Tag Archive | "Gaming"

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Microsoft Patents Flat-Slider Phone Form Factor, Multi-Touch Gaming Mice

Posted on 14 August 2011 by admin

dotp

We’ve seen a lot of interesting patents from Apple over the last few days, but Microsoft loves to patent things too — and they’ve just been granted a nice little pack of designs for mobile phones in a special slider format, and some Kinect and mouse tech to boot.

They’re not patenting a plain slider, of course. They’re patenting a few specific designs of sliding mechanism by which, once you finish the sliding action, the keyboard and the screen are “positioned in a substantially similar plane.” That is to say, mostly flush. Check it out:

The advantage is, potentially, a more comfortable typing experience. Many complained about having to type around the G1′s “chin,” and other phones with sunken keyboards have similar problems. My issue with a design like this is that the additional hinges and such might end up increasing the weight and decreasing the sturdiness of the phone. The second design does look more interesting, though, lowering the display rather than raising the keyboard. That could actually work.

What I’d like to see is some patents on a slider keyboard with keys that are actually fun to type on. Or maybe a slide-out keyboard for a tablet that doesn’t increase the weight the thing by 500%.

Microsoft was also granted a patent that clearly relates to the Kinect — it’s about determining the potential space for gestures and tracking user movement within a sort of cone. I wouldn’t say this is particularly exciting, but if you’re interested in the Kinect and Microsoft’s implementation thereof, it could make for some fun reading this weekend.

More up my alley, Microsoft has patented a method of interacting with games via multi-touch mice. I’m pretty surprised this patent flew, since games are just a form of software, and there must be hundreds of patents in play regarding the interaction of software and multi-touch surfaces. I mainly liked looking over the patent because they use illustrations that hearken back to the days of yore, when multi-touch mice were a novel proposition.

[via WMPoweruser]



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More Signs of Google Plus Games Coming Soon: How Will G+ Gaming Differ From Facebook?

Posted on 24 July 2011 by admin

googleplus150.jpgSince the release of Google’s new social network, there’s been a lot of speculation about when and if Google Plus would get a gaming component. Early inquiry into the site’s code certainly hinted at the possibility, and now more signs have been uncovered.

Slashgear reports that the Games Stream has been confirmed, pointing to wording on the Google Plus Help pages – now removed – that referenced games and potentially a separate stream for finding game-related updates.

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That news may come as a relief for some of Google Plus’s early adopters, many of whom cited their preference for Google Plus over Facebook, as the former is a Farmville-free zone, if you will.

Of course, Facebook users do have the option to hide the updates that come from their friends’ gaming habits. You can remove updates from individual games from your feed entirely or, of course, you can opt to just hide those friends whose Facebook activities seem to be solely comprised of casual gaming. But this option isn’t obvious to everyone, and many users still complain of these sorts of messages overwhelming their News Feed. By opting to create a separate stream for game-related updates, Google Plus may make this less of an issue for its users.

The News Feed and Games’ Viral Spread

But the flood of gaming updates contributed to the viral spread of many games on Facebook (and in turn, helped Facebook itself become one of the Web’s most popular destinations). Without that easy virality of the News Feed “spam” on Google Plus, game developers may find it more challenging to woo new players.

But the lack of immediate viral channels isn’t necessarily a bad thing for game developers, and it could be an opportunity to rethink some of the mechanics of social gaming that have become intertwined with Facebook. Perhaps we’ll see new types of games developed for Google Plus. Or perhaps we’ll see many of the same games, simply ported over to a new social destination.

Bringing Game Developers to Google Plus

One thing that might woo game developers to Google Plus would be better financial rewards for them. According to AllThingsD’s Tricia Duryee, Google may be planning to offer game developers a better deal than Facebook does, taking a smaller cut than the 30% of revenues that’s been the industry standard. As she notes, Google just launched an in-apps payment option this week, a key piece that’s now in place for developers to be able to monetize their Web apps.

There’s no official word from Google on a launch of a Games feature for Google Plus, but many signs are pointing to a feature that would be quite different from that of Facebook’s. The balancing act for Google Plus will be to have the Games help make the site a destination for people to return regularly while not chasing away those users who find the absence of casual gaming a welcome relief.

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Why Location-Based Gaming Is The Next Killer App [OPINION]

Posted on 24 July 2011 by admin

This post reflects the opinions of the author and not necessarily those of Mashable as a publication.

