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	<title>AllThingsD &#187; mobile gaming</title>
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		<title>Are Gamers Waiting for the New Consoles, or Have They Moved On?</title>
		<link>http://allthingsd.com/20130217/are-gamers-waiting-for-the-new-consoles-or-have-they-moved-on/</link>
		<comments>http://allthingsd.com/20130217/are-gamers-waiting-for-the-new-consoles-or-have-they-moved-on/#comments</comments>
		<pubDate>Mon, 18 Feb 2013 01:40:41 +0000</pubDate>
		<dc:creator>Tricia Duryee</dc:creator>
				<category><![CDATA[Commerce]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Social]]></category>
		<category><![CDATA[Activision]]></category>
		<category><![CDATA[Angry Birds]]></category>
		<category><![CDATA[Anil Dharni]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[Call of Duty]]></category>
		<category><![CDATA[console gaming]]></category>
		<category><![CDATA[Crime City]]></category>
		<category><![CDATA[EA]]></category>
		<category><![CDATA[Electronic Arts]]></category>
		<category><![CDATA[Facebook]]></category>
		<category><![CDATA[Farmville]]></category>
		<category><![CDATA[free-to-play]]></category>
		<category><![CDATA[gree]]></category>
		<category><![CDATA[Jerry Holkins]]></category>
		<category><![CDATA[John Riccitiello]]></category>
		<category><![CDATA[microtransactions]]></category>
		<category><![CDATA[mobile gaming]]></category>
		<category><![CDATA[NPD Group]]></category>
		<category><![CDATA[PlayStation 4]]></category>
		<category><![CDATA[Rovio]]></category>
		<category><![CDATA[smartphones]]></category>
		<category><![CDATA[social gaming]]></category>
		<category><![CDATA[Sony PlayStation 3]]></category>
		<category><![CDATA[tablets]]></category>
		<category><![CDATA[videogames]]></category>
		<category><![CDATA[Zynga]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=295860</guid>
		<description><![CDATA[Will it ever again be the right time to launch a videogame console?]]></description>
				<content:encoded><![CDATA[<p>Sony will unveil <a href="http://allthingsd.com/20130201/sony-to-unveil-ps3-successor/">its newest PlayStation on Wednesday</a>, six years after the last wave of consoles hit the market.</p>
<p><img class="alignright size-medium wp-image-151016" alt="funny-pictures-cat-waits-outside-of-mousehole" src="http://allthingsd.com/files/2011/12/funny-pictures-cat-waits-outside-of-mousehole-373x285.png" width="373" height="285" /></p>
<p>In recent years, game sales have declined dramatically, with software and hardware making up only half of industry spending, according to NPD Group. The other half now goes toward downloadable content and microtransactions &#8212; in other words, digital content for consoles, smartphones and Facebook.</p>
<p>Because of this seismic shift in gamer behavior, many industry veterans are banking on the release of the new PlayStation, and a new Xbox coming later this year from Microsoft, to provide a jolt in traditional game sales.</p>
<p>On Wednesday, Sony is hosting an event in New York, where it is expected to unveil the PlayStation 4, as it has been nicknamed. Sony&#8217;s machine is expected to come in time for the holidays, along with the Xbox, although <a href="http://allthingsd.com/20130211/microsoft-talks-up-xbox-360-while-staying-mum-on-its-successor/">Microsoft declines to comment on its plans</a>.</p>
<p>The good news is, that in the past, new hardware has always led to more software sales; as consumers bought one, they bought more of the other. But after a lackluster launch of the Wii U by Nintendo this holiday season, some wonder if a living-room-driven gaming experience has as much firepower as it once did.</p>
<p>&#8220;I feel like consumers are happy, and I&#8217;m not sure if there will ever be the right time to release a console again,&#8221; said Jerry Holkins, co-founder of <a href="http://allthingsd.com/20130217/the-penny-arcade-guys-film-a-reality-tv-show-called-strip-search/">Penny Arcade</a>, a company that produces provides commentary on the industry through Web comics. &#8220;I think the spend is elsewhere. I don&#8217;t think they are waiting for the next generation; they are happy with where they are playing today.&#8221;</p>
<p><img class="alignleft size-medium wp-image-83973" alt="The Wii U's touchscreen also has high-definition graphics." src="http://allthingsd.com/files/2011/06/E3_Nintendo_WiiU_HD-view-380x213.jpg" width="380" height="213" />Electronic Arts&#8217; John Riccitiello is more optimistic about the prospects of the next-generation devices. But then, as one of the industry&#8217;s biggest publishers, he has to be. During the company&#8217;s last conference call, he said that the December quarter was disappointing, but &#8220;that often happens when the consumer carries the expectation of a console transition.&#8221;</p>
<p>In January, Nintendo slashed its sales outlook after holiday sales of the Wii U failed to hit expectations. The poor turnout does not provide a lot of support for the theory that consumers were just holding back spending for the release of the new hardware.</p>
<p>The Japanese game company was hoping to rekindle consumer excitement by launching the Wii U with a controller that had a six-inch touchscreen display and acted much like Apple&#8217;s iPad. It also enabled consumers to interact with their TVs, by allowing owners to comment on programming within a closed social network. But the console was mostly trying to extend the life of the traditional videogame business, which relies on selling packaged software at $60 apiece.</p>
<p>Again, Riccitiello is hopeful that Nintendo&#8217;s performance is not an indication of the other two launches.</p>
<p>&#8220;I wouldn&#8217;t say that we see much correlation between the results that Nintendo has shown with their console debut of the Wii U, and what we see coming,&#8221; he said. &#8220;We see a pretty sharp distinction and, unfortunately, I am unable to go any further than that.&#8221;</p>
<p>But there&#8217;s no way to discount what has happened in the games industry since the last generation of devices launched. Social and mobile platforms have led to the rise of the 99-cent game and the free-to-play business model. Gamers have grown to enjoy playing a game without having to pay a dime. Then, if they want to, they can invest as much as they want.</p>
<p>If Sony or Microsoft are to be successful, adopting new business models may be the key.</p>
<p>There are already some signs of Sony&#8217;s willingness to change. <a href="http://online.wsj.com/article/SB10001424127887323478004578306663577439962.html?mod=WSJ_Tech_LEADTop">According to The Wall Street Journal</a>, Sony will provide a new streaming game service that will allow users to play games delivered over the Internet. The service is designed to use current PlayStation 3 titles on the new console. While cloud gaming hasn&#8217;t really taken off on other platforms, the technology does enable other pricing models, like subscriptions.</p>
<p><img class="alignright size-full wp-image-182038" alt="angry_birds_store" src="http://allthingsd.com/files/2012/03/angry_birds_store.png" width="380" height="285" />Another development since the last generation of consoles hit store shelves is how much the definition of a gamer has changed. With the massive popularity of Rovio&#8217;s Angry Birds and Zynga&#8217;s FarmVille, gamers aren&#8217;t just &#8220;hard-core&#8221; players but also housewives and touchscreen-savvy children.</p>
<p>To be sure, Microsoft has been aggressive in reaching out to a broader audience. Last week, <a href="http://allthingsd.com/20130211/xbox-by-the-numbers-76m-devices-and-theyre-not-all-used-by-dudes/">it said</a> that 38 percent of Xbox users are women, and more than 51 percent of owners are people who have kids. Overall, it said non-gaming usage has soared by 57 percent year over year.</p>
<p>Despite interest in other platforms, many also believe that there&#8217;s still a time and a place for the highest-fidelity experience possible. The console, with its high computing power, is often the perfect delivery mechanism for a gunshot to the face, or a perfectly depicted battle scenes &#8212; a fact that Activision proves year after year with its title Call of Duty, which defies industry trends. This year, for instance, the title under the name of Black Ops 2 <a href="http://allthingsd.com/20121205/activisions-call-of-duty-hits-1-billion-in-sales-in-15-days/">crossed $1 billion in sales in just 15 days</a>.</p>
<p>Anil Dharni, an SVP of Gree, has focused on publishing hard-core titles like Crime City for tablets, but still believes that consoles &#8220;serve an audience, who wants a high-fidelity experience that mobile devices can&#8217;t deliver today.&#8221; He thinks the traditional gaming market will decline, &#8220;but it&#8217;s not going anywhere anytime soon.&#8221;</p>
<p>Penny Arcade&#8217;s Holkins says he will continue buying consoles even if that makes him look old. &#8220;I liked having a console,&#8221; he said. &#8220;I enjoyed that, and I&#8217;ll still do that.&#8221;</p>
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		<title>Seven Questions for Gree's SVP of Studio Operations, Anil Dharni</title>
		<link>http://allthingsd.com/20130212/seven-questions-for-grees-svp-of-studio-operations-anil-dharni/</link>
		<comments>http://allthingsd.com/20130212/seven-questions-for-grees-svp-of-studio-operations-anil-dharni/#comments</comments>
		<pubDate>Tue, 12 Feb 2013 23:30:05 +0000</pubDate>
		<dc:creator>Tricia Duryee</dc:creator>
				<category><![CDATA[Commerce]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Product News]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[Anil Dharni]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[Crime City]]></category>
		<category><![CDATA[Facebook]]></category>
		<category><![CDATA[first-person shooter]]></category>
		<category><![CDATA[Funzio]]></category>
		<category><![CDATA[gree]]></category>
		<category><![CDATA[hardcore gaming]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[Japan]]></category>
		<category><![CDATA[layoffs]]></category>
		<category><![CDATA[M&A]]></category>
		<category><![CDATA[mobile applications]]></category>
		<category><![CDATA[mobile gaming]]></category>
		<category><![CDATA[mobile platform]]></category>
		<category><![CDATA[OpenFeint]]></category>
		<category><![CDATA[platform]]></category>
		<category><![CDATA[publishing]]></category>
		<category><![CDATA[revneues]]></category>
		<category><![CDATA[role-playing games]]></category>
		<category><![CDATA[social gaming]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=293837</guid>
		<description><![CDATA[The Japanese-based mobile games company still has ambitious plans for the U.S., although they've changed.]]></description>
				<content:encoded><![CDATA[<p>Two years ago, Gree’s goal was to become the social network for mobile games in the U.S., similar to what Facebook is for games on the PC.</p>
<p><img class="alignright size-full wp-image-203942" alt="funzio_anil" src="http://allthingsd.com/files/2012/05/funzio_anil.jpg" width="351" height="417" /></p>
<p>To do so, the Japanese-based company acquired San Francisco-based OpenFeint and established a U.S. headquarters in the same city. It then purchased Funzio, a mobile game developer, to help make hit games for the platform. In all, it spent $300 million.</p>
<p>But now the company is pulling back on its plans &#8212; just a bit.</p>
<p>While Gree is a massive entity in Japan, with $2 billion in annual revenue, its efforts in North America so far have produced much less. The company does not always break out revenue, but in August, <a href="http://allthingsd.com/20120816/as-gree-continues-a-massive-spending-spree-in-the-u-s-it-announces-revenues-here/">it reported</a> that sales in the U.S. totaled $16.9 million in the second quarter.</p>
<p>In the conclusion of a two-year spending spree, Gree announced in December that it was rethinking its platform ambitions and laid off about 25 members of its platform team to focus on mobile game development. I caught up with Anil Dharni, Funzio founder and Gree&#8217;s SVP of its studio operations, in San Francisco last week, to better understand where the the company is headed.</p>
<p>Here are some highlights from the conversation:</p>
<p><strong>Why did Gree shut down OpenFeint in the U.S.? Does it no longer believe in the ability to build a network where players can discover games and other people to play with (a.k.a, a mobile platform like Facebook)?</strong></p>
<p><strong>Anil Dharni</strong>: We acquired OpenFeint two years ago, when Gree wanted to get into the U.S. It was working with a slew of indie developers, and over the past two years, we learned about the publishing business and the platform business. We&#8217;ve solidified our position with developers, so we didn&#8217;t need the platform team [in the U.S.] and moved production back to Japan.</p>
<p><strong>So, what&#8217;s the status of the platform in the U.S.?</strong></p>
<p><strong>Dharni</strong>: It&#8217;s just being developed in Japan. It&#8217;s in beta [in the U.S.] today. Our learnings from the process is that we don&#8217;t want to have a me-too publishing strategy. We have to offer more, like game analytics, consulting, push notifications, game mechanics, etc. We are not ready to release those capabilities today, but we think we can bring it altogether.</p>
<p><strong>The transfer of the platform development to Japan led to the elimination of 25 jobs in the U.S. How many employees do you have today?</strong></p>
<p>There are 400 employees in the San Francisco offices, Dharni said, which are directly across the street from AT&amp;T Park. The company has also opened a Canadian studio in Vancouver, where it has 10 employees. Both offices are hiring.</p>
<p><strong>Crime City is one of the company&#8217;s oldest titles (launched in August 2010), and it continues to be in the Top 50 highest-grossing apps today. How does it continue to attract players?</strong></p>
<p>&#8220;A lot of people talk about shorter lifespan of games on mobile than on Facebook,&#8221; Dharni said. But by working with his Japanese counterparts, they&#8217;ve been able to learn how to retain users for longer periods of time and increase the user base. It has required them to release more content and new mechanics inside of the games to keep people coming back.</p>
<p><strong>How is hard-core being defined on mobile?</strong></p>
<p>The more strategy-based the game is, the more hard-core it is, he said. &#8220;It means a smaller audience that monetizes better.&#8221; Genres may include first-person shooters, role-playing and card games (a popular category in Japan that challenges players to collect a deck of cards by completing a number of mini games). Dharni said that more developers have become focused on hard-core as the cost to acquire a player on mobile has gone up, since they can deliver a return on investment over a longer period of time.</p>
<p><strong>As games become more hard-core, is the cost of developing a game going up?</strong></p>
<p>No, it hasn&#8217;t, Dharni said, but the amount of time it takes to launch a game has gotten longer. &#8220;We used to launch games without events and other mechanics and then layer them in later. Now, they are included from the time of beta, which means testing the games out for a long time in either Canada or Australia.&#8221;</p>
<p><strong>Is Android catching up to the iPhone in terms of revenue?</strong></p>
<p>It is, if you aren&#8217;t successful on the iPad, Dharni said. But if you are, then Android is not competitive yet.</p>
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		<title>Zynga Shares Soar 11 Percent as New Jersey Moves Closer to Online Gambling</title>
		<link>http://allthingsd.com/20130208/zynga-shares-soar-11-percent-as-new-jersey-moves-closer-to-online-gambling/</link>
		<comments>http://allthingsd.com/20130208/zynga-shares-soar-11-percent-as-new-jersey-moves-closer-to-online-gambling/#comments</comments>
		<pubDate>Fri, 08 Feb 2013 23:10:32 +0000</pubDate>
		<dc:creator>Tricia Duryee</dc:creator>
				<category><![CDATA[Commerce]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Social]]></category>
		<category><![CDATA[Chris Christie]]></category>
		<category><![CDATA[Delaware]]></category>
		<category><![CDATA[earnings]]></category>
		<category><![CDATA[Facebook]]></category>
		<category><![CDATA[gambling]]></category>
		<category><![CDATA[mobile gaming]]></category>
		<category><![CDATA[Nevada]]></category>
		<category><![CDATA[New Jersey]]></category>
		<category><![CDATA[online gambling]]></category>
