.com/wp-dyn/content/article/2011/02/07/AR2011020706073.html?sid=ST2011020706437">$1,400 in purchases</a> inside the Capcom iPhone game Smurfs&#8217; Village.</p>
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		<title>Steam Carnival Is One Big Traveling Nerd Circus. Here's Why You Should Go (Video)</title>
		<link>http://allthingsd.com/20130529/steam-carnival-is-one-big-traveling-nerd-circus-heres-why-you-should-go/</link>
		<comments>http://allthingsd.com/20130529/steam-carnival-is-one-big-traveling-nerd-circus-heres-why-you-should-go/#comments</comments>
		<pubDate>Wed, 29 May 2013 21:05:10 +0000</pubDate>
		<dc:creator>Lauren Goode</dc:creator>
				<category><![CDATA[Conferences]]></category>
		<category><![CDATA[D]]></category>
		<category><![CDATA[D11]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Product News]]></category>
		<category><![CDATA[arts]]></category>
		<category><![CDATA[Brent Bushnell]]></category>
		<category><![CDATA[carnival]]></category>
		<category><![CDATA[Circus]]></category>
		<category><![CDATA[D conference]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[engineering]]></category>
		<category><![CDATA[entertainment]]></category>
		<category><![CDATA[Eric Gradman]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[Kickstarter]]></category>
		<category><![CDATA[kids]]></category>
		<category><![CDATA[math]]></category>
		<category><![CDATA[Steam]]></category>
		<category><![CDATA[STEM]]></category>
		<category><![CDATA[technology]]></category>
		<category><![CDATA[Two Bit]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=325208</guid>
		<description><![CDATA[The minds behind Steam Carnival bring some of the fun onstage at D conference.]]></description>
				<content:encoded><![CDATA[<p>We&#8217;ve heard a lot about STEM education lately. But what about STEAM education?</p>
<p><a href="http://i0.wp.com/allthingsd.com/files/2013/05/steam2.jpg"><img src="http://i1.wp.com/allthingsd.com/files/2013/05/steam2-380x253.jpg?resize=380%2C253" alt="steam2" class="alignright size-medium wp-image-326738" data-recalc-dims="1" /></a></p>
<p>The creators of a think tank called Two Bit Circus are convinced that &#8220;Arts&#8221; is what&#8217;s missing from STEM to make it fun and entertaining. So they&#8217;ve decided to marry the two in a big-top way: <a href="http://www.kickstarter.com/projects/twobitcircus/steam-carnival-0">By launching a wacky carnival</a> that includes gadgets and games you might expect to see at a science fair. </p>
<p>Founders Brent Bushnell and Eric Gradman appeared onstage at the <strong>D</strong> conference today to discuss the initiative, enlisting the help of <strong>AllThingsD</strong>&rsquo;s Walt Mossberg and Kara Swisher to the help them pull off some of the stunts. </p>
<p>Gradman, actually, rolled in on a red circus ball, while Bushnell teetered in on stilts. These elements became props for the games. </p>
<p>&#8220;The problem is that carnivals today just don&#8217;t compare favorably with Halo and online digital communities, so we&#8217;re taking the best of what the digital world has to offer and mixing it with the digital world,&#8221; Gradman said. </p>
<p>As part of the demo, Walt and Kara took turns hitting a hammer-and-bell-type contraption (which you&#8217;ve probably seen at carnivals), only this one was rigged with a high-voltage Jacob&#8217;s Ladder. </p>
<p>Disgusted with their own results, the Swisher-Mossberg team quickly moved on to the next game. </p>
<p>Steam Carnival then presented a giant video game involving outer space, pitting Walt and Kara against one another. Gradman&#8217;s red ball was repurposed as a giant trackball, while Kara used Bushnell&#8217;s stilts as a joystick. (Kara won.) </p>
<p>&#8220;The games are using the same components that kids already have access to, but this is supposed to be fun. You say &#8216;education&#8217; and you lose them. You say &#8216;fire, lasers and robots&#8217; and it&#8217;s fun,&#8221; Bushnell said. </p>
<p><a href="http://i0.wp.com/allthingsd.com/files/2013/05/Steam1.jpg"><img src="http://i2.wp.com/allthingsd.com/files/2013/05/Steam1-380x253.jpg?resize=380%2C253" alt="Steam1" class="alignleft size-medium wp-image-326739" data-recalc-dims="1" /></a></p>
<p>To raise money for the Carnival, which is expect to launch sometime next spring, Bushnell and Gradman have launched <a href="http://www.kickstarter.com/projects/twobitcircus/steam-carnival-0?ref=live">a Kickstarter campaign</a> with a goal of $100,000. As of today, they&#8217;ve raised $86,100 through the campaign. </p>
<p>Steam Carnival is also selling kits, for around $150, for kids to build gadgets that can be featured at the carnivals. One kit, for example, includes a robot, a Jacob&#8217;s Strike hammer and a rotocube. </p>
<p>The carnival will launch in the spring of 2014 in Los Angeles, and make its way up to San Francisco shortly afterward. </p>
<p>When asked by Kara whether the maker movement inspired Steam Carnival, Bushnell said, &#8220;For sure. We&#8217;re all nerds.&#8221; </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=5FD6959F-0CEA-496A-81FB-EAA9146181F9&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={5FD6959F-0CEA-496A-81FB-EAA9146181F9}&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>
<p><p style="text-align:center; margin:15px 0 15px 0; font-weight:bold;"><a href="http://allthingsd.com/category/d11/" class="btn-link">Full D11 Conference Coverage</a></p>
</p>
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		<title>Cloud Gaming Startup Happy Cloud Raises $4.25 Million Series A Round</title>
		<link>http://allthingsd.com/20130522/cloud-gaming-startup-happy-cloud-raises-4-25-million-series-a-round/</link>
		<comments>http://allthingsd.com/20130522/cloud-gaming-startup-happy-cloud-raises-4-25-million-series-a-round/#comments</comments>
		<pubDate>Wed, 22 May 2013 20:46:30 +0000</pubDate>
		<dc:creator>Eric Johnson</dc:creator>
				<category><![CDATA[Commerce]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[Media]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[cloud computing]]></category>
		<category><![CDATA[cloud gaming]]></category>
		<category><![CDATA[download]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[Tamir Buchler]]></category>
		<category><![CDATA[The Happy Cloud]]></category>
		<category><![CDATA[videogames]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=324466</guid>
		<description><![CDATA[The Happy Cloud, one of a slew of "cloud gaming" startups trying to bring videogames to new and different platforms, announced Wednesday it had raised a $4.25 million Series A round of venture capital. The round was led by Avalon Ventures and joined by Jesselson Capital and Shaman Ventures. The Happy Cloud has been in stealth mode since it launched in 2011, but claims that users who download games through its partnerships with publishers can start playing them almost instantly while the full game download finishes in the background. The company also announced the appointment of a new CEO, Tamir Buchler.]]></description>
				<content:encoded><![CDATA[<p>The Happy Cloud, one of a slew of &#8220;cloud gaming&#8221; startups trying to bring videogames to new and different platforms, announced Wednesday it had raised a $4.25 million Series A round of venture capital. The round was led by Avalon Ventures and joined by Jesselson Capital and Shaman Ventures. <a href="http://thehappycloud.com">The Happy Cloud</a> has been in stealth mode since it launched in 2011, but claims that users who download games through its partnerships with publishers can start playing them almost instantly while the full game download finishes in the background. The company also announced the appointment of a new CEO, Tamir Buchler.</p>
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		<title>Xbox One Design Started From a "Blank Slate"</title>
		<link>http://allthingsd.com/20130521/xbox-one-design-started-from-a-blank-slate/</link>
		<comments>http://allthingsd.com/20130521/xbox-one-design-started-from-a-blank-slate/#comments</comments>
		<pubDate>Tue, 21 May 2013 20:36:08 +0000</pubDate>
		<dc:creator>Eric Johnson</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[Media]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Product News]]></category>
		<category><![CDATA[Boyd Multerer]]></category>
		<category><![CDATA[console]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[Todd Holmdahl]]></category>
		<category><![CDATA[XBox]]></category>
		<category><![CDATA[Xbox One]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=324049</guid>
		<description><![CDATA[The Xbox One is not an iteration, Microsoft says. It's a complete media overhaul]]></description>
				<content:encoded><![CDATA[<p><img src="http://i2.wp.com/allthingsd.com/files/2013/05/photo-6-380x285.jpg?resize=380%2C285" alt="xbox_one_panel" class="alignright size-medium wp-image-324063" data-recalc-dims="1" />After the glitzy unveiling of the Xbox One this morning in Redmond, Microsoft dove into the technical details that it says make the new console a worthy successor to the Xbox 360.</p>
<p>The short version of the pitch: The One is not an iteration; it&#8217;s a complete media overhaul.</p>
<p>&#8220;When you look at people who are watching media today … it&#8217;s a very dynamic world,&#8221; development director Boyd Multerer said during a panel discussion by Xbox team members. &#8220;We realized we had a real problem.&#8221;</p>
