Number of people playing video games in the U.S. rises 141% since ’08

The ranks of casual gamers continues to grow at a rapid rate, with the number of people playing videogames in the U.S. rising 141% since 2008.

According to a new study by market research firm Parks Associates, 135 million people play a videogame at least one hour per month compared to 56 million four years ago. Continue reading

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Kandice Cota Speaks at Silicon Valley Bootcamp -’Tofu Project’

About

The Tofu Project is a highly curated boutique program created by TokyoMango journalist Lisa Katayama and designer Tomo Saito that will bring 10 of the most innovative young entrepreneurs from Japan to the San Francisco Bay Area for a 7-day design thinking and innovation boot camp. We aren’t just another Silicon Valley-meets-Japan tour or incubator. We’re more like a private collaborative think tank where awesome Japanese people and experts on Japanese culture from Continue reading

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Social Game Revenue to Outgrow Facebook

Social Game Revenue Will Outgrow Facebook By 2014

Posted by David Cohen on October 10th, 2011 5:35 PM

Despite its 800 million-plus members, Facebook is not the only game in town when it comes to social gaming, especially when venturing outside the confines of North America.

In fact, a study by SuperData Research, on behalf of social games platform Viximo, projected that the non-Facebook portion of the social gaming revenue pie will jump from $3.2 billion in 2011 to $5.6 billion in 2014, with the overall total (including Facebook) reaching $8.6 billion.

http://www.allfacebook.com/facebook-game-revenue-2011-10

 

 

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Facebook’s Next Billion Dollar Business

Amazon’s Facebook Integration Is The Future Of Commerce

by Pascal -Emmanuel Gobry

After advertising and credits, we believe the one of the next big businesses for Facebook will be e-commerce.  So far attention has focused on Facebook’s efforts to turn itself into a storefront — to get e-tailers to build shops on its Pages.  But another way bring the power of Facebook to e-commerce is to integrate with an off-network store.

An amazing example of this done right is Amazon. They’ve had Facebook integration up for a little while; it’s still in beta but anyone can sign up.  It’s like looking into the future of commerce.

Two reasons we’re so enamored…

  • The first is recommendations. Recommendations are hugely important to e-commerce and commerce in general. By plugging Facebook’s social info into its own recommendation algorithm, Amazon can make even better recommendations (which translates to more purchases and higher revenue).
  • The second is that the social graph creates social incentives to buy. By bringing in my friends and my friends’ info into my Amazon experience, Amazon gives me more reasons to buy, like my friends’ birthdays. It also gives me more of an incentive to visit Amazon. Presumably my Facebook friends (or at least some of them) are the people I care about the most, and am more likely to buy stuff for.

In the short run, this means higher revenue for Amazon. But in the long run, it means that the way we shop online is going to change.

 

 

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Kandice Cota Lecture: Top 10 Disruptors In Web & Mobile Media, Entertainment, Productivity and Life

Kandice Cota is speaking at the web 2.0 conference.  See details at: http://www.web2expo.com/webexsf2011/public/schedule/detail/19917

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JPMorgan to Start Social Media Fund

Hoping to seize upon investor excitement over social networking companies like Facebook, JPMorgan Chase is planning to start a new fund to invest in an array of Internet and new media companies, people briefed on the matter told DealBook on Sunday.

The proposed fund, which will be run by JPMorgan’s asset-management unit, is seeking to raise between $500 million and $750 million from wealthy investors to put into privately held technology companies like Twitter and Groupon, these people said.

The idea is to place bets on companies with established business models and steady revenue before they go public in widely anticipated stock sales.

Several popular social media companies, including the professional social network LinkedIn and the Internet radio company Pandora, have already filed to go public. Those filings presage even more eagerly anticipated stock sales by Groupon and especially Facebook.

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Uhuru AppCloud Review

A WINNER IS LAUNCHED

We ran across the Uhuru AppCloud service via, well… you guessed it, the cloud.  The founders graduated from Microsoft as senior programming managers awhile back, and decided to launch their own company. Uhuru Software was born. You can host your app on their cloud server for a very reasonable price.  In fact, it is so reasonable right now that anyone can afford it!