		<category><![CDATA[poker]]></category>
		<category><![CDATA[real-money gaming]]></category>
		<category><![CDATA[social gaming]]></category>
		<category><![CDATA[U.K.]]></category>
		<category><![CDATA[Zynga]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=293078</guid>
		<description><![CDATA[That's the biggest spike the stock has seen in ages.]]></description>
				<content:encoded><![CDATA[<p>Zynga&#8217;s stock is seeing its first big leap in more than six months, fueled by a decent fourth-quarter report and evidence that online gambling is starting to make progress in the U.S.</p>
<p><img class="alignright size-medium wp-image-276110" alt="bingo cards" src="http://allthingsd.com/files/2012/12/bingo-cards-380x251.jpg" width="380" height="251" />On Tuesday, Zynga appeased investors <a href="http://allthingsd.com/20130205/zynga-shows-investors-it-has-a-chance/">by beating its already lowered expectations</a> for the period and exceeding analysts&#8217; expectations.</p>
<p>It also showed <a href="http://allthingsd.com/20130205/with-nearly-one-quarter-of-its-users-mobile-only-zynga-begins-the-shift-to-the-phone/">critical progress on mobile</a>, where one-quarter of the company’s monthly active users are now playing its games &#8212; that&#8217;s 72 million people out of 298 million monthly average users in total, making for a very large market across both Facebook and smartphones.</p>
<p>Just yesterday, there was some additional good news for the struggling games company.</p>
<p>New Jersey Governor Chris Christie gave conditional support to in-state Internet gambling, a market that will benefit Zynga as it looks for potential new revenue sources.</p>
<p>To date, most of Zynga&#8217;s real-money gaming efforts have been focused in the U.K., where online gambling has been legal for a while. Zynga confirmed on Tuesday that it still plans to launch games there during the first half of the year. Additionally, it said <a href="http://allthingsd.com/20130206/zynga-bringing-real-money-gaming-to-facebook-in-the-u-k/">its real-money games would also be available on Facebook</a> in the U.K., where the social network has only conducted a few minor tests to date.</p>
<p>Zynga&#8217;s stock soared 11 percent today, or 34 cents, to $3.43 a share. The stock has not traded that high &#8212; at least consistently &#8211; since July. While today&#8217;s rise is encouraging, shares are still down more than 75 percent from a high of $15.91.</p>
<p>Other gambling stocks also jumped following the news out of New Jersey, including Caesars Entertainment, which saw its shares rise 38 percent, or $3.84 a share, to close at $13.91.</p>
<p>What&#8217;s particularly important to note about the measure that Christie has endorsed is that it would permit a kind of reciprocity with other states where online gambling is legal. Zynga has already begun the long process of getting licenses in Nevada, so conceivably it would not have to jump through as many hoops to begin operating in New Jersey. And reciprocity would be essential to making a big enough market.</p>
<p>While many investors are obviously thrilled about the prospects of online gambling, it&#8217;s hard to know how much revenue it will produce. Dennis Farrell, a gambling-industry analyst for Wells Fargo, <a href="http://online.wsj.com/article/SB10001424127887324590904578290172713988066.html">told The Wall Street Journal</a> that online gambling could generate between $650 million and $850 million in annual revenue for the industry in the near term, assuming around 5.8 million people gamble on the sites.</p>
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		<title>Zynga Game Vets Raise $1.4 Million to Start Bee Cave Games</title>
		<link>http://allthingsd.com/20130208/zynga-game-vets-raise-1-4-million-to-start-bee-cave-games/</link>
		<comments>http://allthingsd.com/20130208/zynga-game-vets-raise-1-4-million-to-start-bee-cave-games/#comments</comments>
		<pubDate>Fri, 08 Feb 2013 18:20:11 +0000</pubDate>
		<dc:creator>Tricia Duryee</dc:creator>
				<category><![CDATA[Commerce]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Social]]></category>
		<category><![CDATA[Bee Cave Games]]></category>
		<category><![CDATA[Bing]]></category>
		<category><![CDATA[Blackjack Casino]]></category>
		<category><![CDATA[casino]]></category>
		<category><![CDATA[Erik Bethke]]></category>
		<category><![CDATA[Glu Mobile]]></category>
		<category><![CDATA[Industry Moves]]></category>
		<category><![CDATA[Jeremy Strauser]]></category>
		<category><![CDATA[Mafia Wars]]></category>
		<category><![CDATA[mobile gaming]]></category>
		<category><![CDATA[Nimai Malle]]></category>
		<category><![CDATA[social gaming]]></category>
		<category><![CDATA[Texas Hold'em]]></category>
		<category><![CDATA[VC]]></category>
		<category><![CDATA[Zynga]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=292988</guid>
		<description><![CDATA[Bee Cave Games has raised $1.4 million in funding to build casino games. The Austin, Texas, company was founded by Erik Bethke, Nimai Malle and Jeremy Strauser, all of whom worked at Zynga on games, including Mafia Wars, Texas Hold’em Poker and Bingo. The round was funded in part by its own employees and from publicly held Glu Mobile. The company's first game, Blackjack Casino, is in private beta on Facebook, and there are mobile versions under development.]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.beecavegames.com/">Bee Cave Games</a> has raised $1.4 million in funding to build casino games. The Austin, Texas, company was founded by Erik Bethke, Nimai Malle and Jeremy Strauser, all of whom worked at Zynga on games, including Mafia Wars, Texas Hold’em Poker and Bingo. The round was funded in part by its own employees and from publicly held Glu Mobile. The company&#8217;s first game, Blackjack Casino, is in private beta on Facebook, and there are mobile versions under development.</p>
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		<title>Zynga Bringing Real-Money Gaming to Facebook in the U.K.</title>
		<link>http://allthingsd.com/20130206/zynga-bringing-real-money-gaming-to-facebook-in-the-u-k/</link>
		<comments>http://allthingsd.com/20130206/zynga-bringing-real-money-gaming-to-facebook-in-the-u-k/#comments</comments>
		<pubDate>Wed, 06 Feb 2013 15:00:21 +0000</pubDate>
		<dc:creator>Tricia Duryee</dc:creator>
				<category><![CDATA[Commerce]]></category>
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		<category><![CDATA[casino]]></category>
		<category><![CDATA[earnings]]></category>
		<category><![CDATA[Facebook]]></category>
		<category><![CDATA[gambling]]></category>
		<category><![CDATA[Gamesys]]></category>
		<category><![CDATA[licenses]]></category>
		<category><![CDATA[mobile gaming]]></category>
		<category><![CDATA[Nevada]]></category>
		<category><![CDATA[online gambling]]></category>
		<category><![CDATA[PC gaming]]></category>
		<category><![CDATA[poker]]></category>
		<category><![CDATA[real-money gaming]]></category>
		<category><![CDATA[roulette]]></category>
		<category><![CDATA[social gaming]]></category>
		<category><![CDATA[wager]]></category>
		<category><![CDATA[Zynga]]></category>
		<category><![CDATA[ZyngaPlusCasino]]></category>
		<category><![CDATA[ZyngaPlusPoker]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=292042</guid>
		<description><![CDATA[Allowing Zynga to conduct real-money gaming in the U.K. on Facebook will open the floodgates for gambling on the social network.]]></description>
				<content:encoded><![CDATA[<p>Zynga is close to launching its real-money gaming efforts in the U.K., which it is betting will generate all kinds of new revenue for the company.</p>
<p><img class="alignright size-medium wp-image-235714" alt="blackjack_cards" src="http://allthingsd.com/files/2012/07/blackjack_cards-380x285.jpg" width="380" height="285" />As evidence of the impending launch, <a href="http://allthingsd.com/20121221/the-first-signs-of-zyngas-online-gambling-efforts-go-live-in-the-u-k/">two websites have already gone live in the U.K.</a> to start spreading the word. One is dedicated to poker, and the other features a variety of casino games, like slots, bingo and roulette.</p>
<p><a href="http://allthingsd.com/20130205/liveblog-zyngas-q4-earnings/">But during Zynga&#8217;s fourth-quarter conference call yesterday</a>, the company disclosed a new piece of information: Its real-money casino efforts will not be limited to standalone websites. In fact, Zynga will also be leveraging the Facebook platform.</p>
<p>Zynga Chief Revenue Officer Barry Cottle confirmed to <strong>AllThingsD</strong>: &#8220;We&#8217;ve been working with Bwin to expand the platform to ultimately be able to offer real-money gaming across the Web, PC download, Facebook, and then hopefully mobile, as well.&#8221;</p>
<p>Enabling Zynga to conduct real-money gaming in the U.K. is significant for both parties.</p>
<p>Zynga is by far the largest game maker on the social network, and its poker game is the third-most-popular game on the platform. By allowing Zynga to take and pay out real money in the U.K., Facebook is opening the floodgates to gambling. Likewise, by being allowed to operate poker or other casino games on Facebook, Zynga will be able to tap into its existing network of players more easily than it could from a third-party site.</p>
<p>&#8220;Poker on a global basis is a very successful franchise, with 37 million [monthly active users],&#8221; Cottle said, although he did not know the specific number of players in the U.K.</p>
<p>This will not be Facebook&#8217;s first foray into real-money gaming in Britain, where online gambling is legal for adults over the age of 18. In August, it allowed Gamesys to launch bingo, marking the first and only game on the network, but now that seems like a very small test. At the time, <a href="http://www.reuters.com/article/2012/08/07/us-facebook-gambling-idUSBRE87614R20120807">Reuters reported</a> that Facebook had no plans to offer gambling in any other countries or with any other partners.</p>
<p>But a Facebook spokeswoman confirmed yesterday that things have changed, and that more rollouts were coming: &#8220;Real-money gaming is a popular and well-regulated activity in the U.K., and we are allowing a few developers to offer games there to adult users on Facebook Platform in a safe and controlled manner.&#8221;</p>
<p>Online gambling continues to be unregulated in the U.S., except for in a small number of states, including Nevada. <a href="http://allthingsd.com/20121205/zynga-begins-the-licensing-process-for-real-money-gaming-in-the-u-s/">Zynga has begun the arduous process of getting licensed there</a>, but it will likely take months, if not more than a year. Even if it gets approved, it will only be able to operate in that state, so it&#8217;s unlikely that Zynga or Facebook will roll out gambling in the U.S. anytime soon.</p>
<p>During Zynga&#8217;s conference call, the company confirmed that its two websites &#8212; ZyngaPlusPoker and ZyngaPlusCasino games &#8212; will launch by the end of June. The additional platforms, including PC download and Facebook, are also expected to launch during the first half of the year, but not necessarily at the same time.</p>
<p>As a reminder of why Zynga is getting into the real-money space, Cottle said, &#8220;It was in response to our players. We did some research, and a subset of our players were either already playing or wanted to play [real-money games], and trusted the Zynga brand. Given that we have the largest online poker game in the world, it seems natural to offer that as an extension.&#8221;</p>
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		<title>Zynga's Plan: Make More Money, Spend Less</title>
		<link>http://allthingsd.com/20130205/liveblog-zyngas-q4-earnings/</link>
		<comments>http://allthingsd.com/20130205/liveblog-zyngas-q4-earnings/#comments</comments>
		<pubDate>Tue, 05 Feb 2013 22:00:54 +0000</pubDate>
		<dc:creator>Tricia Duryee</dc:creator>
				<category><![CDATA[Commerce]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Social]]></category>
		<category><![CDATA[advertising]]></category>
		<category><![CDATA[David Ko]]></category>
		<category><![CDATA[earnings]]></category>
		<category><![CDATA[Facebook]]></category>
		<category><![CDATA[fourth quarter]]></category>
		<category><![CDATA[Mark Pincus]]></category>
		<category><![CDATA[Mark Vranesh]]></category>
		<category><![CDATA[mobile gaming]]></category>
		<category><![CDATA[social gaming]]></category>
		<category><![CDATA[year end]]></category>
		<category><![CDATA[Zynga]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=291836</guid>
		<description><![CDATA[Zynga has a plan to generate additional revenue from mobile and real-money gaming while also saving money by cutting back on the number of games it plans to develop.]]></description>
				<content:encoded><![CDATA[<p>Zynga still has a very long way to go, but after reporting fourth-quarter results today investors were liking what they were seeing.</p>
<p><img class="alignright size-medium wp-image-229755" alt="zynga_HQ_retro seats" src="http://allthingsd.com/files/2012/07/zynga_HQ_retro-seats-380x253.jpg" width="380" height="253" /></p>
<p>In after-hours trading, the stock was up nearly 6 percent to $2.90 a share.</p>
<p><a href="http://allthingsd.com/20130205/zynga-shows-investors-it-has-a-chance/">The fourth-quarter and year-end results</a> provide a bit of relief to the social games company, which has been trying to turn things around for the past three quarters.</p>
<p>On the call today, we heard from Zynga&#8217;s management team, including CEO Mark Pincus, but also from its new COO David Ko and CFO Mark Vranesh, who replaced Dave Wehner after he left for Facebook.</p>
<p>The call had two strong themes: How Zynga plans on driving additional revenue in the future, and how it will spend less money to do it.</p>
<p><a href="http://allthingsd.com/20130130/liveblog-facebooks-q4-earnings-call/">Not unlike Facebook</a>, mobile was one avenue where it expects to grow sales. As a testament to the company&#8217;s efforts in the space, Ko said that Zynga has grown the number of dedicated mobile employees from 20 a year ago to more than half the company today. Additionally, Zynga said 21 percent of its fourth-quarter bookings came from mobile, up from 8 percent a year ago.</p>
<p>On keeping expenses down, the company said it intends to spot games earlier in the development process that are unlikely to be hits. As part of that, it will be shutting down three duds, including the recently launched CityVille 2 sequel.</p>
<p>Here is the liveblog from earlier today:</p>
<p>&#8212;&#8212;-</p>
<p><strong>2:02 pm</strong>: Things should kick off any second. Pretty cute of Zynga to make the hold music the FarmVille 2 theme song. Too bad it&#8217;s looping tirelessly in the background.</p>
<p>Ahh, relief. The call has begun with the usual forward-looking warnings.</p>
<p><strong>2:06 pm</strong>: Pincus introducing the new faces on the call, including David Ko, COO, and Mark Vranesh, CFO.</p>
<p>He&#8217;s proud of everyone at the company for reducing operating expenses, and exceeding bookings forecast and adjusted EBITDA forecast.</p>
<p>They took a number of actions during the quarter, he said, including <a href="http://allthingsd.com/20130205/with-nearly-one-quarter-of-its-users-mobile-only-zynga-begins-the-shift-to-the-phone/">realigning the company with a mobile-first focus,</a> with more teams now focused on mobile than Web. It closed some studios, named new managers and invested in its existing talent, with 550 people taking on greater roles and responsibilities during the quarter.</p>
<p>&#8220;We&#8217;ve always been a learning company, learning from our successes and failures,&#8221; he said.</p>
<p><strong>2:10 pm</strong>: Pincus highlights the accomplishments of its popular Ville franchises, saying that it has generated $1 billion in revenue, exclusive of partner fees. In Q4, he said the games generated $100 million in gross bookings, the 11th quarter in a row of doing so.</p>
<p>He&#8217;s also talking up its newer areas of emphasis that are a bit more sexy, like social casino, including its efforts in the real-money space in the U.K., and entering in new casual genres, like arcade. In 2013, he also said its pipeline is heavily weighted to &#8220;midcore.&#8221;</p>
<p><strong>2:13 pm</strong>: More on mobile: &#8220;We are creating a network that will make it easier for people to play together. It will offer a powerful distribution channel.&#8221;</p>
<p>As we transition to mobile opportunity, he said the company will be &#8220;calling the ball&#8221; sooner and will discontinue games that it does not think will result in a hit. It will also be investing in growing its China and India development centers.</p>