Greg Steen currently serves as a trendspotter for Moxie, discovering and assessing marketing implications for global trends. He has over five years experience in analyzing trends and creating strategic campaigns for brands such as Verizon Wireless, Marriott and the Alzheimer’s Association.

Capture the flag. Hide and seek. Marco Polo. These location-based games brought hours of fun to many of us as children. Then video games came along and suddenly the only location you played in was the living room. Now this shift is coming full circle as innovative mobile games are using geo-location, image recognition and augmented reality technologies to combine the real and virtual worlds.


Location-Based Games Are Already Starting to Emerge


For example, the popular Finnish iPhone game Shadow Cities, which recently made its debut in the U.S., uses the city of each player as a game board, allowing them to roam their neighborhood casting spells and taking over city blocks. Players can engage with others nearby by either teaming up or fighting over territory.

Angry Birds will soon include location-based features that give players access to new characters and content. Players will also be able to compete with one another on a unique leader board tied to each location. This feature will turn coffee shops, bars and apartment buildings into proving grounds for the next Angry Birds champion and could serve as a great ice breaker for players that compete in the same spot at the same time.

Paparazzi is an Android game that layers digital animation on top of the real world, a technology known as augmented reality. The game challenges players to take photos of a 3D character standing on a table. The character becomes agitated and will throw tea cups at the player. He’ll even jump onto the phone itself if given the chance.

Games such as these can be a great fit for marketers looking to connect with customers. Logos, buildings and products can all be incorporated into the gaming environment through barcode scanning, image recognition or GPS. Such games add more depth to social check-ins, a field where developers are still trying to figure out how to create worthwhile experiences. MyTown is an early example of how this can work. Players buy and sell the locations they check in at, much like Monopoly, and products are integrated through barcode scanning, which can unlock virtual goods and manufacturer promotions.


The Location-Based Gaming Market Is Poised for Growth


A confluence of smartphone adoption and interest in gaming has laid the foundation for mobile games to become a cultural touchstone and an extremely profitable industry. eMarketer estimates that 31% of mobile users have a smartphone and projects that 43% of mobile users will have one by 2015. That’s 101 million people. Interest in gaming has grown rapidly as well. According to Reality is Broken: Why Games Make Us Better and How They Can Change the World by Jane McGonigal, 183 million Americans report playing a game for an hour a day. That’s more than half of the population.

All it will take is one breakout success and the market will explode with new players and more innovative games. Marketers should look for successful games to partner with rather than creating their own, since building a player base from scratch is difficult. But marketers would do well to think about how these integrations can enhance the gaming experience. Developers have been known to turn down partnership dollars if they fear the in-game additions won’t add something meaningful to the game.

A good example of a brand integration that improves the gaming experience is the Dreyer’s Fruit Bars campaign that is running in FarmVille. Players have the opportunity to plant Dreyer’s branded crops, which are more profitable than comparable plants and create the possibility of receiving recognition as a top grower. Dreyer’s is even bringing the promotion into the real world by selecting a few players to travel to Farmville, Virginia, and plant an actual fruit orchard for the community.


Conclusion


The market is primed for the right game to galvanize interest in experiences that combine the real and virtual worlds. Just as FarmVille put social gaming on the map and Angry Birds brought attention to mobile gaming in general, we could see a wave of smartphone owners flood the application markets looking for similar experiences. This will present a valuable opportunity to marketers that want to foster emotional connections with their audiences, so keep a close eye on new releases and brace yourself for the next big thing in mobile gaming.


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Gaming Industry Vets Raise $3 Million For New Social Games Development Studio

Posted on 09 May 2011 by admin

Row Sham Bow, a new game development studio founded by gaming industry veterans and focused on creating games for social networks and direct-to-consumer platforms, has raised $3 million in funding from early-stage VC firm Intersouth Partners.

John Glushik of Intersouth Partners will join the company’s board of directors.

Founded earlier this year by president & CEO Philip Holt (former VP and GM of EA Tiburon) and CTO Nick Gonzalez (former Chief Software Architect at EA Tiburon and former CTO of video game technology company Massive), Row Sham Bow is based in Orlando, Florida.

EA Sports Madden 12 Creative Director Ian Cummings and CTO Richard Wifall have also joined Row Sham Bow in similar roles, we’ve gathered.