We were interested in a very solid and reliable hosting service for our upcoming launch of ‘Pink Panther’s Amazing Adventures’ app, and didn’t want to fool around with anything secondary to the best. Uhuru Software has amazed us with their setup. They have assembled a turn-key solution that offers multi-platform services, with managing capability that is un-restricted. Continue reading

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Digital game sales growing 33%

Game Developer’s Conference 2013:   Analysts from NPD, iResearch and Digi-Capital present data on the growing digital game market across the world

It’s not that often you get solid numbers on sales for digital games, so the crowded talk on digital game sales was a welcome event. Digital game and downloadable content sales are growing at a rate of 33 percent year over year in the US and EU. Spending on games in China, which is almost all digital, is projected to grow over 10 percent annually for the next three years. And Asia is projected to dominate online and mobile games globally by 2016, according to the speakers.

Graph: http://images.eurogamer.net/2013/articles//a/1/5/6/8/0/6/6/eurogamer-7qtxhj.jpg

Continue reading

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Pink Panther Goes Social in New Interactive Game




IPFranchise and Metro-Goldwyn-Mayer Bring Old Friend into New Era of 
Gaming SAN FRANCISCO, CA --The Pink Panther is step-
ping into the spotlight of the social gaming scene in a partnership 
between media development company IPFranchise, Inc. and Metro-Goldwyn-
Mayer Studios, Inc. The collaboration between MGM and IPFgames on 
“Pink Panther’s Amazing Adventure” will provide a new venue for fans 
to experience the lovable and iconic character.

"We're very excited to take the lead in bringing this brand to Face-
book as MGM's first social game. It represents fans of all ages and 
a worldwide audience who have loved the Pink Panther since the late 
60s,” said Kandice Cota, CEO of IPFranchise (IPF). This interactive, 
animated adventure game will launch on Facebook and expand to Google+ 
and other global social platforms. With an interactive spin on one 
of pop culture’s original cartoon franchises, longtime fans and new-
comers will join Pink Panther on a comic adventure as they navigate 
the social gaming universe.

“We are thrilled to be working with IP Franchise on this great new 
game,” said MGM’s VP, Licensing & Consumer Products, Tricia Samuels. 
“We look forward to bringing the Pink Panther to social gaming, a 
platform we recognize as an important entertainment medium for our 
classic properties.”

For nearly 50 years, MGM’s Pink Panther character has charmed and 
delighted audiences of all ages. Along Pink’s adventure there are 
various clues and puzzles, holding true to the original charm and 
mischievous nature of the Pink Panther franchise. Mini-games will 
allow for additional engagement to supplement the main story & give 
gamers a layered, unique experience.

The current target market for “Pink Panther’s Amazing Adventure” game 
is also the fastest growing market on Facebook; women ages 30 to 55. 
In addition to this existing market, a study by Park Associates re-
veals that advertising revenues and sales of virtual goods would make 
social gaming a $15 Billion industry by 2015.

About IPFranchise:
IPFranchise, Inc. is a next generation media studio and home of IPF
games. They specialize in social networking games and applications 
that can be played on social networks such as Facebook and mobile 
smartphones. IPF packages and previsualizes creative intellectual 
properties into marketable concepts as games, films, television and 
licensed products, and manages all phases of development and distri-
bution. IPF also teams up with partners to coproduce their IP and con-
tent and is currently working on several studio projects, adapting 
games from famous movies and other media. www.ipfranchise.com

About Metro-Goldwyn-Mayer Studios Inc.:
Metro-Goldwyn-Mayer Studios Inc. is actively engaged in the worldwide 
production and distribution of motion pictures, television programming, 
home video, interactive media, music, and licensed merchandise. The 
company owns the world’s largest library of modern films, comprising 
around 4,100 titles. Operating units include Metro-Goldwyn-Mayer 
Studios Inc., Metro-Goldwyn-Mayer Pictures Inc., United Artists Films 
Inc., MGM Television Entertainment Inc., MGM Networks Inc., MGM Distri-
bution Co., MGM International Television Distribution Inc., Metro-
Goldwyn-Mayer Home Entertainment LLC, MGM ON STAGE, MGM Music, MGM 
Consumer Products and MGM Interactive. In addition, MGM has ownership 
interests in domestic and international TV channels reaching over 130 
countries. For more information, visit www.mgm.com.

MGM Interactive is a national video game publisher owned by Hollywood
Studio, MGM. THE PINK PANTHER ™ © 1964 – 2012 Metro-Goldwyn-Mayer 
Studios Inc. All Rights Reserved.

Media Contact:
Name: Sandy Jones-Kaminski
Phone Number: 415-613-8508
E-mail: sandy@ipfranchise.com
www.ipfranchise.com
www.mgm.com

							
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Angel Investors’ Alerted to Tax Breaks

Angel backers of start-ups are being urged to take advantage of “ridiculously generous” tax incentives after it emerged that a capital gains tax “holiday” for investors will be available until 2014.  More…

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Releasing Very Soon !