<p>&#8220;The No. 1 focus is to deliver the best games. 2013 is a pivotal transition year for us at Zynga; we are excited to deliver a whole new class of mobile-social games that make it easier and better to play across mobile and social platforms.&#8221;</p>
<p><strong>2:16 pm</strong>: Pincus hands the call over to Ko, who we are hearing from for the first time. Since being hired as COO, he said he has been focused on execution.</p>
<p>He said they are planning on launching many more games on mobile, including the Invest &amp; Express category (its Ville games) in 2013.</p>
<p>Ko, the former chief mobile officer, is hot on mobile gaming. He said Zynga has the fifth largest audience on iOS, behind companies like Google and Facebook. In the quarter, they launched four new mobile games and four new Web games.</p>
<p>While it successfully expanded the portfolio during the quarter, Ko said several games missed expectations. As a result, it is closing three games: CityVille 2, Party Friends and The Friend Game.</p>
<p>&#8220;We are revamping our game quality process. We need to get feedback earlier in the process,&#8221; he said. &#8220;The two biggest changes is you&#8217;ll see a shift to mobile, and we&#8217;ll be calling the ball earlier on games. We&#8217;ll double down on the games with the most potential and ship fewer games.&#8221;</p>
<p><strong>2:21 pm</strong>: Now hearing about Zynga&#8217;s advertising efforts, with the sales team closing big deals with top advertisers.</p>
<p>On the cost side, it cut back on outside services, reduced the size of the workforce and rationalized it&#8217;s product pipeline.</p>
<p>And, real-money gaming: We are on track to deliver products with Bwin during the first half of this year. And, they&#8217;ll be rolling out products across a variety of platforms, including Facebook, Web and mobile.</p>
<p>Interesting that Zynga said its real-money efforts in the U.K. will also be on the Facebook platform, which hasn&#8217;t really done a lot on the platform to date.</p>
<p><strong>2:24 pm</strong>: Vranesh is now walking through financial results for the quarter and the year. Also the first time we are hearing from him, but Vranesh had been at the company a long time before Wehner replaced him in the lead-up to the IPO.</p>
<p><strong>2:26 pm</strong>: During this summary of the press release, be sure <a href="http://allthingsd.com/20130205/with-nearly-one-quarter-of-its-users-mobile-only-zynga-begins-the-shift-to-the-phone/">to check out Mike&#8217;s piece on Zynga&#8217;s mobile numbers</a>, which shows how much more mobile is contributing to the company than it was just a year earlier.</p>
<p><strong>2:29 pm</strong>: Vranesh notes that headcount now totals 3,058, down 251 people, quarter over quarter.</p>
<p>Some perspective on where Zynga&#8217;s stock is currently trading. It has $1.65 billion in cash, which is slightly below the roughly $2 billion market value. Add to that the value of the company&#8217;s San Francisco headquarters and it easily exceeds where it is trading.</p>
<p><strong>2:34 pm</strong>: Opening up the call to questions.</p>
<p>First question about the steps Zynga is taking on mobile platform to expand the network. What gives you confidence that they will use the network vs. the random opponents?</p>
<p>Ko takes this one: It comes down to a couple of things. We have an advantage today in mobile because of people and the network. A year ago, we had 20 people focused on mobile, and now a majority of the company is focused on mobile. On the network side, we have 72 million monthly users, we know we have games that they will enjoy and will want to play.</p>
<p><strong>2:37 pm</strong>: Did the success of FarmVille 2 make it hard for CityVille 2 to be successful?</p>
<p>Ko: In terms of spacing them out, we are focused on franchises, our goal is to create franchises. You&#8217;ll see us launch less titles, so they will ultimately be spaced further apart. The reality is we had a longer lead time of testing and learning for FarmVille 2, and that was a key learning experience we didn&#8217;t have for CityVille 2.</p>
<p><strong>2:41 pm</strong>: A question about the review process.</p>
<p>Zynga says to expect a lighter slate of games in Q1, which will increase the odds of creating new franchises throughout the year &#8212; this means fewer but bigger launches that have a greater chance of being long-term, sustainable hits (like the rest of the videogame industry tries to do).</p>
<p><strong>2:44 pm</strong>: Question about the new agreement with Facebook that loosened Zynga&#8217;s requirements on the platform.</p>
<p>A pretty vague answer by Pincus: On the strategy side, what&#8217;s important about the amendment is that in the future, we&#8217;ll have more flexibility to market our games on the Web through more distribution channels, in a way that will still work in concert with Facebook.</p>
<p><strong>2:47 pm</strong>: A question about Monthly Unique Payers, which is the number of people paying inside the company&#8217;s games.</p>
<p>Vranesh said that Web players who paid were slightly up due to FarmVille 2, and for mobile they were slightly down due to Draw Something.</p>
<p><strong>2:54 pm</strong>: A question about Zynga&#8217;s mobile daily active users: The quarter-over-quarter decline slowed in Q4 compared to Q3. Is building out the mobile network helping you grow users while Draw Something&#8217;s decline has stabilized?</p>
<p>Pincus: So, in terms of thinking of looking at our overall DAUs on mobile. First, the stability of existing mobile game traffic. Our team on Words With Friends did a great job of growing engagement during the quarter, as well as mobile Poker. The second driver of traffic will be our new game launches this year. We are bringing existing major franchises, like FarmVille 2, to mobile and other new launches. The third is what we can do on the network level, by driving distribution and ongoing engagement.</p>
<p><strong>2:58 pm</strong>: A question on year-over-year growth for mobile DAUs.</p>
<p>Vranesh: On a year-over-year basis, mobile MAUs have grown 75 percent to 72 million.</p>
<p>This is the first time that Zynga disclosed its mobile players, but it did not say in today&#8217;s release how much they have grown, so this piece of information is particularly interesting in order to judge the company&#8217;s year-over-year performance on mobile. Obviously, when Ko says that the company has gone from 20 employees focused on mobile a year ago to a majority of employees today, this is a reflection of that.</p>
<p><strong>3:04 pm</strong>: The conference call has now concluded, you may all now disconnect.</p>
<p>In summary, Zynga continues to make progress on its message to investors, but it&#8217;s still scattered. Executives talk about its prospects on a number of fronts, ranging from real-money gaming to mobile and advertising. Clearly, there&#8217;s lots brewing, but it&#8217;s too early to tell how the company will perform over the long-term.</p>
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		<title>Can Amazon's Virtual Currency Pay Off Where Facebook Credits Failed?</title>
		<link>http://allthingsd.com/20130205/can-amazons-virtual-currency-pay-off-where-facebook-credits-failed/</link>
		<comments>http://allthingsd.com/20130205/can-amazons-virtual-currency-pay-off-where-facebook-credits-failed/#comments</comments>
		<pubDate>Tue, 05 Feb 2013 17:18:22 +0000</pubDate>
		<dc:creator>Tricia Duryee</dc:creator>
				<category><![CDATA[Commerce]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Social]]></category>
		<category><![CDATA[Amazon]]></category>
		<category><![CDATA[Amazon Appstore]]></category>
		<category><![CDATA[Amazon Coins]]></category>
		<category><![CDATA[apps]]></category>
		<category><![CDATA[cash]]></category>
		<category><![CDATA[coins]]></category>
		<category><![CDATA[developers]]></category>
		<category><![CDATA[Facebook Credits]]></category>
		<category><![CDATA[in-app payments]]></category>
		<category><![CDATA[in-app purchases]]></category>
		<category><![CDATA[mobile gaming]]></category>
		<category><![CDATA[revenue share]]></category>
		<category><![CDATA[tokens]]></category>
		<category><![CDATA[virtual currency]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=291671</guid>
		<description><![CDATA[Maybe, since Amazon's motivations for rolling out a virtual currency should be a lot different.]]></description>
				<content:encoded><![CDATA[<p>Amazon today unveiled <a href="http://www.amazon.com/amazon-coins">Amazon Coins</a>, a new virtual currency that will be used for purchasing apps, games and in-app items on Kindle Fire in the U.S.</p>
<p><img class="alignright size-medium wp-image-291685" alt="amazon coin" src="http://allthingsd.com/files/2013/02/amazon-coin-380x197.png" width="380" height="197" />The virtual currency sounds a lot like the defunct Facebook Credits. Facebook originally launched Credits in 2011, but 18 months later <a href="http://allthingsd.com/20120619/giving-credit-where-due-facebook-to-scale-back-payments-system/">it began moving developers away from the program</a> and allowing them to accept the local currency in each country.</p>
<p>So, can Amazon be successful where Facebook failed?</p>
<p>First, we should look at the theory behind Facebook Credits. It seemed logical: Customers would have the financial relationship with Facebook, rather than trusting some company they&#8217;d never heard of with their credit card information. Additionally, they could store their tokens in one central piggy bank and then use them wherever they&#8217;d like, rather than buying currency in a game that they may only want to play once.</p>
<p>But that experience didn&#8217;t exactly pan out.</p>
<p>Instead, developers required users to convert Facebook Credits to yet another form of virtual currency inside each game, like FarmVille cash. In doing so, developers hoped players would became more committed to the game, at least until the initial batch of coins ran out. The in-game currency also made it hard for players to know how much they were spending (for instance, it’s typically easier to spend 5,000 FarmVille bucks when you don&#8217;t know their true value, but it was more difficult to spend 10 Facebook Credits when you knew it cost $1 to get them).</p>
<p>Now, if you look at how Amazon has set up its currency, it&#8217;s easy to see how it could face similar problems.</p>
<p>Each Amazon coin will be worth one cent, so a game that costs $2.99 will cost 299 coins. Likewise, a $5 in-app purchase would cost 500 coins. It may be easy math for the players to do, but Amazon confirmed that it will also allow developers to use their own in-game currencies, just like Facebook.</p>
<p>That means that developers will be able to hide the real cost of virtual goods inside a game with more complicated exchange rates, if they wish.</p>
<p>Amazon also confirmed that developers will continue to earn their standard 70 percent revenue share with Amazon Coins.</p>
<p>In those ways, the programs are identical. The major difference between Amazon and Facebook, however, is that Amazon already has credit cards on file for each customer, whereas none of Facebook&#8217;s users had provided payment information when they registered.</p>
<p>So, in that respect, Amazon&#8217;s motivation for rolling out a virtual currency should be different.</p>
<p>One benefit for introducing Coins will be that parents will be able to easily dictate spending limits inside games for their children. After all, the coins will be valid only inside the Appstore. Customers will not be able to use them anywhere else, like for purchasing an e-book or a movie.</p>
<p>The different silos for the different payment information may be exactly what Amazon is looking for, but for Facebook it ultimately became a problem. As Facebook started to expand its product offerings beyond virtual goods to real products, like Gifts, no vendor was going to be willing to accept the 70 percent revenue share first rolled out to game developers. At the same time, having a complicated two-tier or multi-tier revenue share process, depending on the item sold, may have been complicated.</p>
<p>True currency ended up being an easier way to conduct transactions for all parties.</p>
<p>In that way, Amazon&#8217;s goals for its currency may be way less ambitious. Instead of creating a currency that will span all types of products and services, it may end up being a simple way for parents to regulate spending inside games, and an easier way for adults to monitor their own spending. (For instance, at the beginning of the month, you could decide to purchase $25 worth of coins, and once they are gone, you wouldn&#8217;t allow yourself to buy anymore.)</p>
<p>Amazon Coins will launch in the U.S. this May. To help spur adoption of the program, Amazon pledges to give customers &#8220;tens of millions of dollars’ worth of free Amazon Coins&#8221; to spend on developers’ apps on Kindle Fire in the Amazon Appstore.</p>
<p>&#8220;Now we have another new way to help developers reach even more of our millions of customers,&#8221; said Paul Ryder, Amazon&#8217;s VP of Apps and Games, in a statement. &#8220;Amazon Coins gives customers an easy way to spend money on developers’ apps on Kindle Fire in the Amazon Appstore.&#8221;</p>
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		<title>Seattle Museum Brings the Videogame Making Process to Life (Video)</title>
		<link>http://allthingsd.com/20130204/seattle-museum-brings-the-videogame-making-process-to-life/</link>
		<comments>http://allthingsd.com/20130204/seattle-museum-brings-the-videogame-making-process-to-life/#comments</comments>
		<pubDate>Mon, 04 Feb 2013 21:35:56 +0000</pubDate>
		<dc:creator>Tricia Duryee</dc:creator>
				<category><![CDATA[Commerce]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Ann Farrington]]></category>
		<category><![CDATA[Big Fish Games]]></category>
		<category><![CDATA[Brian Thompson]]></category>
		<category><![CDATA[Fetch]]></category>
		<category><![CDATA[mobile gaming]]></category>
		<category><![CDATA[MOHAI]]></category>
		<category><![CDATA[Museum of History & Industry]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=291238</guid>
		<description><![CDATA[Seattle-based Big Fish Games helped to build an installation that deconstructs the year-long process of making a mobile game.]]></description>
				<content:encoded><![CDATA[<p><div id="attachment_291239" class="wp-caption aligncenter" style="width: 650px"><img class="size-large wp-image-291239" alt="The Museum of History &amp; Industry in Seattle dedicates an exhibit to the Big Fish videogame Fetch." src="http://allthingsd.com/files/2013/02/IMG_8598-640x426.jpg" width="640" height="426" /><p class="wp-caption-text">The Museum of History &amp; Industry in Seattle dedicates an exhibit to the Big Fish videogame Fetch.</p></div></p>
<p>There are museums that celebrate the art of videogame making and the history of the business. But a new exhibit in Seattle reveals the process.</p>
<p>As part of the Museum of History &amp; Industry&#8217;s reopening in December, Seattle-based Big Fish Games helped to build an installation that deconstructs the year-long process of making a mobile game.</p>
<p>The exhibit is a little unusual in that it focuses on Fetch, a game that is still a couple months away from launching. Visitors to the museum can get an inside look at how the mobile game was created, from brainstorming the original idea to establishing the look and feel of the art to the final production process.</p>
<p>A couple of steps along the way include hand-drawn sketches from the game&#8217;s artists, which show how the style evolved over time. For instance, a sequence of drawings reveals how the tail of the main dog, Bear, gets shaggier over time &#8212; just as you might expect in an animated movie. The game itself is about a boy who tries to save Bear after he’s been captured.</p>
<p>The display will be at the museum until September, and visitors are allowed to play the game on iPads as part of the exhibit.</p>
<p>Here&#8217;s a video of Brian Thompson, the game&#8217;s art director, and Ann Farrington, the museum&#8217;s creative director, describing how the two worked together over several months to create an exhibit that celebrated Seattle&#8217;s strong videogame industry.</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=C3BE3645-0E83-40FD-BB59-5429CB7C7236&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={C3BE3645-0E83-40FD-BB59-5429CB7C7236}&playerid=4001&plyMediaEnabled=1&configURL=http://m.wsj.net/video-players/&autoStart=false" base="http://s.wsj.net/media/swf/" name="microflashPlayer" width="640" height="360" seamlesstabbing="false" type="application/x-shockwave-flash" swLiveConnect="true" pluginspage="http://www.macromedia.com/shockwave/download/index.cgi?P1_Prod_Version=ShockwaveFlash"></embed><br />[ See post to watch video ]</div></object></p>