<p>Panelists described the console as starting from a &#8220;blank slate,&#8221; since the rise of both laptops and mobile devices as people&#8217;s preferred computing hardware happened after the Xbox 360 launched in 2005. Multerer said the company chose to start over rather than bank on the more advanced hardware in the Xbox One to carry it forward.</p>
<p>The biggest software-side change, <a href="http://allthingsd.com/20130521/and-microsofts-new-console-is-called-xbox-one/">as noted earlier</a>, is the ability to use your voice to launch apps in tandem with one another (for example, to make a Skype call while you&#8217;re watching a movie). In other words, the Xbox One is competing with the &#8220;second screen&#8221; of phones or tablets by trying to give viewers the ability to multitask on their TV screens.</p>
<p>Basically, the One&#8217;s operating system is split into two sections: One resource-heavy partition for games, aimed at giving developers a predictable amount of power, and another partition running constantly in the background that can juggle multiple side apps for a &#8220;long period of time,&#8221; Multerer said.</p>
<p>Fellow panelist and Microsoft CVP Todd Holmdahl described the connected motion sensor, Kinect, as &#8220;completely redesigned from the ground up.&#8221; He said it has a 60 percent better field of view and the ability to detect much smaller objects, like fingers, which should make motion controls more accurate.</p>
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		<title>Durango on the Horizon: Here's What's Interesting About Microsoft's New Xbox</title>
		<link>http://allthingsd.com/20130521/durango-on-the-horizon-heres-whats-interesting-about-microsofts-new-xbox/</link>
		<comments>http://allthingsd.com/20130521/durango-on-the-horizon-heres-whats-interesting-about-microsofts-new-xbox/#comments</comments>
		<pubDate>Tue, 21 May 2013 13:30:48 +0000</pubDate>
		<dc:creator>Eric Johnson</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[Media]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Product News]]></category>
		<category><![CDATA[Ars Technica]]></category>
		<category><![CDATA[D: Dive Into Media]]></category>
		<category><![CDATA[Durango]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[home entertainment]]></category>
		<category><![CDATA[Infinity]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[Nancy Tellem]]></category>
		<category><![CDATA[PlayStation 4]]></category>
		<category><![CDATA[Sony]]></category>
		<category><![CDATA[Spike TV]]></category>
		<category><![CDATA[XBox]]></category>
		<category><![CDATA[Xbox 720]]></category>
		<category><![CDATA[Xbox Revealed]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=323491</guid>
		<description><![CDATA[A preview of things to come at today's Xbox: A New Generation Revealed event.]]></description>
				<content:encoded><![CDATA[<p><img src="http://i0.wp.com/allthingsd.com/files/2013/05/BJHhAX3CAAIGNqF-380x285.png?resize=380%2C285" alt="Xbox_invite" class="alignright size-medium wp-image-323610" data-recalc-dims="1" />In just a few hours, Microsoft is scheduled to unveil its newest videogame console, code-named Durango.</p>
<p>The Xbox 360 sequel will be Microsoft&#8217;s first completely new console &#8212; unless you count the 360 add-on Kinect, which few would &#8212; since 2005. Rumors abound about everything from its name (Xbox Infinity? Xbox 720?) to whether the new Xbox will require a consistent Internet connection, a long-running fan theory seemingly rebutted earlier this month by an <a href="http://arstechnica.com/gaming/2013/05/microsoft-next-xbox-will-work-even-when-your-internet-doesnt/">internal email</a> that Ars Technica said it has.</p>
<p>But the most important thing to remember is that for Microsoft this event is about much more than games. The company&#8217;s PR line is that the big reveal is about &#8220;a new generation of games, TV and entertainment.&#8221;</p>
<p>This is not a surprise. With more than <a href="http://allthingsd.com/20130211/xbox-by-the-numbers-76m-devices-and-theyre-not-all-used-by-dudes/">76 million</a> of the consoles installed worldwide, non-gaming Xbox usage has been outpacing gaming usage since last March, growing 57 percent in the past year.</p>
<p>And last year at this time, we learned that the Xbox was the <a href="http://allthingsd.com/20120510/microsofts-sneaky-success-the-xbox-is-the-most-popular-video-player-in-the-u-s/">most popular video-playing gadget</a> in the U.S., according to video ad company FreeWheel.</p>
<p>Then, at <strong>D: Dive Into Media</strong> in February, Microsoft&#8217;s entertainment and digital media president Nancy Tellem told <strong>AllThingsD</strong>&rsquo;s Peter Kafka that the <a href="http://allthingsd.com/20130211/microsoft-fancies-itself-a-content-producer-again/">interactive original content</a> Microsoft has been developing in a 125-person studio in Santa Monica could be released this year.</p>
<p>Some industry watchers have speculated that Durango and <a href="http://allthingsd.com/20130220/sony-looks-beyond-the-box-with-new-playstation-4/">Sony&#8217;s PlayStation 4</a> could be the &#8220;last consoles,&#8221; but that narrative is a goose chase. &#8220;Console,&#8221; today, means something completely different from what it meant 20, 10 or even five years ago.</p>
<p>The thing to keep an eye on today, then, is how much of the planned one-hour presentation will be spent on games versus all the other forms of media that the new Xbox will be able to interact with and control. With <a href="http://allthingsd.com/20130325/a-look-ahead-at-gdc-its-mobile-vs-consoles-in-fight-for-game-developers-attention/">game developers&#8217; attention spans waning</a>, it would not be out of the question for most of the show to be about the &#8220;TV and entertainment&#8221; parts of that PR line.</p>
<p>The unveiling event on Microsoft&#8217;s Redmond campus is scheduled to begin at 10 am PT (1 pm ET), and will be broadcast live on cable channel <a href="http://www.spike.com/">Spike TV</a> and <a href="http://twitch.tv/gamespot">GameSpot&#8217;s channel</a> on Twitch. <strong>AllThingsD</strong> will be in attendance and posting the news here.</p>
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		<title>Co-Founder Yat Siu on Animoca's Big Menu of "Fast Food" Mobile Games</title>
		<link>http://allthingsd.com/20130517/ten-questions-for-yat-siu-co-founder-of-fast-food-style-game-studio-animoca/</link>
		<comments>http://allthingsd.com/20130517/ten-questions-for-yat-siu-co-founder-of-fast-food-style-game-studio-animoca/#comments</comments>
		<pubDate>Fri, 17 May 2013 17:19:20 +0000</pubDate>
		<dc:creator>Eric Johnson</dc:creator>
				<category><![CDATA[Commerce]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[Media]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[advertising]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[Animoca]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[Asia]]></category>
		<category><![CDATA[China]]></category>
		<category><![CDATA[Facebook]]></category>
		<category><![CDATA[Fast Food Apps]]></category>
		<category><![CDATA[free-to-play]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[Google]]></category>
		<category><![CDATA[Google Play]]></category>
		<category><![CDATA[Hong Kong]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[Japan]]></category>
		<category><![CDATA[Korea]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[Outblaze Ventures]]></category>
		<category><![CDATA[Pretty Pet Salon]]></category>
		<category><![CDATA[Sega]]></category>
		<category><![CDATA[Silicon Valley]]></category>
		<category><![CDATA[Sony]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=322797</guid>
		<description><![CDATA[With more than 350 games, Animoca is all about quantity, and its co-founder says being based away from Silicon Valley helps.]]></description>
				<content:encoded><![CDATA[<p><img src="http://i1.wp.com/allthingsd.com/files/2013/05/Animoca_Large_White-380x103.png?resize=380%2C103" alt="Animoca_Large_White" class="alignright size-medium wp-image-322800" data-recalc-dims="1" />If you&#8217;ve never heard of <a href="http://www.animoca.com/en/">Animoca</a>, it&#8217;s probably because &#8212; like nearly every company in the mobile games industry &#8212; the Hong Kong-based studio has never had a huge hit on the scale of Temple Run or Candy Crush Saga.</p>
<p>And Animoca couldn&#8217;t be happier about that.</p>
<p>Co-founder Yat Siu calls them &#8220;fast food apps.&#8221; His 150-person company, a conglomerate of 12 smaller studios, has developed and published more than 350 apps, he said, currently at the rate of about four every week. Its goal is to one day crank out a new app every day as it expands its reach further into Asia and beyond.</p>
<p>Siu, who is also the CEO of Animoca&#8217;s parent company, Outblaze Ventures, said as much in a recent interview with <strong>AllThingsD</strong>. But he also had a lot more to say about the advantages of working outside of Silicon Valley, the maturation of Google&#8217;s Android ecosystem and why quantity is sometimes better than quality.</p>