Now in Closed Beta. Open Beta Coming !

 

 

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The Rise of Mid-Core Social Games

By Mike Goslin

When Farmville first hit it big on Facebook, many companies jumped at the chance to churn out simple social games as fast as they could in order to make a quick buck. And for a while that worked. Now though, the social games market has diversified with a flood of so-called “mid-core” gamers looking at casual games as a way to get their videogame fix. With this influx of mid-core gamers comes a change in player expectations, forcing developers to rethink their approach to creating games for Facebook and similar platforms.As a result, studios are increasing their production values, but many have maintained the same formula of creating a product as quickly as possible either by re-skinning their own game or making a new version of another company’s popular title.

To create our first social game, we didn’t rush through development in an effort to focus on quantity over quality. We saw the rising number of mid-core gamers and decided to create a gaming experience that would best attract them. Not only did we invest in high production values and deeper game-play, but we also embraced real-time multiplayer as a way to up the fun-factor and replayability. As a result, our game is easy to get into but remains challenging even for advanced players.

Today’s Mid-core Social Gamer

In September 2009, the most popular game in the world was Farmville. An online report said that Farmville “[had] seen a level of growth unprecedented for any game,” amassing more than 30 million players in two months. The social gaming scene has continued to evolve quickly since that point. And today, while women in their 40s continue to dominate the social gaming scene, 46 percent of today’s social gamers are male, and 67 percent of those who play social games also play console games, meaning they likely fall in the mid-core category.

The recently released list of Facebook’s Top 25 Games shows some of the usual suspects, such as Farmville 2 and Draw Something, but also includes titles more akin to arcade and console games, including Clash of Clans, Marvel: Avengers Alliance and Legend Online. The mid-core social gamer doesn’t want to play simple click games that lack the action and excitement they can get from consoles. Instead, what most mid-core gamers want is to get lost in the game’s world and story, and the only way to create this feeling is to give gamers the robust playing experience they are accustomed to.

When Rebel Entertainment formed in late 2010, we set out with that objective in mind. After compiling a team of top designers from companies including Disney Online and Zynga, we spent more than a year building our first social game. We launched Dungeon Rampage in September 2012 after lengthy closed- and open-beta testing to work out the kinks and incorporate valuable player feedback. By doing so we attracted an enormous player base of more than five million registered users (and growing), with more than two million monthly active users – meaning more than 40 percent of our players spend time in Dungeon Rampage on a regular basis. We retain players by keeping things fresh by generating millions of unique dungeons, millions of other real players to play with, and by providing a deep and challenging RPG level progression. Dungeon Rampage is one of thousands of options for these players, but by meeting the demands of today’s mid-core gamer, we’re able to capture their attention long-term, and even got ourselves onto Facebook’s top 20 list for 2012 along the way.

Standing Out

On average, less than 10 AAA console games launch each month, while the number of social game launches in the same time period can more than triple that. With so much competition on social platforms, it can be difficult to make a game stand out. That’s why it’s important for developers to utilize the tools available to ensure they create the best gaming experience possible for mid-core gamers.

One way social developers can mimic the experience mid-core gamers are accustomed to is by creating a game with a deep narrative, like MTV did with The Hunt, a scripted Facebook social experience. In The Hunt, players had to solve a murder mystery in a storyline that ran parallel to the show “Teen Wolf.” Mashable reported that users spent an average of nine minutes per week in-game, and 81 percent of the registered users played on a weekly basis.

Using mechanics commonly found in console games also sets social games apart from the average “click here to build/grow/take” experience. Zynga’s Empires and Allies offers turn-based conflict, a story line and boss fights, while Marvel: Avenger’s Alliance is a role-playing game complete with characters that gain experience and level up with each fight they win.

To develop Dungeon Rampage, we looked at the technology available and knew we could create something a mid-core gamer would want to play by upping the ante of what was currently available in social games. Not only does Dungeon Rampage offer synchronous multiplayer action – one of the first social games to do so – we went above and beyond most current console offerings by making our multiplayer cross-platform. The game is offered across Facebook, Kongregate.com and DungeonRampage.com, and players can team up with each other no matter which version their friends are playing. We also created a proprietary friend system that allows gamers to unify their created friends list across all of the sites where our game is offered. We then combined these tools with fast-paced action akin to arcade-style games to create a more intense kind of social game.