Also involved are Christopher Staymates, former software engineer at Livewire and EA Tiburon, and Jeremy Paulding, former Technical Director at Electronic Arts.

Row Sham Bow is certainly ambitious – the startup plans to create 60 “high-wage” jobs in Central Florida according to a Orlando Business Journal report.

Oh, and if you’re wondering about the name of the new venture, click here.

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Sohu.com Buys Majority Stake In Gaming Company 7Road For Up To $100 Million

Posted on 25 April 2011 by admin

Sohu.com, one of China’s leading online media, search and gaming companies, this morning announced that its MMORPG subsidiary Changyou.com is to acquire a majority stake in Shenzhen 7Road Technology (“7Road”), an online games developer and publisher based in China.

Changyou will acquire 68.26% of the equity of 7Road for approximately $68.26 million in cash (see how that works?), plus additional variable cash consideration of up to a maximum of $32.76 million in performance-based earn-outs.

The acquisition is expected to be completed by June 30, 2011.

With the acquisition, Changyou aims to expand to new audiences by adding a development team that specialized in browser-based, rather casual games rather than the massively multiplayer online games Changyou has to date been known for.

7Road is the company behind DDTank, one of the most popular multiplayer shooting games in China that hit more than 350,000 peak concurrent users globally in Q4 2010.

Changyou.com began operations as a business unit within Sohu.com back in 2003 was carved out as a separate company in December 2007 and completed an IPO on April 7, 2009.

The company this morning reported quarterly earnings: total revenues reached a record $97.1 million, an increase of 35 percent year-over-year. Net income rose to $52.8 million, or $0.99 per share, an increase of 33 percent year-over-year.

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6 Reasons Why Social Games Are the Next Advertising Frontier

Posted on 05 December 2010 by admin

Ad spending on social gaming increased 60% since 2009, according to eMarketer. No doubt advertisers have noticed that 56 million Americans are playing social games and that the branded virtual goods market is booming. But more than just social gaming’s growing popularity has gotten attention from advertisers. Social games also represent an environment that is largely conducive to advertising.

“Media buyers and advertisers are recognizing that this is what they want,” explained Robert Tomkinson, Playfish’s senior director of global marketing. “What they want is massive reach, they want targeting, they want performance. And you can have all of these by forming branding opportunities in the right way.”

Tomkinson and other leaders in the social gaming industry recently spoke at the Social Gaming Summit about the huge opportunity that social games represent for brands. Here are five reasons they gave for why social game advertising is a growing success:


1. Advertising in Games Is About Engagement, Not Eyeballs


blueberries

Back in July players of the the most popular Facebook social game, FarmVille, had for the first time an option to plant a specific branded crop — Cascadian Farm blueberries — on their virtual farms. In more than 500 million cases, players chose to purchase and plant the branded blueberries instead of something else. According to Zynga, unaided brand awareness increased 550% as a result.

Volvo, H&M and MTV Networks have also experimented with branded virtual goods that users can choose to purchase or acquire through interaction with the brand.

Another common strategy for brands in social games is an “offer wall” inside of many games. Brands can exchange virtual rewards for engagement, like taking a survey or watching a video about a new product.

“In both cases you’re actually engaging with the brand,” explained Peter Wexler, the director of strategic partnerships for transactional advertising platform TrialPay. “This is different than in traditional ads within TV and print and on the side of the bus that flies by on Eighth Avenue. That’s all sort of eyeballs, so how many eyeballs do I have on a magazine, on a paper… you can vary on actual engagement.”


2. Social Games Reach the Facebook Audience


Facebook

When online, the average American spends more time on Facebook than on Google, Yahoo, YouTube, Microsoft, Wikipedia and Amazon combined. A significant part of that interaction includes social games, making them an ideal alternative to display ads for advertisers who want to reach Facebook’s giant, 500 million-person user base.

“If you talk to advertisers, and you talk to them about Facebook, every single one of them, whether it’s an agency or the brand, they’re all extremely interested in participating in the Facebook platform,” explained Wexler during his presentation. “And most of them are pretty unsure of how to effectively do that… this is where consumers are available.”


3. Some Games Have Bigger Audiences Than Prime Time TV


PrimeTime

Advertising in social games might not be solely about eyeballs, but there are definitely a critical mass of people who are playing them. About about 30 million players per day play the most popular social game, FarmVille. The most popular prime time television show last week, Dancing With the Stars, had about 24 million viewers.