<p><img src="http://i1.wp.com/allthingsd.com/files/2013/05/Yat-Siu-Headshot.jpg?resize=120%2C120" alt="Yat Siu Headshot" class="alignleft size-full wp-image-322803" data-recalc-dims="1" /><strong>AllThingsD: What&#8217;s the difference between being based in Hong Kong and being based in Silicon Valley?</strong></p>
<p><strong>Yat Siu</strong>: In terms of our [Android] ecosystem, it is the dominant marketplace, whereas in the Valley, there&#8217;s a lot of focus on Apple. We don&#8217;t have that much venture capital available to us, so we have to focus on profitability and the bottom line very, very quickly. Our games aren&#8217;t all profitable, but our business is. And we&#8217;re just a small island city, so we do not have a domestic market. It&#8217;s go global or die.</p>
<p><strong>How do your games fare in different regions?</strong></p>
<p>When we first started [in 2011], the U.S. was our biggest market, but just because it had a larger ecosystem. That&#8217;s changing today. North America as a continent is now in second place to Asia because Japan and Korea are driving a lot of the revenues. &#8230; The people who are buying iPhones or Android phones in the U.S. today are not the first movers, whereas in Asia, a lot of the marketplace still has way under 50 percent smartphone penetration rates. In Japan, at the start of this year, it was under 30 percent.</p>
<p><strong>Is Android fragmentation a problem for you? Putting most of your eggs in that basket means you&#8217;re dealing with phones that range from the very low end to the very high end, right?</strong></p>
<p>Two years ago, we had a testing rack of 600 devices. Now, Samsung is outselling basically everyone else, except in China and Japan. The second thing that&#8217;s different now is that &#8220;low end&#8221; is no longer really &#8220;low end.&#8221; You used to have really poor devices with poor resolution and processing power. Even the so-called &#8220;cheap&#8221; devices that are sold in China today are quad-core or dual-core devices; they just cost $100, is all. And they&#8217;re all standardizing around Jelly Bean (the most recent version of the Android OS). The whole Android philosophy was, &#8220;Here, take the operating system. Do what you want. Good luck!&#8221; We had weird memory issues because people would be coding stuff on top. Now, with Jelly Bean, most of the stuff that&#8217;s going on in the operating system is going on in the application side.</p>
<p><div id="attachment_322806" class="wp-caption alignright" style="width: 390px"><img src="http://i0.wp.com/allthingsd.com/files/2013/05/Pretty-Pet-Salon-Screenshot-380x285.jpg?resize=380%2C285" alt="Pretty Pet Salon is one of the more popular games Animoca has published, and started a &quot;Pretty Pet&quot; franchise." class="size-medium wp-image-322806" data-recalc-dims="1" /><p class="wp-caption-text">Pretty Pet Salon is one of the more popular games Animoca has published, and started a &#8220;Pretty Pet&#8221; franchise.</p></div></p>
<p><strong>Tell me about your games and how they perform. How do you evaluate success?</strong></p>
<p>We look at every product as a gateway to another product. The key driver is popularity. Monetization will come, we think, once people are in there, but the ability to cross-promote to other games becomes important. We want to make sure that the user always has at least a few of our games to play, because we don&#8217;t believe that there is such a thing as a person who can play a game for years and years and years. It&#8217;s &#8220;fast-food apps.&#8221; People just want to consume quickly, move quickly and go on to the next thing. It doesn&#8217;t mean that they won&#8217;t come back to it, but they&#8217;re not prepared to invest console-style, sitting down and playing for four hours.</p>
<p><strong>And if you spent $60 on a game, you&#8217;re probably going to invest a lot more time than if you spent nothing or spent 99 cents.</strong></p>
<p>That&#8217;s true, too, definitely. But also, with mobile, whether it&#8217;s in trains or one-handed game time, sometimes it&#8217;s just when you&#8217;re lying in bed, the behavior that we&#8217;re seeing now is that a person is playing a game, and then after five minutes, he wants to move on to another game. He&#8217;s not necessarily playing the same game for an hour. He&#8217;s like, &#8220;I feel like something else.&#8221; It&#8217;s no different than people switching TV channels every once in a while, except they&#8217;re switching games.</p>
<p><strong>So it&#8217;s not as much of a &#8220;hits-driven&#8221; business for you as it might be for others?</strong></p>
<p>It&#8217;s all relative. What is a hit? Because it&#8217;s a global audience, a niche segment is pretty large. And yet, if you have a five-million-user niche, is that a hit? It&#8217;s probably a hit for an indie studio, but it&#8217;s not a hit for us because of the scale we operate in. Typically, we call anything a hit if it has over 15 million downloads, but as a franchise, as a series. We might have one app, and then if it does well and has a few million downloads and reasonable revenues, then we put sequels and additions on top of it. Out of the series, we may wind up having something like 20 or 25 apps.</p>
<p><img src="http://i0.wp.com/allthingsd.com/files/2013/05/Thor-Screenshot_1-380x213.png?resize=380%2C213" alt="Thor Screenshot_1" class="alignleft size-medium wp-image-322807" data-recalc-dims="1" /><strong>For those games that aren&#8217;t sequels to existing games, how do your studios come up with new things to publish?</strong></p>
<p>We have studios that are as small as six people. The producer is empowered to have his own budget and his own creative vision. There&#8217;s a weekly meeting where all the producers come together and talk about what they&#8217;re doing, and then go off and do their own thing. The advantage for the business is, if you start off with a studio of six people and it bombs, who cares? It&#8217;s not great for them, but the business can afford to do it. If they do well, they have a platform.</p>
<p>The independence of our studio is also attractive to our staff. They have the chance to be a startup without the startup risk. They don&#8217;t have to worry about payroll or finance, they can focus on the product and build their own team. The additional unintended advantage is that, in Hong Kong, we&#8217;re unique. So, if you want to do games and you want to publish your games, then, frankly, there&#8217;s nowhere else to go. People come to us because the other option is banking or finance &#8212; which is a good career, just not if you don&#8217;t like it. If we were in the Valley, we might end up getting slaughtered by the amount of recruitment and loss of staff. Who knows?</p>
<p><strong>But it&#8217;s worth noting that you do also maintain an office here in San Francisco for non-game development roles like partnerships and PR.</strong></p>
<p>In the past, the meccas of the global gaming space used to be different. They used to be Sony, Nintendo and, at one point, Sega. But it was never centered around Silicon Valley. That changed with the smartphone. Now the new mecca is the Bay Area, because Google Play is here and Apple is here. We have an office here because we have to pay homage to the new temples. Even though we&#8217;re not <em>in</em> the Valley, it&#8217;s absolutely required for us to go in. Every other app company that&#8217;s international that wants to succeed must do the same.</p>
<p><img src="http://i0.wp.com/allthingsd.com/files/2013/05/Star-Girl-Screenshot-380x237.jpg?resize=380%2C237" alt="Star Girl Screenshot" class="alignright size-medium wp-image-322808" data-recalc-dims="1" /><strong>Almost all of your revenue, about 95 percent, comes from in-app purchases. Are you looking at other business models?</strong></p>
<p>Advertising will come, but it is not dominant yet. Primarily, the buyers for that now are other app companies, and we&#8217;ve got our own network. If we focus more on our cross-promotion, we get more out of that than necessarily opening up inventory to everyone else. Right now, ads are generally low-quality, and they&#8217;re also spammy, so it&#8217;s a bad user experience. But that will change. The experience is there already &#8212; think about how much time you&#8217;re spending on mobile versus PC &#8212; but [ads] have to deliver value to the user. Facebook has the right idea. People who like casual games, you should really only show them other casual games. Today, the targeting doesn&#8217;t exist.</p>
<p><strong>What does your conversion rate of non-paying to paying players look like? The typical curve has a lot of people at the bottom paying nothing or almost nothing, then a long tail with a bump at the end, composed of a small number of players who pay a lot.</strong></p>
<p>That is the hardcore type of model, where basically you have a very low conversion rate, something like 2 percent, and a very high consumable model where people <em>can</em> spend thousands of dollars. That&#8217;s not our model. If you look at games like Pretty Pet Salon, you&#8217;d be hard pressed to spend more than 20 bucks, just because of the game play. We are expecting to have more volume of titles with a larger frequency of players coming in from outside. So, for instance, Pretty Pet Salon has an 8 percent conversion rate. Now, when we start working with Forgame (Animoca <a href="http://www.animoca.com/en/2013/05/forgame-announces-a-strategic-investment-in-animocatm-a-global-mobile-cross-platform-app-developer-and-publisher/">recently accepted</a> a &#8220;strategic minority investment&#8221; from the Chinese hard-core game maker), that is different. We will listen to their suggestions, and it does appear that that will be the strategy, because people are prepared to spend that kind of money. It&#8217;ll be a learning experience for us.</p>
