<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>RyanOlson:blogs</title><link>http://redherring.com/Home/</link><description>Home</description><language>en-us</language><image><url>http://redherring.com/logo/32.jpg</url><link>http://redherring.com/Home/</link><title>Home</title></image><copyright>RedHerring</copyright><managingEditor>managing_editor</managingEditor><webMaster>webmaster</webMaster><pubDate>Sun, 22 Nov 2009 02:03:01 GMT</pubDate><lastBuildDate>Sun, 22 Nov 2009 02:03:01 GMT</lastBuildDate><generator>BlogTronix RSS Generator v.1.0</generator><ttl>20</ttl><item><title>Massive Scores Madden</title><link>http://redherring.com/Home/22438</link><description><![CDATA[Company will place ads in five upcoming EA games, including the hugely popular Madden NFL.]]></description><content><![CDATA[ <p><span style="FONT-SIZE: 8.5pt; FONT-FAMILY: Verdana">Microsoft subsidiary Massive, which specializes in placing advertising in video games, announced a deal Wednesday with Electronic Arts that brings five popular titles into the Massive network, including the latest installment of the best-selling <em>Madden NFL</em> franchise.</span></p><p><p><span style="FONT-SIZE: 8.5pt; FONT-FAMILY: Verdana">The deal is another example of continued interest in in-game advertising and signals the first appearance of dynamic ads in some of the most popular game franchises in the world. The contents of dynamic ads can be changed on the fly on Internet-connected game consoles and PCs.</span></p><p><p><span style="FONT-SIZE: 8.5pt; FONT-FAMILY: Verdana">By September, Massive’s network will include Xbox 360 versions of five EA games: <em>Madden NFL 08</em>, <em>Nascar 08</em>, <em>NHL 08</em>, <em>Tiger Woods PGA Tour 08</em>, and <em>Skate</em>. The agreement also includes PC versions of <em>Madden</em> and <em>Tiger Woods.</em></span></p><p><p><span style="FONT-SIZE: 8.5pt; FONT-FAMILY: Verdana">Ads will appear in typical places: on scoreboards, around hockey rinks, and during race updates. “Sports are such a natural fit with advertising,” said EA Senior Director of Game Advertising Shelby Cox. “We’re looking at alternative ways to monetize our games [and] we’re invested in growing this dynamic business.”</span></p><p><p><span style="FONT-SIZE: 8.5pt; FONT-FAMILY: Verdana">Parks Associates predicts video game advertising—including static and dynamic elements—will be worth $2 billion by 2012, up from $370 million in 2006 (see <a href="http://blog.redherring.com/Home/395">Game advertising to hit $2B by 2012</a>).</span></p><p><p><span style="FONT-SIZE: 8.5pt; FONT-FAMILY: Verdana">The Massive announcement more than doubles the number of EA games that feature dynamic advertising. Current titles with such ads include <em>Battlefield 2142</em>, <em>Need for Speed Carbon</em>, and <em>Def Jam Icon</em>.</span></p><p><p><span style="FONT-SIZE: 8.5pt; FONT-FAMILY: Verdana">The addition of new games, especially <em>Madden,</em> clearly helps Massive build its network. “It’s a watershed moment when we can announce these big titles,” said Massive Marketing Director Alison Lange.</span></p><p><p><span style="FONT-SIZE: 8.5pt; FONT-FAMILY: Verdana">Now in its 18th year, the Madden franchise has sold more than 60 million copies and generated more than $2 billion in retail sales. The next iteration will be released in August, while the 2006 version was the best-selling game of that year (see <a href="http://www.redherring.com/Article.aspx?a=20849&amp;hed=Top+Games+%25e2%2580%259906:+Madden">Top Games ’06: Madden</a>).