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		<title>ATD Q&amp;A: Zynga's President of Games Steve Chiang</title>
		<link>http://allthingsd.com/20130204/atd-qa-zyngas-president-of-games-steve-chiang/</link>
		<comments>http://allthingsd.com/20130204/atd-qa-zyngas-president-of-games-steve-chiang/#comments</comments>
		<pubDate>Mon, 04 Feb 2013 18:00:00 +0000</pubDate>
		<dc:creator>Tricia Duryee</dc:creator>
				<category><![CDATA[Commerce]]></category>
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		<category><![CDATA[Mobile]]></category>
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		<guid isPermaLink="false">http://allthingsd.com/?p=287203</guid>
		<description><![CDATA[Here are some highlights from a recent interview with Steve Chiang, Zynga's new president of games.]]></description>
				<content:encoded><![CDATA[<p>One of the keys to Zynga&#8217;s turnaround will be producing games that people want to play.</p>
<p>As most know, the San Francisco gaming company has struggled to find the right balance as consumer behavior has shifted from playing social games on Facebook to playing games on their phones.</p>
<p><img class="alignright size-medium wp-image-283244" alt="Chiang headshot" src="http://allthingsd.com/files/2013/01/Chiang-headshot-190x285.jpg" width="190" height="285" /></p>
<p>In the third quarter, 60 million people played Zynga&#8217;s games on a daily basis, up 11 percent from the year-ago period. But those gains were only possible due to mobile offsetting declines on Facebook. The worry of Wall Street investors over the situation is apparent in the price of its stock, now at $2.66, which remains 72 percent below its initial public offering price at the end of 2011.</p>
<p>But Zynga management believes it knows how to turn things around, including expanding beyond its classic Ville-style titles, like FarmVille, to more genres that appeal to a wider audience, including casino and more hardcore titles.</p>
<p>In a story earlier today, <a href="http://allthingsd.com/20130204/getting-back-into-the-game-can-this-trio-chiang-ko-and-cottle-revive-zynga/">I wrote about the three executives</a> that CEO Mark Pincus has appointed to help turn things around. One of them is Steve Chiang, the company&#8217;s new president of games.</p>
<p>Here are some highlights from an interview I recently did with Chiang:</p>
<p><strong>Tell me a little bit about your background.</strong></p>
<p><strong>Chiang:</strong> I got into computers early, when I was six or seven, and I was really into videogames and playing games on my computer. And then I got into programming. First, I got into the industry when I graduated from school as a programmer, by creating games for Super Nintendo. That&#8217;s when making a game included one programmer and two artists, or two programmers and five artists, so they were really small teams, so you really had to know all aspects of game development.</p>
<p>And then, in 1994, myself and some guys I went to high school with, and John Schappert, started Tiburon. We started making Super Nintendo games, and then we started working on Madden when the contract came up after the other company didn&#8217;t ship the game on time. It was the best-selling game on PlayStation that year, which led to the acquisition by [Electronic Arts].</p>
<p>I stopped programming in 1998 or 1999. When I left EA, I was overseeing all sports development for Peter Moore, who was heading up the sports label, and I headed up development across Vancouver and Orlando.</p>
<p><strong>What was the attraction to Zynga?</strong></p>
<p><strong>Chiang:</strong> In 2009, when I was thinking of joining Zynga, we had FIFA Ultimate Team, which was a card-based microtransaction mode. It was a $10 mode you paid for, and then you had $1.50 card packs. We quickly saw the microtransaction part of it surpass the $10 for the mode. So you reduce the $10 to free to reduce the friction.</p>
<p>Microtransactions and free-to-play seemed like the future, for sure. The second aspect was time. Having an hour to sit down and play a game is not easy to come by when you have a family, so, as a person who loves games, the idea of playing games for five to 10 minutes with friends was really appealing. I saw myself reconnecting with people from high school, and I saw my parents playing with my kids. The only game my ex-wife will play is Words With Friends, except for SingStar, a karaoke game on PlayStation.</p>
<p>When you are creating a place where women, children and older parents are all playing, it&#8217;s an incredible feeling and experience. It&#8217;s like the first time I saw &#8220;Star Wars&#8221; in the movie theatre &#8212; that&#8217;s what we are creating for people. That&#8217;s what we are trying to create on a day-in and day-out basis.</p>
<p><strong>I&#8217;ve spoken to people before about the initial draw of Zynga being that so many people end up playing your game, unlike a console title that has a limited audience. </strong></p>
<p><strong>Chiang:</strong> Absolutely, in entertainment, you want to make hits. When you are working on sports games year after year, it&#8217;s not super appealing. But the idea you get to work on a game played by millions of people? That&#8217;s great.</p>
<p>I mean, I always tell people, you spend the same amount of time on a game that gets canceled as one that is seen by millions of people.</p>
<p><strong>Do you believe the definition of a social game is changing? </strong></p>
<p>I do. It&#8217;s a moniker, like casual gaming. We label stuff, but essentially the business model is free-to-play, and gaming has always been social. I look at us as doing free-to-play games on multiplatform.</p>
<p><strong>For a while, social equaled Facebook.</strong></p>
<p>Yeah, that&#8217;s how I interpreted it, as well. But when you look at Words With Friends, that&#8217;s what a social game looks like, where you are interacting with a friend on a daily basis.</p>
<p><strong>Zynga and Facebook just changed their contract language, which is less restrictive and will free you up to do more things, right?</strong></p>
<p><strong>Chiang:</strong> I think Facebook is a really valuable partner. We struck a new agreement, which enhances our partnership in some ways, and allows you to invest more in our platform and mobile.</p>
<p><strong>Everyone talks about gaming as a hits-driven business. Is it possible to sustain that over the long term?</strong></p>
<p><strong>Chiang:</strong> I think we&#8217;ve seen companies like EA and Activision be able to sustain [that]. There&#8217;s aways peaks and valleys.</p>
<p>With social, it&#8217;s more about gaming as a service &#8212; it&#8217;s a TV model, if you will. We continue to put out new content every week, and on Facebook every single day. That keeps our players engaged. There&#8217;s games like Poker that have been around forever. There are certainly franchises. It&#8217;s not that different from a Call of Duty or a Madden Football, which has been going on for 15 years now. We have some of the same characteristics in Poker and Words With Friends.</p>
<p><strong>Tell me about the story arc for Zynga&#8217;s Villes. How come some are not as successful as the ones in the past?</strong></p>
<p>What we&#8217;ve seen is a few different things. We are seeing consumer tastes changing, and there&#8217;s a player movement toward mobile gaming. If you look at just a single platform, you&#8217;ll see a peak or a leveling-off of gaming on Facebook. But we are seeing growth on mobile. As we go multiplatform, we may have peaks and valleys on a single platform, but we&#8217;ll see overall growth.</p>
<p><strong>That seems to be a platform issue, but is there something about Villes in particular that is no longer popular?</strong></p>
<p><strong>Chiang:</strong> When I look at FarmVille 2, it&#8217;s reengaging a lot of players, and is off to a great start. There&#8217;s an aspect of something new, and so players are saying, &#8220;Let&#8217;s try that.&#8221;</p>
<p>A game like Pokemon peaked at a $1 billion business, but over time, it&#8217;s still a big business and it has sustained. Traditionally, you&#8217;ll see a massive pop and then it will sustain. It&#8217;s a great business, and when we put out great content like FarmVille 2, our players respond and they engage.</p>
<p><strong>Let&#8217;s go back to the cross-platform approach. Zynga is going after both Facebook and mobile, and has restructured its leadership team around that. How has your job changed?</strong></p>
<p><strong>Chiang:</strong> I took over all of the games business, so I have every game on mobile and Web, and just recently I reorganized around our players and genres.</p>
<p>We have some great leaders, and some of the most experienced in social gaming in the western world. We are going to run our &#8220;Invest and Express,&#8221; which are our Ville games. We have a new group in PVP (player versus player), which is focused on men 18 to 34.</p>
<p>Then we have our casino group, which is poker and male-skewing, and we have slots and bingo, which is focused on women. And then we have our mobile casual group, which is focused around some of our big franchises, like Draw Something and Words With Friends.</p>
<p><strong>Some critics say that Zynga&#8217;s games are not fun. What do you say to that?</strong></p>
<p><strong>Chiang:</strong> I think when you look at a game like FarmVille 2 or Elite Slots, we are driving new innovation, and we are continuing to push innovation. At the same time, if we change too much, players complain. We saw it in sports games, and you see it in social gaming, you want a consistent feel and familiarity. You don&#8217;t want to redo everything.</p>
<p><strong>Zynga is such a data-driven company, I&#8217;m curious what metrics do you look at every day, and which ones are most important?</strong></p>
<p><strong>Chiang:</strong> We look at the net promoter score, where we ask players to rate the game from one to 10. A nine to 10 is a promoter, and below a six is a detractor. We certainly look at overall how many people are playing and what our retention is, especially after launch, to check out retention after seven days to see which way it&#8217;s headed.</p>
<p><strong>Why didn&#8217;t The Ville do well? Zynga announced it was cutting back on it as soon as it went live.</strong></p>
<p><strong>Chiang:</strong> I think with The Ville, the team made a great effort. But we did not deliver.</p>
<p>Our players didn&#8217;t respond to it as we would have expected. We hit a high DAU (daily active user), but they did not retain as well as some of our other games. We looked at all of that, and applied that to our future games. When you are going for hits, we&#8217;ll also have some failures.</p>
<p><strong>Do you have a mantra, or a way to rally the troops right now that makes everyone believe you can create another hit? Something to inspire them? How do you manage the turnaround process?</strong></p>
<p>For us, it&#8217;s about focus and getting back to basics. Our team across the board has delivered hits. We&#8217;ve had a number of great game makers who have been tied up with games, and now they are focused on new projects. We are reducing the number of games we are making, and focusing on a fewer with the highest potential in Invest and Express, player versus player and casino.</p>
<p><strong>With many departures over the past few months, does Zynga still have the talent to make good games?</strong></p>
<p><strong>Chiang:</strong> Absolutely. We had a lot of people joining before the IPO, and some of those folks have opted out, but the bench is still really deep. We are also still attracting a lot of folks. Social is not for everyone, so some people came here to try something, but the future is really bright. We have a strong network of players on Facebook and mobile, and a number of great games in the pipeline that should be &#8212; and we&#8217;ll see how they do &#8212; but are going to be really fun and social.</p>
<p><strong>Is there a message that you&#8217;d like to get out to people on Zynga&#8217;s game creation? Do you think there is an impression people have that you&#8217;d like to correct?</strong></p>
<p><strong>Chiang:</strong> I never thought about that. I firmly believe that we have a huge bright future and have the best position for talent, and in terms of our network and in terms of mobile and Facebook players to drive the biggest and best entertainment in the world. We are well-positioned that way, and hopefully you&#8217;ll see things in the future that will surprise and delight a lot of people.</p>
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		<title>Getting Back Into the Game: Can This Trio -- Chiang, Ko and Cottle -- Revive Zynga?</title>
		<link>http://allthingsd.com/20130204/getting-back-into-the-game-can-this-trio-chiang-ko-and-cottle-revive-zynga/</link>
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		<pubDate>Mon, 04 Feb 2013 14:00:05 +0000</pubDate>
		<dc:creator>Tricia Duryee</dc:creator>
				<category><![CDATA[Commerce]]></category>
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		<guid isPermaLink="false">http://allthingsd.com/?p=283190</guid>
		<description><![CDATA[Meet the three executives that Zynga's Mark Pincus is hoping can turn the company around.]]></description>
				<content:encoded><![CDATA[<p><img class="alignright size-medium wp-image-229754" alt="zynga_HQ_outdoors" src="http://allthingsd.com/files/2012/07/zynga_HQ_outdoors-380x253.jpg" width="380" height="253" /></p>
<p>Was it only just over a year ago that Zynga was the hottest game company on the planet?</p>
<p>Today &#8212; after seemingly endless executive departures (among the missing in action are the COO, CMO, CFO and the chief creative officer), a falloff in the popularity of its many games on the important Facebook platform, and a perpetually moribund stock price from a $9 billion valuation at its IPO in December of 2011 to $2 billion today &#8212; such a moment of glory seems but a very distant memory.</p>
<p>Now, in the wake of the crash, Zynga founder and CEO Mark Pincus is betting his dwindling chips on <a href="http://allthingsd.com/20121113/in-a-high-level-restructuring-zynga-promotes-david-ko-and-cfo-exits-for-facebook/">a trio of lieutenants</a> to make things right: Steve Chiang, who is now president of games; David Ko, Zynga&#8217;s former chief mobile officer, who has been promoted to COO; and Barry Cottle, who was named chief revenue officer.</p>
<p>Establishing the three executives&#8217; credibility and skill sets will be instrumental in regaining Wall Street&#8217;s confidence in the San Francisco gaming company, and perhaps reestablishing it as a growing and thriving concern.</p>
<p>So, can they do it? To find out, <strong>AllThingsD</strong> interviewed all three, as well as more than a dozen current and former co-workers of the managers, to get a handle on who they are and what roles they are playing in the company&#8217;s turnaround process.</p>
<p><img class="alignleft size-medium wp-image-289463" alt="Chiang headshot" src="http://allthingsd.com/files/2014/01/Chiang-headshot-190x285.jpg" width="190" height="285" /></p>
<p><strong>Steve Chiang, president of games:</strong></p>
<p>Chiang, 41, who is now leading all game development, has one of the toughest jobs at the company.</p>
<p>Zynga operates a hits-driven business, and must continue to make compelling games to draw in large audiences, something it has of late struggled to do.</p>
<p>One problem is that it has persisted in churning out its once powerful Ville-style games &#8212; FarmVille, CityVille, et al &#8212; while its competitors moved on to other genres, such as casino games and action-packed games aimed at males.</p>
<p>Those two new categories, as well as its original Ville genre, which it calls &#8220;Invest and Express,&#8221; will be at the top of the company&#8217;s priority list, in addition to developing across social and mobile.</p>
<p>In this, Chiang&#8217;s efforts are critical. But what has made this executive&#8217;s path at Zynga unusual was his rise, then fall &#8212;  and then rise again &#8212; within the corporate ranks.</p>