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		<title>Meet the Dudes Behind Dots, the iPhone Game of the Moment</title>
		<link>http://allthingsd.com/20130516/creators-of-the-addictive-mobile-app-dots-on-game-tips-making-money-and-dot-moms/</link>
		<comments>http://allthingsd.com/20130516/creators-of-the-addictive-mobile-app-dots-on-game-tips-making-money-and-dot-moms/#comments</comments>
		<pubDate>Thu, 16 May 2013 15:16:48 +0000</pubDate>
		<dc:creator>Lauren Goode</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Product News]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[BetaWorks]]></category>
		<category><![CDATA[connecting]]></category>
		<category><![CDATA[Dots]]></category>
		<category><![CDATA[featured post]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[Patrick Moberg]]></category>
		<category><![CDATA[Paul Murphy]]></category>
		<category><![CDATA[scores]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=322316</guid>
		<description><![CDATA[You might be surprised by their Dots scores.]]></description>
				<content:encoded><![CDATA[<p>By now you may have heard about <a href="https://itunes.apple.com/us/app/dots-a-game-about-connecting/id632285588?mt=8">Dots</a>, the free mobile game that is singlehandedly responsible for at least a 27 percent decline in U.S. workplace productivity over the past two weeks, based on my very unscientific research.</p>
<p>If you haven&#8217;t heard of it, here&#8217;s the gist: You connect and swipe away rows of matching-colored dots to earn as many points as you can in 60 seconds. If you&#8217;re able to draw a square of dots of the same color, it&#8217;s like getting a raise on your birthday. You share high scores with friends &#8212; and by friends, I mean the Internet. And then you do it all over again. Immediately.</p>
<p><a href="http://i0.wp.com/allthingsd.com/files/2013/05/Dots1.jpg"><img class="alignright size-medium wp-image-322460" alt="Dots1" src="http://i0.wp.com/allthingsd.com/files/2013/05/Dots1-380x253.jpg?resize=380%2C253" data-recalc-dims="1" /></a></p>
<p>The iOS-only app, which was created by New York City-based Betaworks, has been downloaded more than two million times since it hit the App Store on May 1. Yesterday, I had the chance to catch up with the game&#8217;s creators, Patrick Moberg and Paul Murphy, to ask them about the inspiration behind Dots, who is playing the game &#8212; including a legion of &#8220;Dot-moms&#8221; &#8212; and what tips they can offer. Below are excerpts from our conversation:</p>
<p><strong>Where did the idea for Dots come from?</strong></p>
<p><strong>Moberg</strong>: A lot of the early thinking was just looking at what was already out there, what was highly illustrated or cartoonish, and deciding we wanted to do something new, something that wasn&#8217;t out there.</p>
<p><strong>But why dots? Why not coins, or squares, or birds flying through the air?</strong></p>
<p><strong>Moberg</strong>: Well, some of my inspiration for the design of the game actually came from the fine art world. I copied and pasted a bunch of fine art images from Google into my design documents and thought, if an app could be like fine art, maybe this would be it. But Dots was also inspired by board games. Old-school board games are fun and playful but have such &#8212; I guess the word would be neutral &#8212; such neutral personalities that anyone can approach them and play them.</p>
<p><strong>You just crossed two million downloads on Tuesday. What are your engagement numbers like?</strong></p>
<p><strong>Murphy</strong>: It’s growing pretty well on its own, with very little marketing on our side. We&#8217;ve tracked that 100 million games have been played, so that means 100 million minutes, which is a lot of time. It probably doesn&#8217;t help the world with productivity. Every time somebody opens the app, they spend almost five minutes in there, and then tend to come back day after day.</p>
<p><strong>At AllThingsD, some of us have this theory that Dots is a &#8220;mom&#8221; game. On Mother&#8217;s Day, I showed the game to my mom, who isn&#8217;t really into new tech or mobile games, and she couldn&#8217;t stop playing it. So I guess the question is, what does your audience look like so far?</strong></p>
<p><strong>Moberg</strong>: Yeah, my mom went to her Pilates class and said her friends kept telling her how addictive the game was. But she doesn&#8217;t have an iPhone. So now she&#8217;s thinking of buying an iPhone, so she can play Dots.</p>
<p><strong>Murphy</strong>: But it&#8217;s not just moms. We started doing research on social networks and Instagram, and it seems a lot of young people are playing it, too. And we don&#8217;t have hard data, but we get a little bit of insight through the people that connect through Facebook. We know that it resonates heavily with women, but there are also a lot of men playing, too. So it&#8217;s really pretty broad right now.</p>
<p><strong>What’s coming first, iPad optimization or Android?</strong></p>
<p><strong>Murphy</strong>: iPad. It&#8217;s not that we don&#8217;t love Android, but we got a lot of feedback right away from people that want iPad, and our instinct is to listen to the users. On Android it’s a little bit trickier because of the different strategies. One is, just make your app for Android, and the other is, build from the ground up, take advantage of all the features of Android, and we want to do the latter.</p>
<p><strong>When will we see the iPad app? </strong></p>
<p><strong>Murphy</strong>: We’re aiming to do something by the end of the month.</p>
<p><strong>You&#8217;ve also said that you want to make the app color-blind-friendly. What does that involve?</strong></p>
<p><strong>Moberg</strong>: Yeah, that’s something that will be in the next version, but we want to get it right. We want to make it so users can enable a color-blind mode within the existing app. It involves modifying the hue saturation, which is something we&#8217;re going to have to test with a lot of people first. It&#8217;s a fine line between useable and beautiful.</p>
<p><a href="http://i2.wp.com/allthingsd.com/files/2013/05/photo-28.png"><img class="alignleft size-medium wp-image-322463" alt="Dots scores" src="http://i2.wp.com/allthingsd.com/files/2013/05/photo-28-160x285.png?resize=160%2C285" data-recalc-dims="1" /></a></p>
<p><strong>What are your highest Dots scores?</strong></p>
<p><strong>Murphy</strong>: I&#8217;m at 380, which is sort of lame. Patrick is &#8212; hold on, let me check &#8212; 472. He’s done a bit better, but he has access to the leaderboard, so maybe he’s made tweaks to his score.</p>
<p><strong>Moberg</strong>: I feel like I&#8217;m not that successful at it. I have friends who score much better than I have. It’s a tricky thing. One of my friends compared it to spotting a pitch in baseball. When you see the initial board, you can see whether it’s going to be flush with squares, or even one step away from the initial square. Some people are just good at that.</p>
<p><strong>What is the best tip you can give Dots players?</strong> (Readers: Also see this <a href="http://qz.com/82987/the-ultimate-dots-strategy-guide/">helpful guidebook</a>, courtesy of Quartz.)</p>
<p><strong>Moberg</strong>: Other than squares? Finding environments that you’re most comfortable playing in. I find that if I play on the subway when I&#8217;m trying to de-stress, it&#8217;s not the best. I&#8217;m just sort of playing to pass time. I play my best games when I&#8217;m home playing Dots with my girlfriend.</p>
<p><strong>Murphy</strong>: I’m a big fan of the expanders, so whenever I accrue a lot of points I usually use them to buy a pack of expanders. If you use these at the right time, you can get more squares. The best time is usually at the start of the game.</p>
<p><strong>Are Dots players actually making in-app purchases?</strong></p>
<p><strong>Murphy</strong>: People are buying dots, kind of to our surprise. We did want to make the game so people didn&#8217;t ever have to spend money and could earn dots just by playing, but also so you can spend a little bit of money and get those features right away.</p>
<p><strong>How much money have you made through the app so far?</strong></p>
<p><strong>Murphy</strong>: We don&#8217;t really want to share that. But we are making money, so that’s positive.</p>
<p><strong>Can we expect to see any ads popping up in Dots?</strong></p>
<p><strong>Murphy</strong>: It’s not in our road map. The game feels different from other games, and I think we’re going to try to preserve that. So we don&#8217;t have any ads immediately planned.</p>
<p><strong>When you look at other mobile games that quickly became popular and then sort of fell off &#8212; Draw Something comes to mind &#8212; what do you think you can learn from that?</strong></p>