Translating the Experience to Revenue

The great thing about the freemium business model that’s so prevalent in social gaming is that it allows players to try out a game before committing any money to it, which opens up the game to a wider initial player base. This does lead to the issue of player retention, as a recent Playnomics study showed 85 percent of social gamers do not return to a game after their first day. Because the ultimate goal for a developer or publisher is usually to monetize a game, it’s extremely important to provide an ongoing high-quality experience that maintains user retention and convinces them to invest both time and money.

Rather than making players feel like they have to fork over their cash in order to have a good game experience, constantly buying coins or jewels to maintain “energy levels,” social games need to act like any other game in that they provide solid gameplay apart from the monetization. With Dungeon Rampage, players can play as many levels as they want without paying, but only pay when they want luxury or convenience items. By taking this approach, we’ve attracted a considerable following among the mid-core audience, which spends a vast amount of time in social games. Despite the fact that players can earn nearly 99 percent of the items without paying a dime, we still see thousands of players spending real money on a monthly basis in our game. Significantly, our purchasing players represent a broad audience of young and old, domestic and international, so we feel like our monetization strategy is working with our entire player-base, not just a select group.

We’ve successfully increased Dungeon Rampage’s player-base each month since the game’s launch, with roughly half of our players returning after their first month, which we attribute to creating a robust gaming experience with true social aspects instead of an asynchronous clickfest. By continually enhancing the experience with new characters and in-game offerings that made for deeper arcade-style action, we saw a post-launch increase of the mid-core gamer demographic because these types of gamers are willing to spend money for top-notch gameplay.

Conclusion

Facebook currently has more than 800 million active users, and obviously gamers make up a huge chunk of the audience. Additionally, social gaming sites Kongregate.com and King.com have more than 14 million and 36 million monthly active users, respectively. Clearly social games are a huge market and many developers are eyeing the space hungrily, if they haven’t already jumped in.

Understanding the importance of the mid-core gamer is as key to being successful in the social games industry, and in order to make the social games that appeal to this audience, developers should study and emulate playing experiences found in console titles. It worked for us.

From Gamasutra

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Newest Features and Updates1

Stay tuned for the Pink Panther Adventures worldwide release coming very soon!

==================================================================

BUG AND ISSUE REPORTING:  You can fill in the form below with your report.  In your report, include the type of browser used, whether you are on a PC or Mac, and a brief description of the issue. After reporting a problem or bug, please see the FAQ on Browsers. Many issues can be resolved by playing in Chrome.  Thank you for helping us make this great game even better!

BUG AND OTHER ISSUES – REPORT WITH THIS FORM:

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Who is Playing and What are They Playing?

Do you know what the average computer and video game player is like?

The Entertainment Software Association (ESA) has released their annual research report, “Essential Facts About the Computer and Video Game Industry,” and some of the findings are interesting.

Check out these key demographic facts about games and the people who play them:

  • The average gamer in 2012 is 30 years old.
  • 98 percent of parents feel the ESRB rating system is either very or somewhat helpful in choosing games for their children.
  • 66 percent of parents believe game play provides mental stimulation or education.
  • The top reason parents play video games with their kids is because it is fun for the entire family.
  • 47 percent of game players are female.

More

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Social Games keeping Disney Interactive Alive

Disney Interactive continued to reduce its losses last quarter, thanks to its shift away from retail games and into social titles. For the quarter ended June 30, 2012, Disney says results for its Interactive sector, which houses its video game business, saw improved performance thanks to the lower marketing and product development costs for retail games.

Disney Interactive posted revenues of $196 million, down 22 percent from $251 million year-over-year, and operating losses of $42 million, reduced by 51 percent compared to losses of $86 million year-over-year. Overall, Disney saw revenues of $11,088 million, up 4 percent compared to $10,675 million year-over-year, and profits of $1,831 million, up 24 percent compared to $1,476 million year-over-year.

Source:   Gamasutra

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Top-grossing Zombie Farm acquired by Saban

The Playforge, the development team behind App Store success stories Zombie Farm and Zombie Life, has been acquired by Saban Brands, best known for owning the Power Rangers franchise.  Zombie Farm was the top-grossing freemium game on iOS in 2010 and third highest grossing in 2011, with more than 37 million downloads to date.

Through this acquisition, Saban hopes to extend the success of Playforge’s titles via licensing, merchandising and media opportunities, while also bolstering the company’s future development projects.

Source:  Gamasutra   http://www.gamasutra.com/view/news/175331/Topgrossing_Zombie_Farm_dev_acquired_by_Saban.php

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