<p>Ahead of the IPO, Zynga was relentless in its efforts to build out a strong bench of C-level executives. One impressive <a href="http://allthingsd.com/20110426/eas-coo-john-shappert-leaves-to-join-zynga/">hire was John Schappert</a>, who came on board as chief operating officer to lead the company&#8217;s game strategy.</p>
<p>Schappert hailed from Electronic Arts, where he knew Chiang better than anyone else. Together, Chiang and Schappert co-founded Tiburon Entertainment, which was acquired by Electronic Arts in 1998, and continues to be responsible for hit games such as Madden NFL.</p>
<p>Chiang arrived at Zynga first, in March 2010, as EVP of Games. But when Schappert joined Zynga in April 2011, Chiang&#8217;s responsibilities naturally decreased as less work was left to go around.</p>
<p>Zynga&#8217;s former chief creative officer, Mike Verdu, who worked closely with Chiang, recalled the transition. &#8220;There was certainly a period, especially as other executives came in, that the weight of influence shifted away from Steve,&#8221; he said. &#8220;All of our roles changed a bit when John was there. He had a very different way of doing things, and when he left, there was a realignment of the organization.&#8221;</p>
<p>Schappert <a href="http://allthingsd.com/20120801/zyngas-mark-pincus-grabbing-game-oversight-from-coo/">stepped down in August of 2012</a>, one of the company&#8217;s highest-profile departures.</p>
<p>Because Schappert was the front man in the company&#8217;s IPO, the shy Chiang is not as well-known, despite having worked there for three years. His resume at the company includes releasing CityVille, which became the biggest game at the time. He also grew the company into a worldwide organization, adding studios across the U.S. and internationally. He pushed the company into new categories, such as arcade-style gaming and hidden objects. Recent credits include the launch of FarmVille 2, the company&#8217;s most recent hit.</p>
<p>Chiang spoke briefly and without a lot of actual detail about his time working with Schappert at Zynga. &#8220;He&#8217;s a personal friend of mine, and he brought a lot to the company, and we made some internal changes and he decided to move on,&#8221; he said.</p>
<p>Now, with the reins in Chiang&#8217;s hands, he says he will focus on developing games that appeal to a wide audience. To free up talent to work on new projects, the company is sunsetting 13 of its games, including PetVille, Mafia Wars 2 and Indiana Jones Adventure World.</p>
<p>&#8220;We&#8217;ve had a number of great game makers who have been tied up and now they are focused on new projects,&#8221; Chiang said. &#8220;We are reducing the number of games we are making, and focusing on fewer with the highest potential in Invest and Express, player versus player, and casino.&#8221;</p>
<p>Whether Chiang can pull it off remains to be seen. But one of Chiang&#8217;s direct reports &#8212; who declined to be named &#8212; said: &#8220;We aren&#8217;t all driven by money or fame. A lot of people are driven by pride. Steve internalizes that. He&#8217;s a champion for the game makers, but ultimately, for the players themselves.&#8221;</p>
<p>For more on Chiang, <a href="http://allthingsd.com/20130204/atd-qa-zyngas-president-of-games-steve-chiang/">click here for an exclusive Q&#038;A interview</a>.</p>
<p><img class="alignright size-medium wp-image-289462" alt="David Ko Photo_full.jpg.jpg" src="http://allthingsd.com/files/2014/01/David-Ko-Photo_full.jpg.jpg-189x285.jpg" width="189" height="285" /></p>
<p><strong>David Ko, chief operations officer:</strong></p>
<p>There&#8217;s a long list of reasons why David Ko, 41, earned the promotion to chief operations officer. Over the past two years as chief mobile officer, the former Yahoo exec has overseen the release of 30 mobile games and closed two of Zynga&#8217;s largest acquisitions.</p>
<p>The first acquisition was Newtoy, which is known for the very popular Words With Friends mobile game. The second acquisition, of OMGPOP, was less successful. Immediately after Zynga purchased the company for $180 million in cash, its hit product, Draw Something, fell dramatically in the rankings, although it still accounts for the bulk of the company&#8217;s mobile users today.</p>
<p>That said, if mobile is critically important to the company&#8217;s future, then having Ko as the second in command was a clear message of its importance.</p>
<p>Ko is now second in command, with purview over 3,000 employees, as well as being the public face for the media and Wall Street. On Tuesday, in fact, he will make his first appearance on the company&#8217;s fourth-quarter earnings call.</p>
<p>He has a lot to learn, which is why Ko asked everyone to stand up and introduce themselves at a recent meeting of 130 managers. &#8220;It was interesting to go around the room and hear from people who had been there for four to five years, or for two months,&#8221; he said. &#8220;It was a great diversity of talent, and they came from all different backgrounds.&#8221;</p>
<p>Ko&#8217;s more inclusive management style is likely to be welcomed by employees, especially since Pincus is known for valuing data over people. &#8220;Mark [Pincus] misses that stuff at times,&#8221; one former employee said. &#8220;It&#8217;s a mercenary culture; he looked at people as fungible.&#8221;</p>
<p>But Ko&#8217;s fast ascent to COO is not sudden as it may look, say insiders.</p>
<p>&#8220;In spite of the fact that he looks like he is 12, he&#8217;s the adult in the room,&#8221; said a former co-worker of Ko&#8217;s, who knew him from his days at Yahoo. &#8220;That&#8217;s the irony.&#8221;</p>
<p>Prior to Zynga, Ko worked at Yahoo for a decade starting in 2000. He was based initially in Asia, where he ran the Silicon Valley Internet giant&#8217;s mobile business. In 2009, Ko then returned Yahoo&#8217;s headquarters as the SVP of mobile, but was quickly promoted amid much executive turmoil to be the North American audience head.</p>
<p>Ko said his non-gaming background is a plus, because he has extensive experience monetizing content.</p>
<p>&#8220;We have lots of people with all kinds of backgrounds in social or gaming, but what the company needs is about making sure the content is available to everyone and can be monetized in different ways, whether it&#8217;s advertising or user pay.&#8221; he said. &#8220;I have a lot of experience with this. Advertising is becoming a bigger piece of monetizing, and that&#8217;s one of my core competencies.&#8221;</p>
<p>In his first three months as COO, Ko said, he has made three priorities at the company: To create a sense of discipline, to make the company&#8217;s strategies clear and to have fun doing it.</p>
<p>The reality of it all, Ko said, is that he has spent most of his time on the first two: &#8220;I have to remind myself at times, we are still a games company. We do have to do some fun things.&#8221;</p>
<p>One time the whole company has fun is for an hour every Wednesday when Zynga staffers drop everything they are doing to play a game under development. It was a practice that the company used to do in the early days, and Pincus asked Ko to bring back. After the employees play, they then provide feedback on what they liked and didn&#8217;t like about the game.</p>
<p>&#8220;Ultimately, we are a games company, and we have to make sure that people find the games fun that we are going to launch,&#8221; Ko said.</p>
<p><img class="alignleft size-medium wp-image-289464" alt="Barry Cottle_headshot.jpg" src="http://allthingsd.com/files/2014/01/Barry-Cottle_headshot.jpg-189x285.jpg" width="189" height="285" /></p>
<p><strong>Barry Cottle, chief revenue officer:</strong></p>
<p>Barry Cottle, 51, is the newest to Zynga of the three top execs, having joined the company in January 2012 as EVP of corporate and business development.</p>
<p>Previously, he was head of EA Interactive, where he oversaw a group the size of Zynga, including the company&#8217;s social and mobile gaming divisions and its PopCap unit. As such, his departure was a particularly big blow to EA.</p>
<p>As chief revenue officer at Zynga, Cottle is now responsible for securing partnerships and advertising, plus he is responsible for sales operations and the company&#8217;s real-money gaming initiatives.</p>
<p>And also the care and maintenance of Zynga&#8217;s most significant relationship &#8212; with Facebook.</p>
<p>In November, <a href="http://allthingsd.com/20121129/facebooks-new-terms-treat-zynga-like-most-other-game-developers/">Zynga and Facebook announced</a> that the two companies had renegotiated their contract, which will make their partnership less complicated. It also provided some benefits to Zynga, such as the ability to launch games first for mobile. Cottle worked directly with Facebook&#8217;s Dan Rose on the new terms, unlike the original contract, which was negotiated directly between the two Marks: Mark Zuckerberg and Mark Pincus.</p>
<p>He also moved quickly on the company&#8217;s online gambling efforts by setting up a partnership with Bwin in the U.K., which will go live early this year, and also <a href="http://allthingsd.com/20121205/zynga-begins-the-licensing-process-for-real-money-gaming-in-the-u-s/">kicked off</a> the years-long process of getting a real-money gaming license in the U.S., starting with Nevada.</p>
<p>The deals are a demonstration of just how eager Cottle is to drum up new revenue wherever he can.</p>
<p>In Cottle&#8217;s previous jobs, he had to be equally scrappy. He joined EA in 2007 to manage the company&#8217;s roughly $700 million acquisition of Jamdat, a mobile games company. At the time, mobile gaming consisted of developers making Java and Brew games.</p>
<p>But when the iPhone came out, Cottle took on the job of convincing his superiors that smartphones were the future.</p>
<p>One of his former reports at EA recalled that as soon as Cottle made the decision to develop five games for the iPhone&#8217;s App Store, &#8220;We were in the war room the next day and were moving resources to the iPhone.&#8221;</p>
<p>Prior to EA, Cottle co-founded a company called Mobile Digital Media. (The company, which was later renamed Quickoffice, was acquired by Google last year.) The entrepreneurial effort was a spinoff from Cottle&#8217;s days at Palm, where he was part of the executive team that took the company public. Earlier in his career, he was a Disney executive for 10 years, working on the company&#8217;s TV and Internet services.</p>
<p>In many ways, Cottle&#8217;s job at Zynga is similar to the one at EA. But instead of managing the move from feature phone to smartphone, this time he&#8217;s transitioning the company from social gaming to mobile gaming.</p>
<p>As part of that, one of Cottle&#8217;s biggest challenges will be finding a way for Zynga&#8217;s games to be discovered on mobile.</p>
<p>With Facebook, Zynga leveraged virality &#8212; friends invited friends to play, or discovered games through their news feeds. But mobile does not have the same dynamics, making distribution much more challenging. Last year, Cottle inked a deal directly with T-Mobile USA, which preloads some of Zynga&#8217;s games on to smartphones, and which is actually a throwback to when games were best distributed through the carriers.</p>
<p>Recognizing the pace at which the business is moving, Cottle said, &#8220;You have to be able to move fast and adapt and ensure that you bring your consumers with you. They&#8217;ll move from platform to platform; we just need to bring our franchises along with them.&#8221;</p>
<p>To accomplish this, Cottle has one key strength in his corner: A reputation for working as hard as it takes.</p>
<p>Zynga&#8217;s general counsel, Reggie Davis, who has known Cottle since they both worked at Hallmark Cards in Kansas City 25 years ago, said: &#8220;He&#8217;s Midwest like me. We got taught to show up early and to clean up afterwards &#8212; and if you do, you might get asked back. That&#8217;s totally Barry.&#8221;</p>
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		<title>PlayHaven Hires Ex-AdMob Employee Charles Yim as COO</title>
		<link>http://allthingsd.com/20130130/playhaven-hires-ex-admob-employee-charles-yim-as-coo/</link>
		<comments>http://allthingsd.com/20130130/playhaven-hires-ex-admob-employee-charles-yim-as-coo/#comments</comments>
		<pubDate>Wed, 30 Jan 2013 16:00:30 +0000</pubDate>
		<dc:creator>Tricia Duryee</dc:creator>
				<category><![CDATA[Commerce]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[AdMob]]></category>
		<category><![CDATA[Charles Yim]]></category>
		<category><![CDATA[Google]]></category>
		<category><![CDATA[Industry Moves]]></category>
		<category><![CDATA[mobile advertising]]></category>
		<category><![CDATA[mobile gaming]]></category>
		<category><![CDATA[PlayHaven]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=289954</guid>
		<description><![CDATA[PlayHaven, a mobile ad platform designed specifically for games, has hired Charles Yim as its COO. Yim joined Google in 2010 through its acquisition of AdMob. At Google, he headed up mobile app partnerships, and at AdMob he worked on the business development team. At PlayHaven, Yim will be responsible for overseeing the company's international expansion, advertiser relations, developer relations and business development.]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.playhaven.com/">PlayHaven</a>, a mobile ad platform designed specifically for games, has hired Charles Yim as its COO. Yim joined Google in 2010 through its acquisition of AdMob. At Google, he headed up mobile app partnerships, and at AdMob he worked on the business development team. At PlayHaven, Yim will be responsible for overseeing the company&#8217;s international expansion, advertiser relations, developer relations and business development.</p>
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		<title>Kabam Hits Profitability in 2012 on Revenue of $180 Million</title>
		<link>http://allthingsd.com/20130128/kabam-hits-profitability-in-2012-on-revenue-of-180-million/</link>
		<comments>http://allthingsd.com/20130128/kabam-hits-profitability-in-2012-on-revenue-of-180-million/#comments</comments>
		<pubDate>Mon, 28 Jan 2013 20:52:23 +0000</pubDate>
		<dc:creator>Tricia Duryee</dc:creator>
				<category><![CDATA[Commerce]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Social]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[Facebook]]></category>
		<category><![CDATA[Kabam]]></category>
		<category><![CDATA[Kevin Chou]]></category>
		<category><![CDATA[Kingdoms of Camelot]]></category>
		<category><![CDATA[mobile gaming]]></category>
		<category><![CDATA[social gaming]]></category>
		<category><![CDATA[The Hobbit]]></category>
		<category><![CDATA[Zynga]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=289210</guid>
		<description><![CDATA[The privately held games company said its gross revenue increased 70 percent year over year based on a strong mobile performance.]]></description>
				<content:encoded><![CDATA[<p>Kabam doesn&#8217;t have to report earnings since it&#8217;s privately held, but that didn&#8217;t stop it from saying today that it was profitable last year on gross revenue of $180 million.</p>
<p><img class="alignright size-medium wp-image-253724" alt="The Hobbit_ATA_Art" src="http://allthingsd.com/files/2012/09/The-Hobbit_ATA_Art-380x220.jpeg" width="380" height="220" />The game maker started off as a Facebook developer, but over the past year has moved aggressively into mobile gaming. It is known for building mid-core social games, including such hits as Kingdoms of Camelot and The Hobbit: Kingdoms of Middle-earth.</p>
<p>The San Francisco company <a href="http://www.businesswire.com/news/home/20130128005285/en/Kabam-Reports-Explosive-Growth-2012">said its gross revenue increased 70 percent</a> year over year, and that it is now on a $200 million run rate.</p>
<p>In this case, the numbers are the equivilent of a public company&#8217;s bookings, Kabam said. That means the figures do not take into account the 30 percent cut that Kabam must pay to Facebook or Apple when items are purchased inside of games.</p>
<p>By releasing the numbers today, Kabam gets out in front of social gaming leader Zynga, which will report 2012 results next Tuesday. Despite Zynga&#8217;s recent challenges, it still is expecting to record bookings of up to $1.1 billion in 2012. </p>
<p>It is important to note, however, that Zynga&#8217;s bookings already take into account the 30 percent cut it pays to Facebook and others, which means the comparison is not exactly accurate. A better comparison would be Zynga&#8217;s 2012 gross revenues, which won&#8217;t be reported until next week.</p>