<p><strong>Moberg</strong>: Well, not to sound silly about it, but we’re testing some of the assumptions around how you’re supposed to do this for mobile games. That might mean the falloff still exists, or maybe this game won&#8217;t have that falloff. I don&#8217;t know. I think the key is optimizing for longevity instead of optimizing for mobile. When you look at old board games, there were no in-app purchases, right? And yet we&#8217;ve been coming back to them for years.</p>
<p><strong>Murphy</strong>: The rule book would say, throw a bunch of ads at people’s faces right now! Jack up the prices in the game! And we don&#8217;t want to do that. We’re just sort of focused on the game experience.</p>
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		<title>King Touts Latest Gaming Numbers: 70 Million Daily Players, 21 Billion Games Played Per Month</title>
		<link>http://allthingsd.com/20130516/king-touts-latest-gaming-numbers-70-million-daily-players-21-billion-games-played-per-month/</link>
		<comments>http://allthingsd.com/20130516/king-touts-latest-gaming-numbers-70-million-daily-players-21-billion-games-played-per-month/#comments</comments>
		<pubDate>Thu, 16 May 2013 13:30:18 +0000</pubDate>
		<dc:creator>Eric Johnson</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[Media]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Product News]]></category>
		<category><![CDATA[Social]]></category>
		<category><![CDATA[Candy Crush Saga]]></category>
		<category><![CDATA[Facebook]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[king]]></category>
		<category><![CDATA[King.com]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[videogames]]></category>
		<category><![CDATA[Zynga]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=322243</guid>
		<description><![CDATA[On the back of its hit Facebook/mobile game Candy Crush Saga, casual game studio King said in a press release that it has crossed the 70 million mark in daily active players across all platforms. That puts it within striking distance of Zynga's all-time quarterly peak of 72 million daily active users (achieved in Q2 2012), and well beyond that competitor's latest quarterly total of 52 million DAU, as reported last month. The company also said that its cross-platform games are now being played more than 21 billion times per month.]]></description>
				<content:encoded><![CDATA[<p>On the back of its hit Facebook/mobile game Candy Crush Saga, casual game studio <a href="http://king.com">King</a> said in a press release that it has crossed the 70 million mark in daily active players across all platforms. That puts it within striking distance of Zynga&#8217;s all-time quarterly peak of 72 million daily active users (achieved in Q2 2012), and well beyond that competitor&#8217;s latest quarterly total of 52 million DAU, <a href="http://allthingsd.com/20130424/zynga-beats-by-a-nickle/">as reported last month</a>. The company also said that its cross-platform games are now being played more than 21 billion times per month.</p>
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		<title>Mobile Game Biz to Nintendo and Sony: Seasons? What Are Those?</title>
		<link>http://allthingsd.com/20130516/mobile-game-biz-to-nintendo-and-sony-seasons-what-are-those/</link>
		<comments>http://allthingsd.com/20130516/mobile-game-biz-to-nintendo-and-sony-seasons-what-are-those/#comments</comments>
		<pubDate>Thu, 16 May 2013 12:00:36 +0000</pubDate>
		<dc:creator>Eric Johnson</dc:creator>
				<category><![CDATA[Commerce]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[Media]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[3DS]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[App Annie]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[Gartner]]></category>
		<category><![CDATA[Google]]></category>
		<category><![CDATA[IDC]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[Numbers]]></category>
		<category><![CDATA[phone]]></category>
		<category><![CDATA[PS Vita]]></category>
		<category><![CDATA[report]]></category>
		<category><![CDATA[seasonality]]></category>
		<category><![CDATA[Sony]]></category>
		<category><![CDATA[statistics]]></category>
		<category><![CDATA[stats]]></category>
		<category><![CDATA[tablet]]></category>
		<category><![CDATA[videogames]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=322102</guid>
		<description><![CDATA[A double whammy for the devices that used to define "mobile gaming."]]></description>
				<content:encoded><![CDATA[<p><img src="http://i2.wp.com/allthingsd.com/files/2013/05/frankie_valli_f-288x285.jpg?resize=288%2C285" alt="frankie_valli_f" class="alignright size-medium wp-image-322214" data-recalc-dims="1" />As if you needed any further reminding that phone and tablet games are where it&#8217;s at, take a look at the new <a href="http://blog.appannie.com/app-annie-idc-portable-gaming-report-2013-Q1/">portable gaming report</a> that IDC and App Annie are releasing today.</p>
<p>The report, obtained in advance by <strong>AllThingsD</strong>, shows just how different the new generation of mobile games is from the gaming-only devices that previously reigned supreme. For context, back in Q4 2012, total consumer spending on games for iOS and Android devices surpassed spending on &#8220;gaming-optimized handhelds&#8221; (that is, Sony&#8217;s PSP and Vita, and Nintendo&#8217;s DS, DSi and 3DS). </p>
<p>But the real bombshell is in the new report, which covers Q1 2013: In that quarter, consumer spending on Sony&#8217;s and Nintendo&#8217;s handhelds declined significantly, while iOS and Google Play spending both <em>increased</em>, also significantly. Combined, the phone and tablet crowd spent nearly three times as much on games as handheld device owners.</p>
<p><img src="http://i2.wp.com/allthingsd.com/files/2013/05/Screen-shot-2013-05-15-at-2.08.27-PM-640x243.png?resize=640%2C243" alt="app annie mobile game numbers Q1 2013" class="aligncenter size-Hero wp-image-322186" data-recalc-dims="1" /></p>
<p>(And bear in mind, of course, that a new 3DS or PS Vita game costs about $40, while even brand-new mobile games are typically free or 99 cents to download, with many offering optional in-game purchases.)</p>
<p>But wait, you say. This is the first quarter of the year, being compared to the lucrative holiday-driven fourth quarter. How is that fair to Sony and Nintendo?</p>
<p>Exactly. It&#8217;s not. With slower game production schedules and much lower device turnover, the holiday quarter matters a great deal to Nintendo and Sony. But for consumers with a steady stream of new games and newer, better devices on which to play those games, seasonality is mostly irrelevant.</p>
<p>IDC and App Annie&#8217;s numbers, then, amount to a double whammy: At both the best of times and the worst of times, new-school mobile games beat out their older counterparts.</p>
<p>A few other points of interest from the new report:</p>
<ul>
<li>The global install base for those &#8220;gaming-optimized handhelds&#8221; was about 200 million in Q1 2013. To put that in perspective, <a href="http://allthingsd.com/20130404/pc-sales-shrink-tablets-and-phones-dominate-in-four-year-tech-forecast/">Gartner estimates</a> that more than 2 billion phones and tablets are being/will be shipped this year alone. In other words, it&#8217;s through volume that mobile devices have closed and blown past the revenue-per-user gap.</li>
<li>Although the total amount consumers spent on mobile games was far greater on iOS than on Android, gaming amounted to about 80 percent of all consumer spending on Android, vs. about 70 percent on iOS.</li>
<li>The report splits consumers into four geographic zones: North America, Western Europe, Asia-Pacific and the rest of the world. For both Android and gaming-optimized handhelds, the Asia-Pacific share of total spending increased by more than 10 points (see the chart embedded below).</li>
</ul>
<p><img src="http://i1.wp.com/allthingsd.com/files/2013/05/Screen-shot-2013-05-15-at-2.53.30-PM-640x379.png?resize=640%2C379" alt="Screen shot 2013-05-15 at 2.53.30 PM" class="aligncenter size-Hero wp-image-322210" data-recalc-dims="1" /></p>
<p>This report is the second such collaboration between IDC, which tracks videogame and entertainment hardware, and App Annie, which tracks mobile software and in-app revenue.</p>
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		<title>ESPN Eyes Subsidizing Wireless-Data Plans</title>
		<link>http://allthingsd.com/20130509/espn-eyes-subsidizing-wireless-data-plans/</link>
		<comments>http://allthingsd.com/20130509/espn-eyes-subsidizing-wireless-data-plans/#comments</comments>
		<pubDate>Thu, 09 May 2013 23:59:05 +0000</pubDate>
		<dc:creator>Amol Sharma, Spencer E. Ante and Anton Troianovski</dc:creator>
				<category><![CDATA[Media]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Voices]]></category>
		<category><![CDATA[data plans]]></category>
		<category><![CDATA[ESPN]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[mobile content]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[wireless carriers]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=320151</guid>
		<description><![CDATA[Smartphone users who binge on video, games and other content must monitor their usage to ensure they don't run over monthly data caps that wireless carriers have put in place in recent years.]]></description>
				<content:encoded><![CDATA[<p>Smartphone users who binge on video, games and other content must monitor their usage to ensure they don&#8217;t run over monthly data caps that wireless carriers have put in place in recent years.</p>