Social gaming is becoming just as accessible, if not more accessible, than television. While most gaming platforms in the past have required expensive consoles and other barriers to entry, most social games are free to play.

“[The] iPhone put a gaming device in everybody’s pocket and massively expanded the market,” explained Tomkinson during his presentation. “And of course, free-to-play social games massively expand the market to bigger than all the console games combined. This is something that anybody can use.”

In addition to broaching television’s audience size, social games are also broadening the niche that is often associated with gaming. Most games are fairly easy to learn. Zynga game tutorials, for instances, are shorter than three minutes.

Zynga’s director of brand advertising Manny Anekal said in a presentation that he hates the term “social games” because the experiences that his company creates are “just fun with your family friends. Simple as that.” Being such, social games can easily reach demographics far beyond the typical “gamer” profile.


4. Advertising With Social Games Isn’t Restricted to Virtual


Green_Giant

The branding potentials for social games need not remain online. About six months ago, 7-Eleven straddled the space between virtual and physical worlds by tying products like iced coffee and slurpees with FarmVille Games. When a customer bought a promoted product, he or she was directed to perform a task in the game to unlock a 7-Eleven virtual good.

The campaign ran in 7,000 stores for six weeks. The branded ice cream surpassed the brand’s sales forecast within the first week. More than 3 million codes were redeemed, and water had a 60% redemption rate.

Green Giant also explored the space in between virtual games and the physical world by giving away FarmVille Cash with select produce purchases.


5. Brands Can Be Part of the Experience


Old_Navy

In “virtual world” games, brands can do more than hang out on billboards (though that is an option, too). They can become part of the game.

One way brands have done this is to add an element to the gameplay itself. When State Farm Insurance branded a blimp in the FarmVille game, for instance, players who chose to put it on their farms had their crops protected during the 10 days of the promotion. The branded blimp continued to float over their farms even after the promotion was over.

Another way brands become part of the experience is by adding an interactive component to the landscape. On Black Friday, Old Navy launched a virtual store in CrowdStar’s social game, It Girl. Players could purchase Old Navy virtual clothing or gift it to their friends. The virtual store displayed real-world offers, and players could also complete quests that would earn them virtual currency.

“They’ve very much integrated their brand into the game experience,” Wexler said about the integration. “It’s not so much about transactions and direct revenue for Old Navy in this situation, it’s about putting the brand in front of their customer base.”


6. Brands Can Reward Players for Interacting With Them


Playfish_offer_wall

Purchasing the State Farm Insurance blimp gave FarmVille players protection, completing quests in the virtual Old Navy store gives CrowdStar players virtual currency, and watching videos or taking surveys on offer walls will earn virtual currency or goods. In some cases, players can choose between paying to play or engaging with a brand in order to play a game for free.

“The player gets the reward by interacting with the brand. This isn’t about showcasing, it’s about engagement,” Wexler explained during his presentation. “And that’s the value to advertisers.”


More Business Resources from Mashable:


5 Lessons to Learn from Web StartupsHOW TO: Advertise Inside Social Games on Facebook
Why the Social Gaming Biz is Just Heating Up
4 Misconceptions About Marketing in Social Games
How the Fortune 500 Use Social Media to Grow Sales and Revenue
5 Invaluable Marketing Lessons from an Epic Campaign for… Cream Cheese?

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OpenFeint Opens Social Gaming SDK OFX To All Developers, Launches $1M Challenge

Posted on 01 December 2010 by admin

Earlier this year, AuroraFeint launched the private beta of OpenFeint X (OFX), which offers indie developers the ability to create Zynga-like free-to-play games including microtransactions and virtual goods. Today, the gaming platform is opening up OFX to all developers and as an incentive to use the new features, is announcing a $1 million free-to-play mobile games challenge.

With OFX, developers can create Farmville-like games with a chat wall where players can interact with each other, a newsfeed showing recent in-game activity, and game nudges. OFX’s premium services allows developers to use a cloud-based infrastructure to build and run a full virtual goods store, access detailed analytics, and include game-specific currency wallet. OpenFeint says that future updates will allow game developers to offer virtual currency and virtual goods for sale in their games.