<p>“Kabam blew past its plan in 2012,” said Kabam&#8217;s co-founder and CEO Kevin Chou in a statement. “At this time last year we forecast 2012 revenue to grow by 30 to 40 percent. Because of our team’s focus on strategic growth across diverse game genres and platforms, including mobile and the Web, we exceeded our own expectations.&#8221;</p>
<p>Kabam attributed its rapid growth to diversifying beyond Facebook. At the end of 2011, nearly all of the company&#8217;s revenue was coming exclusively from the social network. Now, it also has games on iOS, Android and the Web. Additionally, it said seven of its games grossed more than $1 million a month in 2012.</p>
<p>Based on the company&#8217;s last fundraising in May 2011, it was valued privately at $500 million. The valuation would have been determined before Zynga went public, and before there was anything directly comparable on the public market, so it easily could have changed by now.</p>
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		<title>With Miiverse Apps, Nintendo Will Finally Venture Onto Smartphones</title>
		<link>http://allthingsd.com/20130124/with-miiverse-apps-nintendo-will-finally-venture-onto-smartphones/</link>
		<comments>http://allthingsd.com/20130124/with-miiverse-apps-nintendo-will-finally-venture-onto-smartphones/#comments</comments>
		<pubDate>Thu, 24 Jan 2013 20:55:33 +0000</pubDate>
		<dc:creator>Tricia Duryee</dc:creator>
				<category><![CDATA[Commerce]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Product News]]></category>
		<category><![CDATA[3DS]]></category>
		<category><![CDATA[avatars]]></category>
		<category><![CDATA[DS]]></category>
		<category><![CDATA[Facebook]]></category>
		<category><![CDATA[free-to-play]]></category>
		<category><![CDATA[gaming handheld]]></category>
		<category><![CDATA[Miiverse]]></category>
		<category><![CDATA[mobile gaming]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[Pokémon]]></category>
		<category><![CDATA[portable devices]]></category>
		<category><![CDATA[Satoru Iwata]]></category>
		<category><![CDATA[social networking]]></category>
		<category><![CDATA[Twitter]]></category>
		<category><![CDATA[videogames]]></category>
		<category><![CDATA[Virtual Console]]></category>
		<category><![CDATA[Wii U]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=288269</guid>
		<description><![CDATA[A Miiverse social networking app will be the first app ever developed by the game maker.]]></description>
				<content:encoded><![CDATA[<p>Nintendo announced a slew of updates and new game titles for its Wii U console yesterday, with the bulk of the attention spent on the launch of &#8220;a virtual console.&#8221;</p>
<p>While being able to play classic games for a small fee will be a definite crowd-pleaser, an overlooked aspect of the announcements had to do with Nintendo&#8217;s plans for launching apps for smartphones.</p>
<p><img class="aligncenter size-large wp-image-95083" alt="Nintendo_supermariobros_iphone" src="http://allthingsd.com/files/2011/07/Nintendo_supermariobros_iphone-640x379.jpg" width="640" height="379" />The creation of any software for non-Nintendo hardware is groundbreaking for the company, which has been dead set against sharing its well-loved brands with any other device manufacturer. </p>
<p>But yesterday, Nintendo said that the Wii U&#8217;s social network, called Miiverse, will be expanding to smartphones this spring. And while initially gamers will be able to connect to the network from a smartphone browser, in the future Nintendo plans to create dedicated Miiverse apps.</p>
<p>Currently, Miiverse appears on the Wii U&#8217;s start-up screen as a virtual hangout, where avatars walk around a virtual “plaza.” Game players will be able to post their thoughts in “speech bubbles” that appear over their heads with text or drawings — sort of like status updates on Twitter or Facebook.</p>
<p>Over the past two years, Nintendo has made it abundantly clear that it is not interested in developing games like Zelda or Super Mario Bros. for any other platform. While the company still is not saying that its policy has changed on that front, a good experience with the Miiverse could help change its mind.</p>
<p>In what could be another sign of changing philosophy, <a href="http://www.gamesindustry.biz/articles/2013-01-16-nintendo-merging-handheld-and-console-divisions-on-february-16">the company confirmed</a> last week that it is planning to bring together its console and handheld gaming teams in recognition of the trend toward the popularity of gaming on portable devices. The two groups will work under one roof in a $340 million facility in Japan.</p>
<p>But otherwise, Nintendo has been very clear about its aversion to other platforms.</p>
<p>A year and a half ago, <a href="http://allthingsd.com/20110706/nintendos-pop-fizzles-after-it-squashes-multiplatform-talk/">Nintendo’s shares jumped</a> on word that Pokemon was coming to the iPhone. But as it turned out, Nintendo, as a minority owner, had no influence on the decision, and it shot down speculation about its strategy, saying it “hasn’t changed and won’t change.”</p>
<p>Most of the opposition in developing for other platforms has to do with the business model.</p>
<p>For instance, the company is comfortable developing its own tablet-shaped controller for the Wii U, and it has its own mobile devices, like the 3DS, but it draws the line at free-to-play games.</p>
<p>“I’m not interested in offering software for free of charge,” Nintendo’s Global President Satoru Iwata <a href="http://allthingsd.com/20110615/nintendos-iwata-asks-can-free-games-be-sustained-over-the-long-term/">told <strong>AllThingsD</strong> in June</a>. “That’s because I myself am one of the game developers, who in the future wants to make efforts so the value of the software will be appreciated by the consumers.”</p>
<p>Iwata said the revenue that Zynga &#8212; and platform-makers like Facebook and Apple &#8212; is generating would not change his mind.</p>
<p>“If we are going to destroy the value of the game software &#8212; once we have done so, it’s a difficult job to recover from that situation,” he argued.</p>
<p>Nintendo did not disclose pricing for the Miiverse app.</p>
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		<title>WildTangent Releases First Mobile Game After Reopening Game Studio</title>
		<link>http://allthingsd.com/20130123/wildtangent-releases-first-mobile-game-after-reopening-game-studio/</link>
		<comments>http://allthingsd.com/20130123/wildtangent-releases-first-mobile-game-after-reopening-game-studio/#comments</comments>
		<pubDate>Wed, 23 Jan 2013 21:01:07 +0000</pubDate>
		<dc:creator>Tricia Duryee</dc:creator>
				<category><![CDATA[Commerce]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Product News]]></category>
		<category><![CDATA[in-game currency]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[mobile advertising]]></category>
		<category><![CDATA[mobile gaming]]></category>
		<category><![CDATA[PC gaming]]></category>
		<category><![CDATA[Polar Bowler]]></category>
		<category><![CDATA[video ads]]></category>
		<category><![CDATA[WildTangent]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=287916</guid>
		<description><![CDATA[WildTangent has released its first videogame after taking a four-year hiatus from production. This time, rather than focus on PC game development, the Redmond, Wash.-based company is building games for mobile. The first title available now on iTunes is called Polar Bowler 1st Frame, a game originally developed for the PC. It's free, subsidized by WildTangent's own ad platform which offers players additional in-game credits for watching a 30-second video.]]></description>
				<content:encoded><![CDATA[<p>WildTangent has released its first videogame <a href="http://allthingsd.com/20120725/wildtangent-reopens-games-studio-after-four-year-hiatus-to-focus-on-mobile/">after taking a four-year hiatus from production</a>. This time, rather than focus on PC game development, the Redmond, Wash.-based company is building games for mobile. The first title available now on iTunes is called Polar Bowler 1st Frame, a game originally developed for the PC. It&#8217;s free, subsidized by WildTangent&#8217;s own ad platform which offers players additional in-game credits for watching a 30-second video.</p>
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		<title>P4RC Names Kevin Dent as COO and Appoints Two New Board Members</title>
		<link>http://allthingsd.com/20130122/p4rc-names-kevin-dent-as-coo-and-appoints-two-new-board-members/</link>
		<comments>http://allthingsd.com/20130122/p4rc-names-kevin-dent-as-coo-and-appoints-two-new-board-members/#comments</comments>
		<pubDate>Tue, 22 Jan 2013 16:33:11 +0000</pubDate>
		<dc:creator>Tricia Duryee</dc:creator>
				<category><![CDATA[Commerce]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Atari]]></category>
		<category><![CDATA[Industry Moves]]></category>
		<category><![CDATA[Jeffrey Lapin]]></category>
		<category><![CDATA[Kevin Dent]]></category>
		<category><![CDATA[Michael Pachter]]></category>
		<category><![CDATA[mobile gaming]]></category>
		<category><![CDATA[P4RC]]></category>
		<category><![CDATA[rewards]]></category>
		<category><![CDATA[Take-Two Interactive]]></category>
		<category><![CDATA[THQ]]></category>
		<category><![CDATA[Tiswaz Entertainment]]></category>
		<category><![CDATA[Wedbush Securities]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=287365</guid>
		<description><![CDATA[P4RC, which is building a platform that rewards people with prizes for playing mobile games, has hired Kevin Dent as COO. Previously, Dent founded Tiswaz Entertainment, a games consulting firm. The Los Angeles-based company also announced that Jeffrey Lapin, former CEO of Atari, and Michael Pachter, a gaming analyst for Wedbush Securities, have joined the board.]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.p4rc.com/index.html">P4RC</a>, which is building a platform that rewards people with prizes for playing mobile games, <a href="http://www.prweb.com/releases/2013/1/prweb10324236.htm">has hired Kevin Dent as COO</a>. Previously, Dent founded Tiswaz Entertainment, a games consulting firm. The Los Angeles-based company also announced that Jeffrey Lapin, former CEO of Atari, and Michael Pachter, a gaming analyst for Wedbush Securities, have joined the board.</p>
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		<title>Zynga Underwriter J.P. Morgan Reduces Stake to Almost Zero</title>
		<link>http://allthingsd.com/20130111/zynga-underwriter-j-p-morgan-reduces-stake-to-almost-zero/</link>
		<comments>http://allthingsd.com/20130111/zynga-underwriter-j-p-morgan-reduces-stake-to-almost-zero/#comments</comments>
		<pubDate>Sat, 12 Jan 2013 00:58:26 +0000</pubDate>
		<dc:creator>Tricia Duryee</dc:creator>
				<category><![CDATA[Commerce]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[analyst]]></category>
		<category><![CDATA[bank]]></category>
		<category><![CDATA[Draw Something]]></category>
		<category><![CDATA[institutional investors]]></category>
		<category><![CDATA[IPO]]></category>
		<category><![CDATA[J. P. Morgan]]></category>
		<category><![CDATA[mobile gaming]]></category>
		<category><![CDATA[public offering]]></category>
		<category><![CDATA[SEC]]></category>
		<category><![CDATA[Securities & Exchange Commission]]></category>
		<category><![CDATA[underwriters]]></category>
		<category><![CDATA[Zynga]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=284726</guid>
		<description><![CDATA[J.P. Morgan now owns less than half of a percent of the social games company.]]></description>
				<content:encoded><![CDATA[<p>One of the major underwriters in Zynga&#8217;s public offering has reduced its stake to nearly zero, according to a document filed with the SEC today.</p>
<p><img class="alignright size-medium wp-image-234886" alt="Zynga on the big screen" src="http://allthingsd.com/files/2012/07/IMG_7070-380x253.jpg" width="380" height="253" /></p>
<p>J.P. Morgan now owns 2.6 million shares, or less than half of a percent of the social games company. Based on today&#8217;s stock price of $2.59 a share, the shares are worth only $7 million.</p>
<p>A big reduction by an institutional investor, like J.P. Morgan, implies that it doesn&#8217;t have a lot of confidence that the company can turn things around in the coming months.</p>
<p>The last time J.P. Morgan updated its stake was a year ago. In January 2012, J.P. Morgan said it owned 6.7 million shares, which equated to a 6.7 percent stake. Back then, shares were trading at $9.12, so the stake was worth a whole lot more,  roughly $61 million.</p>
<p>It&#8217;s not clear exactly when J.P. Morgan sold its share or at what price. Typically, institutions update their records when their holdings drop below 5 percent.</p>
<p>J.P. Morgan&#8217;s relationship with Zynga began during its public offering, with the bank serving as an underwriter. As part of the deal, the bank agreed to buy an undisclosed number of shares associated with the IPO.</p>
<p>Since then, the bank&#8217;s research department has flip-flopped about the company&#8217;s prospects.</p>
<p>In March, three months after the IPO, J.P. Morgan&#8217;s analyst downgraded Zynga to &#8220;neutral&#8221; from &#8220;overweight,&#8221; <a href="http://allthingsd.com/20120305/zynga-shares-slide-after-j-p-morgan-downgrade/">which sent shares sliding by 6 percent</a>. A month later, J.P. Morgan reversed its upgrade and returned the stock&#8217;s rating to &#8220;overweight.&#8221;</p>
<p>It was optimistic about the company&#8217;s acquisition of Draw Something and Zynga&#8217;s management team&#8217;s decision to raise full-year guidance based on the performance of the acquired mobile game.</p>
<p>Of course, Zynga&#8217;s troubles started shortly after, with the company having to revise its guidance downward more than once. Not only did its Draw Something game fail to meet management&#8217;s expectations, but its revenue on Facebook also dropped.</p>
<p>Zynga&#8217;s stock jumped 4.4 percent today to $2.59 a share. The 11 cent spike was tied to the news <a href="http://allthingsd.com/20130110/zyngas-patent-portfolio-swells-as-it-doubles-down-on-casino-gaming/">that Zynga&#8217;s patent portfolio has increased as it begins investing more heavily in online gambling</a>.</p>
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		<title>EA Battles Doubters, Citing Strong Digital Revenue</title>
		<link>http://allthingsd.com/20130108/ea-battles-doubters-citing-strong-digital-revenue/</link>
		<comments>http://allthingsd.com/20130108/ea-battles-doubters-citing-strong-digital-revenue/#comments</comments>
		<pubDate>Tue, 08 Jan 2013 17:30:08 +0000</pubDate>
		<dc:creator>Tricia Duryee</dc:creator>
				<category><![CDATA[Commerce]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Arvind Bhatia]]></category>
		<category><![CDATA[Blake Jorgensen]]></category>
		<category><![CDATA[console gaming]]></category>
		<category><![CDATA[digital content]]></category>
		<category><![CDATA[DLC]]></category>
		<category><![CDATA[downloadable content]]></category>
		<category><![CDATA[Electronic Arts]]></category>
		<category><![CDATA[Facebook]]></category>
		<category><![CDATA[guidance]]></category>
		<category><![CDATA[Medal of Honor]]></category>
		<category><![CDATA[mobile gaming]]></category>
		<category><![CDATA[NBA Live]]></category>
		<category><![CDATA[packaged goods]]></category>
		<category><![CDATA[social gaming]]></category>
		<category><![CDATA[Sterne Agee]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=283406</guid>
		<description><![CDATA[Electronic Arts is trading lower for the second day in a row, after an analyst questioned whether it was going to meet expectations for its full year based on poor-performing console titles.]]></description>
				<content:encoded><![CDATA[<p>Shares of Electronic Arts are trading lower for the second day in a row, after an analyst questioned whether it was going to meet expectations for its full year, which ends in March.</p>
<p><img class="alignright size-medium wp-image-283414" alt="medalofhonor2" src="http://allthingsd.com/files/2013/01/medalofhonor23-380x208.jpg" width="380" height="208" /></p>
<p>Sterne Agee analyst Arvind Bhatia downgraded the company&#8217;s shares from &#8220;buy&#8221; to &#8220;neutral,&#8221; calling the Street&#8217;s estimates &#8220;overly optimistic.&#8221;</p>
<p>Bhatia is concerned about the company&#8217;s performance when it came to its big console game titles of the year. But Electronic Arts is increasingly offsetting its declines in the traditional packaged goods market through the sale of digital content.</p>
<p>But will digital will be able to generate enough revenue this time to make up for its poor-performing console games?</p>