<p>Now, some media companies whose mobile content gets a lot of traffic are considering arrangements with wireless carriers that would ensure their users can watch, surf and play as much as they want without being hit with stiff overage charges.</p>
<p><a href="http://online.wsj.com/article/SB10001424127887324059704578473400083982568.html">Read the rest of this post on the original site »</a></p>
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		<title>Club Penguin Waddles Into Mobile</title>
		<link>http://allthingsd.com/20130509/club-penguin-waddles-into-mobile/</link>
		<comments>http://allthingsd.com/20130509/club-penguin-waddles-into-mobile/#comments</comments>
		<pubDate>Thu, 09 May 2013 07:01:22 +0000</pubDate>
		<dc:creator>Eric Johnson</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[Media]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[app]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[children]]></category>
		<category><![CDATA[Club Penguin]]></category>
		<category><![CDATA[Disney]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[kids]]></category>
		<category><![CDATA[massively multiplayer]]></category>
		<category><![CDATA[MMO]]></category>
		<category><![CDATA[Penguins]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=319722</guid>
		<description><![CDATA[An iPad companion app to Disney's MMO-for-kids, Club Penguin, is slated to roll out today, the company said in a press release. Players will be able to customize and sync their penguin characters between the iPad app and the popular Web-only Flash game, and also play four mini games ported over from the Web. Disney Interactive VP Chris Heatherly (who sat down for a Q&#038;A with AllThingsD last month) said the studio plans to update the app roughly once a month until the whole game experience is playable on mobile.]]></description>
				<content:encoded><![CDATA[<p>An iPad companion app to Disney&#8217;s MMO-for-kids, <a href="http://clubpenguin.com">Club Penguin</a>, is slated to roll out today, the company said in a press release. Players will be able to customize and sync their penguin characters between <a href="http://itunes.apple.com/app/id505544063?mt=8">the iPad app</a> and the popular Web-only Flash game, and also play four mini games ported over from the Web. Disney Interactive VP Chris Heatherly (who <a href="http://allthingsd.com/20130415/qa-club-penguins-chris-heatherly-on-how-to-make-a-social-game-for-kids/">sat down for a Q&#038;A</a> with <strong>AllThingsD</strong> last month) said the studio plans to update the app roughly once a month until the whole game experience is playable on mobile.</p>
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		<title>Disney's Star Wars Games Solution: Electronic Arts</title>
		<link>http://allthingsd.com/20130506/disneys-star-wars-games-solution-electronic-arts/</link>
		<comments>http://allthingsd.com/20130506/disneys-star-wars-games-solution-electronic-arts/#comments</comments>
		<pubDate>Mon, 06 May 2013 20:29:11 +0000</pubDate>
		<dc:creator>Mike Isaac</dc:creator>
				<category><![CDATA[Media]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Product News]]></category>
		<category><![CDATA[Bioware]]></category>
		<category><![CDATA[DICE]]></category>
		<category><![CDATA[earnings]]></category>
		<category><![CDATA[Electronic Arts]]></category>
		<category><![CDATA[Facebook]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[Star Wars]]></category>
		<category><![CDATA[Visceral]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=318766</guid>
		<description><![CDATA[May the force be with them.]]></description>
				<content:encoded><![CDATA[<p><a href="http://allthingsd.com/20120201/eas-star-wars-game-scores-1-7-million-subscribers-in-first-month/ea_starwars_oldrepublic/" rel="attachment wp-att-170433"><img src="http://i0.wp.com/allthingsd.com/files/2012/02/ea_starwars_oldrepublic.png?resize=380%2C285" alt="ea_starwars_oldrepublic" class="alignright size-full wp-image-170433" data-recalc-dims="1" /></a>The force is strong with EA. Or it will be soon enough. </p>
<p>Electronic Arts and The Walt Disney Corporation announced on Monday a new, multi-year licensing agreement, allowing EA to develop and globally publish games based on Star Wars, every nerd&#8217;s favorite franchise (Trekkies aside, that is). </p>
<p>“The magic of Star Wars is interwoven into the worlds, characters, planets and amazing battles. It is a universe that lends itself perfectly to gaming,&#8221; said EA Labels President Frank Gibeau <a href="http://www.ea.com/news/ea-and-disney-team-up-on-new-star-wars-games">in a blog post</a>. &#8220;Our agreement unlocks a whole new future of Star Wars games that will span consoles, PCs, tablets, mobile and more.&#8221;</p>
<p>As you may remember, <a href="http://allthingsd.com/20121030/disney-to-buy-lucasfilm-for-4-billion/">Disney acquired Lucasfilm</a> last autumn for a whopping $4 billion, bringing into the fold all of the company&#8217;s properties &#8212; including LucasArts, the now-defunct gaming studio <a href="http://allthingsd.com/20130403/disney-shuts-down-lucasarts/">which Disney shut down</a> a few months after acquiring Lucasfilm. </p>
<p>LucasArts was in the midst of developing a number of Star Wars titles when it was shuttered, including Star Wars 1313 &#8212; the Boba Fett-focused game <a href="http://www.craveonline.com/gaming/articles/474643-star-wars-1313-isnt-canceled-its-just-halted">currently in limbo</a> &#8212; and Star Wars: First Assault. Disney said at the time it would instead be licensing the Star Wars properties out to other studios. </p>
<p>DICE and Visceral, two EA-operated studios, will begin to create new Star Wars games &#8220;spanning all interactive platforms,&#8221; while BioWare &#8212; the studio behind two of EA&#8217;s most popular Star Wars games &#8212; will also continue to develop games from the popular franchise. </p>
<p>Disney, the company said, will continue to hold certain rights for developing mobile, social and tablet-based Star Wars games. </p>
<p>“This agreement demonstrates our commitment to creating quality game experiences that drive the popularity of the Star Wars franchise for years to come,” said John Pleasants, co-President of Disney Interactive, in a statement. </p>
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		<title>Facebook Racks Up Record Games Revenue, Even as Zynga Presence Wanes</title>
		<link>http://allthingsd.com/20130501/facebook-racks-up-record-games-revenue-even-as-zynga-presence-wanes/</link>
		<comments>http://allthingsd.com/20130501/facebook-racks-up-record-games-revenue-even-as-zynga-presence-wanes/#comments</comments>
		<pubDate>Wed, 01 May 2013 22:08:06 +0000</pubDate>
		<dc:creator>John Paczkowski</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Social]]></category>
		<category><![CDATA[David Ebersman]]></category>
		<category><![CDATA[developer]]></category>
		<category><![CDATA[Facebook]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[king]]></category>
		<category><![CDATA[revenue]]></category>
		<category><![CDATA[Wooga]]></category>
		<category><![CDATA[Zynga]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=317531</guid>
		<description><![CDATA["Q1 represented our largest three-month quarter of games revenue to date despite a 37 percent drop in year-over-year payments volume from our largest developer." Largest developer ... Gee, I wonder who that might be.]]></description>
				<content:encoded><![CDATA[<p><a href="http://i1.wp.com/allthingsd.com/files/2013/05/castleville.png"><img src="http://i0.wp.com/allthingsd.com/files/2013/05/castleville-380x259.png?resize=380%2C259" alt="castleville" class="alignright size-medium wp-image-317538" data-recalc-dims="1" /></a>Recent changes to Facebook&#8217;s relationship with Zynga may have hurt the social gaming company&#8217;s revenue, but that doesn&#8217;t seem to have put the hurt on Facebook&#8217;s payments biz. Indeed, posting first quarter earnings Wednesday, the social networking company reported its largest quarter of games revenue <em>ever</em>. Payments revenue from games for the period rose 12 percent. This in spite of some major adjustments to its partnership with Zynga.</p>
<p>&#8220;Q1 represented our largest three-month quarter of games revenue to date despite a 37 percent drop in year-over-year payments volume from our largest developer,&#8221; Facebook CFO David Ebersman said <a href="http://allthingsd.com/20130501/growth-mobile-and-more-facebooks-first-quarter-earnings-liveblog/">during the company&#8217;s earnings call</a>. &#8220;Our other developers increased their payments volumes by almost 60 percent, and we saw record numbers of people playing games on Facebook.&#8221;</p>
<p>So even with a significant drop in revenue from its &#8220;largest developer&#8221; &#8212; the company formerly known as Zynga &#8212; Facebook still saw record game revenue and engagement. And that&#8217;s something of a sea change. Even as Zynga&#8217;s presence wanes, Facebook&#8217;s game offerings remain solid because other developers are rushing in to fill the gap &#8212; the Kings and Woogas of the world, for instance. </p>
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		<title>LeapFrog's Latest Gadget for Kids: Magic Pen for Both E-Reading and Writing</title>