OFX is completely free for game developers to download and implement in their games and only shares in revenue earned from the sale of paid downloadable content in games sold with OFX.

The OFX Freemium Challenge waives the revenue share on the OPX SDK for up to $10,000 per developer, available to the first 100 developers who use it. So developers can implement the publicly launched OFX and sell up to $10,000 in downloadable content in game before sharing any revenue.

OpenFeint is betting on in-game purchases being a big attractor for developers to build on its platform. According to a Juniper Research report, revenues from in-game purchases are expected to surpass $11 billion by 2015, nearly double what they were in 2009. Clearly this is a potentially lucrative business for OpenFeint.

The startup just raised $3 million from Intel Capital, and has added 3,400 games and over 45 million mobile gamers to its platform in just over a year.

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Facebook and Electronic Arts Sign Social Gaming Pact

Posted on 02 November 2010 by Leo Pang

Electronic Arts has just entered into a five-year strategic relationship with Facebook. Under the agreement, Facebook Credits will become the exclusive payment method for EA games on Facebook.

EA is undoubtedly feeling some heat from Zynga, the ever-growing startup that is reportedly now more valuable than EA.

EA acquired Playfish last year for a reported $400 million but has only just started to really embrace Facebook as a gaming platform. Thus far, EA has successfully ported its Madden and FIFA franchises to Facebook with Madden NFL Superstars and FIFA Superstars.

EA is also looking to bring its large catalog of successful gaming brands to the world’s largest social network, including Monopoly.

In addition, the gaming company is beta-testing its Pogo Games for Facebook app. This app will let players access approximately 20 games from one location, including Scrabble (in the U.S. and Canada), Boggle and Poppit!. This is where we think EA will have the most success. Pogo has a pretty big arsenal of addictive puzzle and board games that could prove quite popular on Facebook.

Having stronger integration with Facebook — which the agreement to utilize Facebook Credits certainly reinforces — will go a long way toward making EA a bigger name in social gaming.

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Mobile Social Network MocoSpace Raises $3.5M From SoftBank For Gaming Platform

Posted on 23 September 2010 by Leo Pang

Mobile social network MocoSpace has raised $3.5 million in a round of strategic funding from SoftBank Capital. This brings the startup’s total funding to $10.5 million.

MocoSpace develops a web-based social network that counts over 14 million users and three billion page views per month. While the network, which launched in 2006, was previously only mobile web-based and prided itself on its users mainly being non-techies who don’t own an iPhone, Android or BlackBerry device, the site has evolved into smartphone apps as well. The site makes money with its virtual currency and through advertising and mainly reaches the 18 to 34 age demographic.

MocoSpace recently launched an Android app, which allows for live chat with friends currently on app or on the mobile website, photo uploads, profile viewing and commenting and message notifications. And MocoSpace now offers users a website, a feature phone site, a smartphone site, and and iPhone app.

The new funding will be used towards expanding social gaming on the platform. The MocoSpace audience already plays one million games on the site per month, but the company will soon be launching its own browser-based mobile social games, and is currently developing partnerships with mobile web game developers to provide a wide range of game titles on its platform. New funding will also be used towards hiring developers and engineers to support the new gaming platform.

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Google’s Social Buying Spree Continues With Mobile Gaming Developer SocialDeck

Posted on 30 August 2010 by admin

In its quest to build the most powerful gaming platform on the web, Google has made another purchase today: game developer SocialDeck. Inside Social Games first reported the story. According to The Canadian Press, Google has confirmed the purchase.

With the massive number of gaming developers and publishers in the market, why did Google choose SocialDeck? It could be because of the startup’s mobile offerings. SocialDeck was founded in 2008 with the vision of enabling “anywhere, anytime, anyone” gaming. The company has launched several titles for the iPhone, Facebook, and BlackBerry using its social gaming platform technology, which enables simultaneous game play across multiple mobile devices and social networks.

Google Canada spokeswoman Wendy Rozeluk told the Canadian Press: “SocialDeck’s team and technology is a perfect addition to our current team of engineers in Waterloo, (Ont.), to continue to innovate in the social and mobile web.”

As we know through the acquisitions of Slide and Jambool, and investment in social gaming giant Zynga, Google is getting serious about the launch of Google Games. While we still don’t know the details of the platform, SocialDeck’s mobile technology seems to be a part of the plan.

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