<p>In a note to investors, Bhatia said that he believes EA should have lowered full-year guidance &#8220;following disappointing early performance of Medal of Honor Warfighter and the cancellation of NBA Live in October of last year.&#8221;</p>
<p>This morning, EA&#8217;s shares were down 3.6 percent, or 52 cents a share, to trade at $13.93. Yesterday, after the note went out, shares fell 2.9 percent. The videogame publisher is still trading way below its 52-week high of $20.64, but is still above its low of $10.77 a share.</p>
<p>Electronic Arts&#8217; guidance for third-quarter earnings per share was 50 cents to 60 cents, which at the time, was well below consensus estimates of 71 cents (excluding some items). For non-GAAP revenue, it guided $1.25 billion to $1.35 billion, which was lower than the consensus estimate of $1.38 billion. For the full year, Bhatia is now projecting revenue of $3.87 billion, which is 5 percent below consensus and 6 percent below the midpoint of management’s guidance range of $4.05 billion to $4.25 billion.</p>
<p>Bhatia figures that the company will have a tough time matching its 2012 performance, which saw strong sales from the first-person shooter Battlefield 3.</p>
<p>He estimates that Battlefield 3 sold 13 million units; in comparison, Medal of Honor Warfighter has shipped roughly three million units, creating a 10 million unit gap, which pencils out to $500 million. In addition, EA&#8217;s title slate in 2013 was smaller, with only 14 titles, compared to 2012, when it shipped 22 titles. By his estimate, that creates another $200 million hole.</p>
<p>However, EA continues to talk about how digital revenue is more than making up for the drop it is seeing from packaged-good sales.</p>
<p>In the second quarter, it reported that digital revenue was 40 percent higher year over year.</p>
<p>For instance, the FIFA soccer game generated more than $115 million in digital revenue in the first half of 2013, and Battlefield 3’s premium service has sold more than two million subscriptions to date (all of that revenue will be recorded in the fourth quarter). Additionally, the company’s Simpsons game on iOS, called Tapped Out, has been the top-grossing game for the past four weeks.</p>
<p>While digital revenue is up, the company is not as bullish on Facebook as it once was, and is scaling back its investments in the platform. In addition to developing fewer games for Facebook this year, <a href="http://allthingsd.com/20130102/zynga-begins-culling-games-on-facebook-with-more-to-come/">EA also started shutting down underperformers</a> such as World Series Superstars, EA Sports PGA Tour Golf Challenge, Monopoly Millionaires and Age of Immortals.</p>
<p>Similarly, social games leader Zynga recently said it would shutter 13 titles.</p>
<p><a href="http://allthingsd.com/20121030/electronic-arts-digital-revenue-up-40-percent-no-thanks-to-facebook/">EA’s CFO Blake Jorgensen told</a> <strong>AllThingsD</strong> last quarter that the company believes social will be key for games going forward, but not necessarily as an individual platform. “I would say that, overall, digital is growing the fastest, and within digital, it’s the mobile business that’s growing the fastest,” he said. “Clearly, mobile is up dramatically, and it’s no surprise &#8212; it’s driven by smartphones, tablets.&#8221;</p>
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		<title>Chartboost Secures $19M From Sequoia to Help Mobile Games Attract More Players</title>
		<link>http://allthingsd.com/20130108/chartboost-secures-19m-from-sequoia-to-help-mobile-games-attract-more-players/</link>
		<comments>http://allthingsd.com/20130108/chartboost-secures-19m-from-sequoia-to-help-mobile-games-attract-more-players/#comments</comments>
		<pubDate>Tue, 08 Jan 2013 12:30:23 +0000</pubDate>
		<dc:creator>Tricia Duryee</dc:creator>
				<category><![CDATA[Commerce]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Chartboost]]></category>
		<category><![CDATA[CrowdStar]]></category>
		<category><![CDATA[Gameloft]]></category>
		<category><![CDATA[gree]]></category>
		<category><![CDATA[Kabam]]></category>
		<category><![CDATA[mobile gaming]]></category>
		<category><![CDATA[Sequoia Capital]]></category>
		<category><![CDATA[SK Telecom Ventures]]></category>
		<category><![CDATA[TinyCo]]></category>
		<category><![CDATA[Translink Capital]]></category>
		<category><![CDATA[VC]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=283248</guid>
		<description><![CDATA[Chartboost, which has developed technology that enables developers to promote each other's games inside of their apps, has raised $19 million in capital. Sequoia Capital led the round, and existing investors TransLink Capital and SK Telecom Ventures, also participated. The San Francisco company said its platform is now being used by more than 12,000 games from companies like Crowdstar, Gameloft, Kabam, Gree, TinyCo and more.]]></description>
				<content:encoded><![CDATA[<p><a href="http:// www.chartboost.com">Chartboost</a>, which has developed technology that enables developers to promote each other&#8217;s games inside of their apps, has raised $19 million in capital. Sequoia Capital led the round, and existing investors TransLink Capital and SK Telecom Ventures, also participated. The San Francisco company said its platform is now being used by more than 12,000 games from companies like Crowdstar, Gameloft, Kabam, Gree, TinyCo and more.</p>
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		<title>Disney to Unveil New "Gaming Initiative" Called Infinity on Jan. 15</title>
		<link>http://allthingsd.com/20121220/disney-to-unveil-new-gaming-initiative-called-infinity-on-jan-15/</link>
		<comments>http://allthingsd.com/20121220/disney-to-unveil-new-gaming-initiative-called-infinity-on-jan-15/#comments</comments>
		<pubDate>Thu, 20 Dec 2012 22:15:14 +0000</pubDate>
		<dc:creator>Tricia Duryee</dc:creator>
				<category><![CDATA[Commerce]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[Media]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[3-D]]></category>
		<category><![CDATA[Club Penguin]]></category>
		<category><![CDATA[console gaming]]></category>
		<category><![CDATA[Disney]]></category>
		<category><![CDATA[Disney Interactive]]></category>
		<category><![CDATA[event]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[Hollywood]]></category>
		<category><![CDATA[Infinity]]></category>
		<category><![CDATA[invitation]]></category>
		<category><![CDATA[John Lasseter]]></category>
		<category><![CDATA[John Pleasants]]></category>
		<category><![CDATA[Magic Kingdom]]></category>
		<category><![CDATA[mobile gaming]]></category>
		<category><![CDATA[Pixar]]></category>
		<category><![CDATA[Playdom]]></category>
		<category><![CDATA[social gaming]]></category>
		<category><![CDATA[Where's My Water?]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=279719</guid>
		<description><![CDATA[Mickey Mouse in a game with Buzz Lightyear? How about Snow White sitting down to tea with Mr. Potato Head?]]></description>
				<content:encoded><![CDATA[<p>On Jan. 15, Disney Interactive will &#8220;unveil a new gaming initiative&#8221; called Infinity, according to invitations sent to the press this week.</p>
<p><img class="alignright size-medium wp-image-279775" alt="disney infinity" src="http://allthingsd.com/files/2012/12/disney-infinity-306x285.png" width="306" height="285" />The event looks like a pretty big deal, judging by the invitation alone. The thick card stock features a hologram flipping back-and-forth between the Disney Infinity logo and a 3-D view of the Magic Kingdom.</p>
<p>You can also tell it&#8217;s important based on the speakers. Presentations will be made by both John Pleasants, the co-president of Disney Interactive, and John Lasseter, the chief creative officer of the Walt Disney and Pixar Animation Studios. Lasseter is also the principal creative adviser for Walt Disney Imagineering.</p>
<p>The event will take place in Hollywood, Calif., at <a href="http://elcapitan.go.com/">El Capitan Theatre</a>, a fully restored 1926 movie house owned by the Walt Disney Company.</p>
<p>The unveiling of Infinity could be tied to an unannounced gaming initiative code-named &#8220;Toy Box.&#8221; Very few details are known about the secret project, <a href="http://www.nytimes.com/2012/10/22/business/media/disney-struggling-to-find-its-digital-footing-overhauls-disneycom.html?_r=3&amp;">but according to the New York Times,</a> Toy Box is a console game that has &#8220;extensive mobile and online applications in which various Pixar and Disney characters will interact with one another for the first time.&#8221;</p>
<p>For years, Disney has aspired to do something big in the gaming space. But despite making several large investments, it has failed to gain much traction. Those investments include six console-based development studios, and in 2010, it purchased its way into social gaming with the $563 million Playdom acquisition. It also owns and manages a virtual world for children, called Club Penguin. More recently, <a href="http://allthingsd.com/20121210/disney-buys-s-korean-game-developer-studio-ex-for-push-into-asia/">it has been pushing into the free-to-play market</a> around the world through smaller acquisitions and partnerships.</p>
<p>Despite some successes, especially on mobile with hits like Where&#8217;s My Water?, the Interactive division continues to drag down earnings. During the fiscal fourth quarter ended Sept. 29, interactive revenue for the year decreased 14 percent to $845 million, and the unit reported a loss of of $216 million.</p>
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		<title>Kamcord Gets Backing From Top Investors to Record Mobile Game Play</title>
		<link>http://allthingsd.com/20121219/kamcord-gets-backing-from-top-investors-to-record-mobile-game-play/</link>
		<comments>http://allthingsd.com/20121219/kamcord-gets-backing-from-top-investors-to-record-mobile-game-play/#comments</comments>
		<pubDate>Wed, 19 Dec 2012 12:30:44 +0000</pubDate>
		<dc:creator>Tricia Duryee</dc:creator>
				<category><![CDATA[Commerce]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[Media]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Social]]></category>
		<category><![CDATA[Andreessen Horowitz]]></category>
		<category><![CDATA[Applifier]]></category>
		<category><![CDATA[Digital Garage]]></category>
		<category><![CDATA[distribution]]></category>
		<category><![CDATA[email]]></category>
		<category><![CDATA[Facebook]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[Google Ventures]]></category>
		<category><![CDATA[GVA Capital]]></category>
		<category><![CDATA[investment]]></category>
		<category><![CDATA[investors]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[iVentureCapital]]></category>
		<category><![CDATA[Kamcord]]></category>
		<category><![CDATA[Kevin Rose]]></category>
		<category><![CDATA[Machinima]]></category>
		<category><![CDATA[Matt Zitzmann]]></category>
		<category><![CDATA[Merus Capital]]></category>
		<category><![CDATA[mobile gaming]]></category>
		<category><![CDATA[Netprice]]></category>
		<category><![CDATA[Plug and Play Tech Center]]></category>
		<category><![CDATA[SDK]]></category>
		<category><![CDATA[Tencent]]></category>
		<category><![CDATA[TwitchTV]]></category>
		<category><![CDATA[Twitter]]></category>
		<category><![CDATA[VC]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[video recording]]></category>
		<category><![CDATA[videogames]]></category>
		<category><![CDATA[XG Ventures]]></category>
		<category><![CDATA[YCombinator]]></category>
		<category><![CDATA[YouTube]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=279129</guid>
		<description><![CDATA[Andreessen Horowitz, Google Ventures and Tencent are just three of the investors backing a small San Francisco start-up called Kamcord.]]></description>
				<content:encoded><![CDATA[<p>Andreessen Horowitz, Google Ventures and Tencent are just three of the investors backing a small San Francisco start-up called <a href="http://kamcord.com/">Kamcord</a>, which is enabling gamers to record their play on mobile and share it to social networks.</p>
<p><div id="attachment_279130" class="wp-caption alignright" style="width: 342px"><a href="http://en.wikipedia.org/wiki/File:Old_School_JVC_Camcorder.jpg"><img class="size-medium wp-image-279130" alt="Old_School_JVC_Camcorder" src="http://allthingsd.com/files/2012/12/Old_School_JVC_Camcorder-332x285.jpg" width="332" height="285" /></a><p class="wp-caption-text"><span class="media-attribution">Wikipedia</span></p></div></p>
<p>The interest in the six-person company shows how significant recording game play has become over the past year as other sites like Machinima and TwitchTV have become phenomenal hits within the gamer community.</p>
<p>What&#8217;s different about Kamcord is that it is recording mobile games, whereas other companies in the space have so far been focused on console gaming and PC gaming.</p>
<p>Matt Zitzmann, CEO and co-founder of Kamcord, said the company is announcing a seed round today totaling $1.5 million. Other investors in the round include Merus Capital, Y Combinator, XG Ventures, Digital Garage, Plug and Play Tech Center, iVentureCapital, GVA Capital and Netprice.</p>
<p>Kamcord is distributing its software to game developers via a software development kit, which records what&#8217;s happening on the phone&#8217;s screen while someone plays a game. After a level or game is completed, the gamer has the opportunity to watch the video and then share it to Twitter, Facebook, YouTube or email &#8212; which they very well might do if they achieve a new high score.</p>
<p>So far, the free SDK is live in more than 57 games on iOS, and is creating an average of seven videos per second. While that&#8217;s a lot of video, the number could be deceiving, since developers often automatically record game play regardless of whether a user ends up sharing or watching it. The video is stored on the phone until it is shared.</p>
<p>Zitzmann hopes to monetize the technology by helping developers drive downloads to their games. For example, last month he said that Kevin Rose, a partner at Google Ventures, <a href="https://twitter.com/kevinrose/status/266652935176474624">tweeted a link to one of his videos</a>. Afterward, 20 percent of the viewers clicked through to either the App Store or Google Play to see more info on the game (it&#8217;s unknown how many people downloaded it).</p>
<p>Zitzmann said Kamcord is playing off a number of trends that are currently hot, which is likely the reason for investor interest.</p>
<p>&#8220;We are riding a few waves: The rise of mobile gaming, plus app distribution changing and the popularity of recording and sharing,&#8221; he said.</p>
<p>Along with the potential for others to enter the space, Applifier, with offices in Finland and San Francisco, has developed a service called Everyplay that allows users to post their game play to social networks. The company recently raised $4 million, <a href="http://www.insidesocialgames.com/2012/12/12/applifier-closes-4m-second-round-for-mobile-games-discovery/">according to Inside Social Games</a>.</p>
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		<title>Free Mobile Games Earn Most of the $10 Billion Spent on Apps in 2012</title>
		<link>http://allthingsd.com/20121213/free-mobile-games-earn-most-of-the-10-billion-spent-on-apps-in-2012/</link>
		<comments>http://allthingsd.com/20121213/free-mobile-games-earn-most-of-the-10-billion-spent-on-apps-in-2012/#comments</comments>
		<pubDate>Thu, 13 Dec 2012 16:39:18 +0000</pubDate>
		<dc:creator>Tricia Duryee</dc:creator>
				<category><![CDATA[Commerce]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Dan Laughlin]]></category>
		<category><![CDATA[Electronic Arts]]></category>
		<category><![CDATA[Flurry]]></category>
		<category><![CDATA[free-to-play]]></category>
		<category><![CDATA[freemium]]></category>
		<category><![CDATA[microtransactions]]></category>
		<category><![CDATA[Mobage]]></category>
		<category><![CDATA[mobile gaming]]></category>
		<category><![CDATA[Supercell]]></category>
		<category><![CDATA[virtual goods]]></category>
		<category><![CDATA[Zynga]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=277754</guid>
		<description><![CDATA[But the more important thing for developers to know is what kind of games are the most successful at monetizing free-to-play.]]></description>
				<content:encoded><![CDATA[<p>Mobile apps are on target to earn $10 billion this year, with games making up 80 percent of the pie.</p>