		<link>http://allthingsd.com/20130430/leapfrogs-latest-gadget-for-kids-magic-pen-for-both-e-reading-and-writing/</link>
		<comments>http://allthingsd.com/20130430/leapfrogs-latest-gadget-for-kids-magic-pen-for-both-e-reading-and-writing/#comments</comments>
		<pubDate>Tue, 30 Apr 2013 14:17:36 +0000</pubDate>
		<dc:creator>Lauren Goode</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[Media]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Product News]]></category>
		<category><![CDATA[audio]]></category>
		<category><![CDATA[educational]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[kids]]></category>
		<category><![CDATA[LeapFrog]]></category>
		<category><![CDATA[LeapReader]]></category>
		<category><![CDATA[magic]]></category>
		<category><![CDATA[pen]]></category>
		<category><![CDATA[reading]]></category>
		<category><![CDATA[tech]]></category>
		<category><![CDATA[toys]]></category>
		<category><![CDATA[writing]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=316753</guid>
		<description><![CDATA[Now if you could just tear your kid away from the iPad ...]]></description>
				<content:encoded><![CDATA[<p>If you can tear your kid away from the iPad long enough, you might want to hand him or her the latest gadget from LeapFrog Enterprises. </p>
<p>The California-based company, known for its <a href="http://allthingsd.com/20110913/a-tablet-children-can-grow-into/">educational-based LeapPad tablets for kids</a>, has just introduced a new device aimed at helping youngsters learn to read and write.</p>
<p><a href="http://i0.wp.com/allthingsd.com/files/2013/04/LeapReaderPenandBook2.png"><img src="http://i2.wp.com/allthingsd.com/files/2013/04/LeapReaderPenandBook2-380x285.png?resize=380%2C285" alt="LeapReaderPenandBook2" class="alignright size-medium wp-image-316770" data-recalc-dims="1" /></a></p>
<p>Called the LeapReader, the pen-like tool reads audio books aloud and teaches basic writing skills, reciting letters and words aloud as the child is writing them. It will also offer games and other incentive-based learning tools.</p>
<p>If you&#8217;re familiar with LeapFrog&#8217;s product line, the LeapReader will remind you a lot of the Tag and Tag Junior audio pens. The Tag systems, however, are limited to electronic book-reading, and don&#8217;t include the writing tutorials, which LeapFrog says will offer a more complete learning solution.</p>
<p>The rechargeable device has an expected battery life of five hours and can hold up to 40 downloaded titles, available through LeapFrog&#8217;s library. LeapFrog says there will be 100 digital content audio titles &#8212; like audio books and trivia challenges &#8212; available by year&#8217;s end, including titles in the Clifford series, &#8220;The Velveteen Rabbit&#8221; and Little Golden Books. These range in price from $5 to $10.</p>
<p>The LeapReader itself costs $50, and will come to market in July. It supports English-language learning only. Oh, and there&#8217;s another cost to factor in: The LeapReader works with &#8220;interactive learning paper&#8221; and Learn to Write workbooks &#8212; about  35 to 42 interactive pages &#8212; that cost $20.</p>
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		<title>Zynga Beats by a Nickel as Monthly Users Decline</title>
		<link>http://allthingsd.com/20130424/zynga-beats-by-a-nickle/</link>
		<comments>http://allthingsd.com/20130424/zynga-beats-by-a-nickle/#comments</comments>
		<pubDate>Wed, 24 Apr 2013 20:09:45 +0000</pubDate>
		<dc:creator>Mike Isaac</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Social]]></category>
		<category><![CDATA[earnings]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[Mark Pincus]]></category>
		<category><![CDATA[MAU]]></category>
		<category><![CDATA[real-money gambling]]></category>
		<category><![CDATA[social gaming]]></category>
		<category><![CDATA[Zynga]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=315217</guid>
		<description><![CDATA[It's a slim beat for the social gaming company, but the biggest issue is how many users the company is losing quarter after quarter.]]></description>
				<content:encoded><![CDATA[<p><a href="http://allthingsd.com/20120713/mark-pincus-on-zyngas-strategy-open-platform-collect-non-gamers-score-one-billion-players/zynga_hq_outdoors/" rel="attachment wp-att-229754"><img src="http://i1.wp.com/allthingsd.com/files/2012/07/zynga_HQ_outdoors-380x253.jpg?resize=380%2C253" alt="zynga_HQ_outdoors" class="alignright size-medium wp-image-229754" data-recalc-dims="1" /></a>Zynga&#8217;s first quarter numbers are in, and despite a slim beat of analysts&#8217; estimates, revenue and user declines aren&#8217;t looking pretty.</p>
<p>The company posted earnings per share of one cent on revenue of $264 million. Consensus <a href="http://allthingsd.com/20130424/all-eyes-still-on-mobile-as-zynga-earnings-approach/">on the Street expected Zynga</a> to post a loss of four cents per share on revenue of $209.8 million. Still, that&#8217;s a decline of 18 percent year over year compared to the $321 million in revenue the company claimed in Q1 of 2012. </p>
<p>&#8220;2013 will continue to be a transition year as we face the challenging environment on the web and invest in developing the leading franchises and network across web and mobile platforms,&#8221;  said Mark Pincus, CEO and founder of Zynga, in a statement, &#8220;and offer our 253 million monthly players a connected experience that can follow them from work to school to home and anywhere in between.&#8221;</p>
<p>The most important thing to note there is that 253 million monthly active users stat. It&#8217;s down from the <a href="http://allthingsd.com/20130205/with-nearly-one-quarter-of-its-users-mobile-only-zynga-begins-the-shift-to-the-phone/">nearly 300 million MAUs the company reported</a> as of last earnings. </p>
<p>Also worth noting: Zynga&#8217;s daily active users &#8212; or DAUs &#8212; are at 52 million, an all-time low for the company.</p>
<p>&#8220;Users are migrating to mobile, and our marketshare on the Web is larger than it is on mobile,&#8221; Zynga chief revenue officer Barry Cottle told <strong>AllThingsD,</strong> in an interview. &#8220;As we look at it, it’s a natural part of the transition we knew was going to happen.&#8221; </p>
<p>&#8220;When we made the pivot last summer, the transition was happening really very fast, so we had to reorganize our studios quickly to move towards mobile,&#8221; Cottle said. </p>
<p>That&#8217;s why we&#8217;ve seen the <a href="http://allthingsd.com/20130225/zynga-to-shutter-more-offices-lay-off-some-workers/">closure and consolidation of some of Zynga&#8217;s outfits</a> in areas like Maryland and Austin earlier this year, and why we&#8217;ll see the company shutter at least four more games in the coming year, focusing on games that are more geared towards a mobile audience. </p>
<p>&#8220;We made some decisions on a few Web games that we decided to shut down, which would have propped revenue up but wouldn’t have gone in direction we want to go in,&#8221; Cottle said. &#8220;It may have been a great short-term decision, but not good for us in the long-term.&#8221; </p>
<p>In February, Zynga was eager to remind everyone that nearly a quarter of its users &#8212; around 72 million of them &#8212; were accessing the company&#8217;s games via mobile devices on a monthly basis. <strong>Update 3:31 PT:</strong> The breakdown wasn&#8217;t apparent from the print, but Pincus stated on the conference call that Zynga&#8217;s most recent mobile MAU count is at 65 million. Again, that&#8217;s down from the 72 million reported last quarter, tracking with the dip in overall sequential MAUs. </p>
<p>&#8220;The good news is that we’re not nowhere. We’re sitting in a very nice place, in particular as it amounts to engagement,&#8221; Cottle said. &#8220;We&#8217;re seeing users spend 11.2 billion minutes per month playing our games.&#8221; </p>
<p>Shares of Zynga dropped to $2.93 in after-hours trading by 12.5 percent. </p>
<p>The key word, as CEO Pincus repeated on the call this afternoon, was &#8220;transition.&#8221; I imagine it more like the company saying, &#8216;we know we&#8217;re tanking right now &#8212; just stick with us.&#8217; </p>
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		<title>Nintendo Wii U Sales Miss Target</title>
		<link>http://allthingsd.com/20130424/nintendo-wii-u-sales-miss-target/</link>
		<comments>http://allthingsd.com/20130424/nintendo-wii-u-sales-miss-target/#comments</comments>
		<pubDate>Wed, 24 Apr 2013 12:00:53 +0000</pubDate>
		<dc:creator>Mayumi Negishi</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Voices]]></category>
		<category><![CDATA[earnings]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[The Wall Street Journal]]></category>
		<category><![CDATA[videogames]]></category>
		<category><![CDATA[Wii U]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=314972</guid>
		<description><![CDATA[Nintendo Co. swung to a net profit in the just ended fiscal year, helped by a weaker yen, though it also reported slow initial sales of its Wii U console amid increasing competition from games on smartphones.]]></description>
				<content:encoded><![CDATA[<p>Nintendo Co. swung to a net profit in the just ended fiscal year, helped by a weaker yen, though it also reported slow initial sales of its Wii U console amid increasing competition from games on smartphones.</p>
<p>The Kyoto-based company reported on Wednesday that its net profit of 7.10 billion yen ($71.7 million) for the year ended in March, from a loss of ¥43.20 billion in the previous year. The result missed a consensus forecast for a ¥14.05 billion profit by 15 analysts polled by Thomson Reuters. The creator of Super Mario reported an operating loss of ¥36.41 billion for the 12 months, compared with a loss of ¥37.32 billion a year earlier, on revenue of ¥635.42 billion, down 1.9 percent.</p>
<p><a href="http://online.wsj.com/article/SB10001424127887324474004578442113070576562.html">Read the rest of this post on the original site »</a></p>
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		<title>Nintendo Readying an Array of Games for 3DS Device</title>
		<link>http://allthingsd.com/20130417/nintendo-readying-an-array-of-games-for-3ds-device/</link>
		<comments>http://allthingsd.com/20130417/nintendo-readying-an-array-of-games-for-3ds-device/#comments</comments>
		<pubDate>Wed, 17 Apr 2013 21:04:02 +0000</pubDate>
		<dc:creator>Ian Sherr</dc:creator>
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		<category><![CDATA[Donkey Kong]]></category>
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		<category><![CDATA[Ian Sherr]]></category>
		<category><![CDATA[Legend of Zelda]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[Nintendo 3DS]]></category>
		<category><![CDATA[Super Mario Bros.]]></category>
		<category><![CDATA[The Wall Street Journal]]></category>
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		<guid isPermaLink="false">http://allthingsd.com/?p=313351</guid>
		<description><![CDATA[Nintendo Co. may not be releasing a new videogame console this year, but it is preparing a bevy of games for its 3DS hand-held gaming device.]]></description>
				<content:encoded><![CDATA[<p>Nintendo Co. may not be releasing a new videogame console this year, but it is preparing a bevy of games for its 3DS hand-held gaming device.</p>
<p>The Japanese videogame company said Wednesday that it is preparing new installments in its popular Legend of Zelda, Super Mario Bros. and Donkey Kong franchises. Each of those games, which have long been exclusive titles produced for Nintendo&#8217;s devices, should help its products stand out during the holidays, the company said.</p>
<p><a href="http://online.wsj.com/article/SB10001424127887324763404578428843342467054.html">Read the rest of this post on the original site »</a></p>
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		<title>BlackBerry's Pitch to iOS and Android Game Developers: We're the Same, but Different</title>
		<link>http://allthingsd.com/20130405/blackberrys-pitch-to-ios-and-android-game-developers-were-the-same-but-different/</link>
		<comments>http://allthingsd.com/20130405/blackberrys-pitch-to-ios-and-android-game-developers-were-the-same-but-different/#comments</comments>
		<pubDate>Fri, 05 Apr 2013 17:33:04 +0000</pubDate>
		<dc:creator>Eric Johnson</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[Media]]></category>
		<category><![CDATA[Mobile]]></category>
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		<category><![CDATA[Product News]]></category>
		<category><![CDATA[Anders Jeppsson]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[apps]]></category>
		<category><![CDATA[BB10]]></category>
		<category><![CDATA[BlackBerry]]></category>
		<category><![CDATA[Counter-Strike]]></category>
		<category><![CDATA[cross-platform]]></category>
		<category><![CDATA[Game Developers Conference]]></category>
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		<category><![CDATA[Google]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[mobile games]]></category>
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		<category><![CDATA[RIM]]></category>
		<category><![CDATA[The Astonishing Tribe]]></category>
		<category><![CDATA[Valve]]></category>
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		<category><![CDATA[Windows]]></category>
		<category><![CDATA[Windows 8]]></category>
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		<category><![CDATA[XBox]]></category>
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		<category><![CDATA[Z10]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=307879</guid>
		<description><![CDATA[A few questions for BlackBerry games guru Anders Jeppsson.]]></description>
				<content:encoded><![CDATA[<p><img src="http://i1.wp.com/allthingsd.com/files/2013/03/blackberry_apps.png?resize=380%2C285" alt="blackberry_apps" class="alignright size-full wp-image-306914" data-recalc-dims="1" />At the Game Developers Conference in San Francisco last week, most mobile devs said they would focus on iOS and/or Android (usually both), and play the &#8220;wait and see&#8221; game with everyone else. But in sync with its <a href="http://allthingsd.com/20130328/blackberry-posts-surprise-quarterly-profit-sells-1-million-z10s/">surprisingly good</a> fourth-quarter earnings, BlackBerry is pitching the idea that bringing games into its new OS is a no-brainer.</p>
<p>&#8220;I&#8217;ve been evangelizing that BlackBerry is not a business device,&#8221; global gaming head Anders Jeppsson said. &#8220;It used to be, maybe, many years ago. But over 80 percent of our users are active consumers today, and they&#8217;re very, very social.&#8221;</p>
<p>In order to get to those users, though, developers must first be persuaded that porting games over to BlackBerry is simple and cheap. Naturally, Jeppsson said it is, thanks in part to the company&#8217;s <a href="https://github.com/blackberry">open-source efforts</a> on Github and the cross-platform social gaming tools provided by BlackBerry-owned <a href="http://www.scoreloop.com/">Scoreloop</a>.</p>
<p>Microsoft is also touting how easy it is for mobile developers to transition into its ecosystem, but &#8212; this is both a positive and a negative for Redmond &#8212; the discoverability gap versus BlackBerry 10 is huge. Windows 8 and Windows Phone 8 are the newest members of a big family, including the proven powerhouse Xbox 360 and its accompanying Xbox Live Marketplace, not to mention Windows 8&rsquo;s backward compatibility with innumerable PC games. Meanwhile, BlackBerry 10 is a nascent OS currently available on just one device, the Z10.</p>
<p>Efforts to bridge that device gap include some monetary incentives for BB10 developers, like the (now ended) &#8220;10K Commitment&#8221; that promised early-adopter devs up to $9,000 in free money if they couldn&#8217;t reach $10,000 in revenue in their first year on BB10. There&#8217;s also a first-mover advantage, Jeppsson added, because the OS is barely two months old. In other words, it&#8217;s easier for a game to break out on a non-Google and non-Apple platform because, at least for now, the pickings are slimmer.</p>
<p><img src="http://i2.wp.com/allthingsd.com/files/2013/04/40246d55d701e0024cecb6f9b4c6c3bb.png?resize=256%2C256" alt="40246d55d701e0024cecb6f9b4c6c3bb" class="alignleft size-full wp-image-309510" data-recalc-dims="1" />Jeppsson said he&#8217;s been working on developer outreach since he came to Research In Motion in 2012, when RIM acquired Jeppsson&#8217;s user interface design company, The Astonishing Tribe. He claimed &#8220;many&#8221; developers are making more money with BB10 than they are on iOS.</p>
<p>But the devil&#8217;s in the details, and one of the biggest questions is, what proportion of BlackBerry 10 users are frequently playing games on their new Z10s? A company representative said she would try to find out last week, but did not respond to a follow-up request for numbers. (&#8220;Frequently&#8221; is important, because players who download games, open them once and never come back are near worthless for the free-to-play mobile developers that dominate the charts on other operating systems.)</p>
<p>Lack of specific numbers isn&#8217;t stopping Jeppsson from some good old-fashioned competition bashing when it comes to attracting developers from outside BlackBerry&#8217;s ecosystem.</p>
<p>&#8220;I think BlackBerry users are actually users that are willing to pay for quality content,&#8221; he said. &#8220;They expect a quality experience. They&#8217;re not going to sideload stuff and pirate it like Android [users], stealing software.&#8221;</p>
<p>However, he added that his newest goals are less about developer outreach and more about making the case that the consumer&#8217;s gaming experience is better on his side of the fence.</p>
<p>His hope is that, as phone hardware continually improves (&#8220;This is easily an Xbox One in terms of what it can do,&#8221; he said, holding up a Z10), users will be able to play the same games as consoles, so that a game started on the bus can be finished on the couch.</p>
<p>Again, Microsoft is preaching a similar message. But although it already has the console side of the equation worked out, its cross-platform games are more casual than the more complex hardware-constrained games Jeppsson aspires to pair with BlackBerry &#8212; or, indeed, run entirely on his phone.</p>
<p>&#8220;Why would you want to buy a big PC to play Counter-Strike, where you remove all the details anyway because you want 60 frames per second?&#8221; he said. &#8220;That&#8217;s how I play Counter-Strike.&#8221;</p>
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