<p><img class="alignright size-medium wp-image-277776" alt="free box" src="http://allthingsd.com/files/2012/12/free-box-e1355415768876-345x285.jpg" width="345" height="285" />According to Flurry, which gives developers tools to track consumer behavior, the most prolific business model is the free-to-play scenario, where consumers download the game for free and then pay for virtual goods or currency inside the application.</p>
<p>It says the most successful companies that understand this include Electronics Arts, Zynga, Mobage and Supercell.</p>
<p><a href="http://blog.flurry.com/bid/92377/The-Gamification-of-Mobile-Games">In the report</a>, Flurry&#8217;s Senior Director of Business Development Dan Laughlin examines consumer behavior, retention and demographics for the top nine most popular gaming genres. For this analysis, Flurry looked at more than 300 million consumers using iOS and Android games over a 90-day period. It only studied free titles, and then lumped them into four main categories based on their earning characteristics.</p>
<p>&#8220;The free-to-play business model (a.k.a. freemium), where consumers download and play the &#8216;core loop&#8217; of a game for free, but then pay for virtual goods and currency through micro-transactions, is the most prolific business model in the new era of digital distribution,&#8221; he concludes.</p>
<p>For developers, the more important thing to know is what kinds of games are better at retaining customers and monetizing over the long-term. Here are the four profiles that Flurry says exist in gaming:</p>
<ol>
<li>These games are used frequently for a long time, including slots, turn-based games that are passed between two people and simulation games. From a revenue perspective, the most successful companies maximize revenue through in-app purchases and by displaying ads to those who are not willing to pay.</li>
<li>Strategy games are the only genre that are played intensely for a short period of time. Game life cycles are short, and Flurry says the game&#8217;s live services must be executed flawlessly. Companies that monetize well encourage players to spend money on continuing their progress through the game.</li>
<li>The third profile is defined by infrequent game play for a short period of time, meaning that developers have fewer opportunities every week to monetize the user. The kind of gaming that falls into this bucket is defined as the &#8220;Card-Battle genre,&#8221; which is mostly popular in Asia, and has now started showing up in the U.S.</li>
<li>The final category are games that are easy to pick up and play, and may be enjoyed for years, such as solitaire. However, according to Flurry, the evergreen titles &#8220;may lack the depth required to generate sizable in-app purchases.&#8221; Instead, it&#8217;s better to focus on advertising impressions. The games can also be good for keeping a strong core audience that can be used to promote more apps to.</li>
</ol>
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		<title>Bingo! Bash Gaming's Casino Hit on Pace to Gross $55M a Year.</title>
		<link>http://allthingsd.com/20121207/bingo-bash-gamings-casino-hit-on-pace-to-gross-55m-a-year/</link>
		<comments>http://allthingsd.com/20121207/bingo-bash-gamings-casino-hit-on-pace-to-gross-55m-a-year/#comments</comments>
		<pubDate>Fri, 07 Dec 2012 21:28:20 +0000</pubDate>
		<dc:creator>Tricia Duryee</dc:creator>
				<category><![CDATA[Commerce]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Product News]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[Bash Gaming]]></category>
		<category><![CDATA[Bingo]]></category>
		<category><![CDATA[Bingo Bash]]></category>
		<category><![CDATA[BitRhymes]]></category>
		<category><![CDATA[Caesars Entertainment]]></category>
		<category><![CDATA[casino]]></category>
		<category><![CDATA[Facebook]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[Liberty Media]]></category>
		<category><![CDATA[mobile gaming]]></category>
		<category><![CDATA[real-money gaming]]></category>
		<category><![CDATA[Sean Eyen]]></category>
		<category><![CDATA[social gaming]]></category>
		<category><![CDATA[Sumit Gupta]]></category>
		<category><![CDATA[Wagerworks]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=276096</guid>
		<description><![CDATA[The key, said CEO Sumit Gupta, has been the focus on a single mobile game.]]></description>
				<content:encoded><![CDATA[<p><img src="http://allthingsd.com/files/2012/12/bingo_bash_screen.png" alt="" title="bingo_bash_screen" width="380" height="285" class="alignright size-full wp-image-276161" />BitRhymes says it is renaming the company <a href="http://bashgaming.com/">Bash Gaming</a> after its hit mobile game, Bingo Bash, which is on track to gross $55 million a year in revenue.</p>
<p>The game falls nicely into the trend of bringing casino games to new platforms using the free-to-play model. Players purchase virtual coins in order to play, but since they can&#8217;t ever cash out their winnings, it is not considered gambling.</p>
<p>Arguably, one could say that Zynga is the leader in casino space based on its Poker game, which has consistently remained at the top of the charts on both mobile and Facebook for years. But its following titles, such as Bingo, have not been as successful. <a href="http://allthingsd.com/20121023/as-expected-zynga-trims-workforce-ahead-of-earnings/"> For example, as part of the social game company&#8217;s layoffs in October</a>, it cut back on that game&#8217;s development.</p>
<p>CEO Sumit Gupta believes Bash Gaming was successful by focusing on one game, which moved from Facebook to iOS nine months ago and more recently to Android. Today, most of its traffic comes from mobile devices.</p>
<p>&#8220;We believe the casino games, in general, have a very strong game mechanic. Once they start playing, they want to play more and more, and with the ability to play with friends, it makes it more exciting,&#8221; he said. &#8220;Players get a certain amount of free chips, and then they start buying those chips, and play more.&#8221;</p>
<p>Today, the game remains in the top 20 best grossing apps on iOS, and has at times been in the top five. Gupta said that 95 percent of its users &#8212; who are mostly women &#8212; play the game for free. The few players who do spend clearly spend a lot. Two of the most popular chip packages are 100 for $8 and 200 for $16. The company&#8217;s annual run rate of $55 million does not include the 30 percent cut it must hand over to Apple.</p>
<p>Based on the success of the game, Gupta said, the San Francisco-based company plans to invest in more casino titles under the Bash brand. Currently, the company has roughly 55 employees, a majority of whom are based in India. He expects the company&#8217;s headcount to double over the next year. The company, which is profitable, has only raised $1.2 million in financing.</p>
<p>To help ramp up game production, Bash Gaming hired Sean Eyen as VP of Global Gaming. Previously, Eyen worked at Caesars Entertainment, Liberty Media and Wagerworks before establishing his own consulting firm focused on the regulated casino and lottery industries.</p>
<p>Earlier this week, <a href="http://allthingsd.com/20121205/zynga-begins-the-licensing-process-for-real-money-gaming-in-the-u-s/">Zynga announced</a> it had officially started the process of getting licensed in the U.S. for real-money gaming, and it previously inked a partnership with bwin in the U.K. Gupta said Bash is investigating the real-money space as well. &#8220;We are very focused on what we are doing today. This is a very exciting space, and dealing with real money is a green field opportunity, especially in Europe, where it&#8217;s legal. That excites us.&#8221;</p>
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		<title>Xbox, PlayStation Doing Well Despite Pressure From Nintendo's New Wii U</title>
		<link>http://allthingsd.com/20121206/xbox-playstation-doing-well-despite-pressure-from-nintendos-new-wii-u/</link>
		<comments>http://allthingsd.com/20121206/xbox-playstation-doing-well-despite-pressure-from-nintendos-new-wii-u/#comments</comments>
		<pubDate>Fri, 07 Dec 2012 01:43:52 +0000</pubDate>
		<dc:creator>Tricia Duryee</dc:creator>
				<category><![CDATA[Commerce]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Product News]]></category>
		<category><![CDATA[Activision]]></category>
		<category><![CDATA[Call of Duty: Black Ops 2]]></category>
		<category><![CDATA[Call of Duty: Modern Warfare 3]]></category>
		<category><![CDATA[console gaming]]></category>
		<category><![CDATA[handheld gaming]]></category>
		<category><![CDATA[Liam Callahan]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[mobile gaming]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[Nintendo Wii U]]></category>
		<category><![CDATA[NPD Group]]></category>
		<category><![CDATA[Sony PlayStation 3]]></category>
		<category><![CDATA[Sony PlayStation Vita]]></category>
		<category><![CDATA[videogames]]></category>
		<category><![CDATA[Wii]]></category>
		<category><![CDATA[Wii U]]></category>
		<category><![CDATA[XBox]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=275962</guid>
		<description><![CDATA[Last month, sales continued to be strong despite the fact that most of the hardware is six to seven years old, with the exception of Nintendo's Wii U.]]></description>
				<content:encoded><![CDATA[<p>The introduction of the Nintendo Wii U in November did very little to slow the momentum of other gaming platforms in the U.S., according to the NPD Group.</p>
<p><img class="alignright size-medium wp-image-83973" title="The Wii U's touchscreen also has high-definition graphics." src="http://allthingsd.com/files/2011/06/E3_Nintendo_WiiU_HD-view-380x213.jpg" alt="" width="380" height="213" />The research firm, which tracks spending at physical retail stores on a monthly basis, said last month was a particularly strong period for both hardware and software sales. In November, videogame sales totaled $2.6 billion, down 11 percent from the year-ago period, when sales totaled $2.9 billion &#8212; the smallest year-over-year decline so far in 2012.</p>
<p>There are two trends that are contributing to the drop off: One has to do with consumers shifting to other platforms, such as tablets and mobile phones, but the other has to do with how NPD tracks its data. It records sales that occur at retail, whereas a lot of consumers have started to purchase games digitally over the Internet. Still, looking at NPD&#8217;s data provides a broad picture of trends in the game industry.</p>
<p>Most telling last month was that sales have continued to be strong despite the fact that most of the hardware is six to seven years old, with the exception of Nintendo&#8217;s Wii U.</p>
<p>For comparison&#8217;s sake, NPD looked at how sales did last month compared to November 2005, which was the last time the industry began to transition between console generations. NPD Group Analyst Liam Callahan said retail game sales are nearly double what they were in November 2005. &#8220;This really demonstrates the long-term health of retail sales even as many platforms are quite late in their life cycles,” he said.</p>
<p>In addition, he said last month&#8217;s figures provide a very good sign of momentum going into the December holiday period.</p>
<p>Here are some of the findings from NPD&#8217;s November report, which tracked spending between Oct. 28 and Nov. 24:</p>
<ul>
<li>Nintendo sold more than 1.75 million total hardware units, including nearly 910,000 portable game units and more than 845,000 original Wii and Wii U units. In particular, it sold 425,000 Wii U units during the seven days captured in the data.</li>
<li>Microsoft sold a jaw-dropping 1.26 million Xbox 360 units during the month, making it the No. 1 console maker for the 23rd consecutive month.</li>
<li>November was the second-highest month of sales on a unit basis for the PS Vita since it launched, fueled by bundling third-party content with the hardware.</li>
<li>Videogame software sales, including console and portable, totaled $1.43 billion, down 8 percent from the year ago period, when it totaled $1.6 billion. That represented the smallest unit decline this year, tied with August.</li>
<li>Half of the software sales in November were for the Xbox 360, which gained 8 percentage points in market share since last November.</li>
<li>Not surprising, Activision&#8217;s Call of Duty: <del datetime="2012-12-07T18:51:29+00:00">Modern Warfare 3</del> Black Ops 2 was the top selling game during the month. <a href="http://allthingsd.com/20121205/activisions-call-of-duty-hits-1-billion-in-sales-in-15-days/">It reported yesterday</a> that it hit $1 billion in sales in just 15 days.</li>
</ul>
]]></content:encoded>
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		<title>Green Throttle Games Raises $6 Million to Turn Phones Into Game Consoles</title>
		<link>http://allthingsd.com/20121204/green-throttle-games-raises-6-million-to-turn-phones-into-game-consoles/</link>
		<comments>http://allthingsd.com/20121204/green-throttle-games-raises-6-million-to-turn-phones-into-game-consoles/#comments</comments>
		<pubDate>Tue, 04 Dec 2012 13:02:49 +0000</pubDate>
		<dc:creator>Tricia Duryee</dc:creator>
				<category><![CDATA[Commerce]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[DCM]]></category>
		<category><![CDATA[funding]]></category>
		<category><![CDATA[game console]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[Green Throttle Games]]></category>
		<category><![CDATA[mobile gaming]]></category>
		<category><![CDATA[Trinity Ventures]]></category>
		<category><![CDATA[VC]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=274642</guid>
		<description><![CDATA[Green Throttle Games, which is attempting to turn Android phones into videogame consoles that connect to the TV, has raised $6 million in a first round of funding. Trinity Ventures led the round with participation from DCM. The Santa Clara, Calif., company said it will use the cash to support internal and external game development for its platform.]]></description>
				<content:encoded><![CDATA[<p>Green Throttle Games, <a href="http://allthingsd.com/20121106/guitar-hero-creator-charles-huang-riffing-on-android-for-next-play/">which is attempting to turn Android phones into videogame consoles that connect to the TV</a>, has raised $6 million in a first round of funding. Trinity Ventures led the round with participation from DCM. The Santa Clara, Calif., company said it will use the cash to support internal and external game development for its platform.</p>
]]></content:encoded>
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		<title>Kabam Buys Chinese 3-D Social Games Maker Balanced Worlds Studios</title>
		<link>http://allthingsd.com/20121203/kabam-buys-chinese-3-d-social-games-maker-balanced-worlds-studios/</link>
		<comments>http://allthingsd.com/20121203/kabam-buys-chinese-3-d-social-games-maker-balanced-worlds-studios/#comments</comments>
		<pubDate>Mon, 03 Dec 2012 22:25:44 +0000</pubDate>
		<dc:creator>Tricia Duryee</dc:creator>
				<category><![CDATA[Commerce]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Social]]></category>
		<category><![CDATA[3-D]]></category>
		<category><![CDATA[Balanced Worlds Studios]]></category>
		<category><![CDATA[China]]></category>
		<category><![CDATA[Kabam]]></category>
		<category><![CDATA[M&A]]></category>
		<category><![CDATA[mobile gaming]]></category>
		<category><![CDATA[social gaming]]></category>
		<category><![CDATA[videogames]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=274618</guid>
		<description><![CDATA[Kabam, the San Francisco-based games company that makes mobile and social games, has acquired Balanced Worlds Studios, a Beijing-based company specializing in 3-D social games. Kabam paid an undisclosed amount of cash for the 17-person game studio. The company's employees will join Kabam's Beijing games studio, bringing the total number of employees to about 90. Balanced Worlds is headed by game developers from the U.S. and Canada, who moved to China in 2006.]]></description>
				<content:encoded><![CDATA[<p>Kabam, the San Francisco-based games company that makes mobile and social games, <a href="http://www.businesswire.com/news/topix/20121203006078/en">has acquired</a> Balanced Worlds Studios, a Beijing-based company specializing in 3-D social games. Kabam paid an undisclosed amount of cash for the 17-person game studio. The company&#8217;s employees will join Kabam&#8217;s Beijing games studio, bringing the total number of employees to about 90. Balanced Worlds is headed by game developers from the U.S. and Canada, who moved to China in 2006.</p>
]]></content:encoded>
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