</span></p><p><p><span style="FONT-SIZE: 8.5pt; FONT-FAMILY: Verdana">Such titles are valuable not only for their stellar retail sales but also because they reach many players beyond those who actually buy the games. <em>Madden NFL 07</em> sold nearly 4 million copies by the end of 2006, but research firm Interpret released a report in March saying the game has been played by some 14 million people (see <a href="http://www.redherring.com/Article.aspx?a=21726&amp;hed=Who%25e2%2580%2599s+Playing+What+and+When">Who’s Playing What and When</a>).</span></p><p><p><span style="FONT-SIZE: 8.5pt; FONT-FAMILY: Verdana">Though this newest partnership will bring Massive and EA additional revenue, it leaves persistent questions about how EA plans to handle dynamic ads in versions of its games for other systems—particularly Sony’s PlayStation 3.</span></p><p><p><span style="FONT-SIZE: 8.5pt; FONT-FAMILY: Verdana">Microsoft’s 2006 acquisition of Massive (see <a href="http://www.redherring.com/Article.aspx?a=16751&amp;hed=Microsoft%e2%80%99s+Massive+Purchase">Microsoft’s Massive Purchase</a>) gave marketers an easy way to get in to games on the Xbox and left many wondering if Sony would make a similar move. Sony has yet to talk at length about its in-game ad strategy.</span></p><p><p><span style="FONT-SIZE: 8.5pt; FONT-FAMILY: Verdana">EA wouldn’t share many details about what it knows of Sony’s plans, either. “We’re in conversations with them, as are many publishers,” Ms. Cox said. “We hear in-game advertising is a priority [and] it’s something they’re looking at very seriously.”</span></p><p><span style="FONT-SIZE: 8.5pt; FONT-FAMILY: Verdana">Sony said earlier this month that it’s working with the Nielsen Company to develop a standard for measuring video game playing and make it easier for advertisers to get involved in the budding market (see <a href="http://www.redherring.com/Article.aspx?a=22770&amp;hed=Sony%2c+Nielsen+Partner+on+Ads">Sony, Nielsen Partner on Ads</a>).</span><br>]]></content><author>Ryan Olson</author><category /><comments>http://redherring.com/Home/22438#0</comments><pubDate>Wed, 25 Jul 2007 17:13:36 GMT</pubDate><guid>http://redherring.com/Home/22438</guid></item><item><title>Oberon Acquires PixelPlay</title><link>http://redherring.com/Home/22416</link><description><![CDATA[Gaming company can now reach consumers on PCs, TVs, and mobile phones.]]></description><content><![CDATA[ <p style=""><span style="font-size: 8.5pt; font-family: Verdana;">Oberon Media, a maker of casual computer games, said Tuesday that it’s acquiring PixelPlay, which creates games and distributes them via interactive television.</span></p> <p style=""> </p> <p style=""><span style="font-size: 8.5pt; font-family: Verdana;">The acquisition is the second announced by Oberon in as many months and completes a series of strategic moves made by the company to help it reach consumers across three screens: those of PCs, mobile phones, and televisions.</span></p> <p style=""> </p> <p style=""><span style="font-size: 8.5pt; font-family: Verdana;">In late May, Oberon announced it was acquiring I-Play, a U.K.-based mobile-gaming specialist, for an undisclosed sum (see <a href="http://www.redherring.com/Article.aspx?a=22458&amp;hed=Merger+Game" style="">Merger Game</a>).</span></p> <p style=""> </p> <p style=""><span style="font-size: 8.5pt; font-family: Verdana;">Terms of the PixelPlay deal were not disclosed, but Oberon representatives said the two New York–based companies are already working to combine services and consolidate licenses.</span></p> <p style=""> </p> <p style=""><span style="font-size: 8.5pt; font-family: Verdana;">Oberon currently distributes a portfolio of more than 1,000 games through a network of partners including several hundred wireless carriers and web sites run by companies including Microsoft, Comcast, BSkyB, Sprint, AT&amp;T, Yahoo Games, and Electronic Arts.</span></p> <p style=""> </p> <p style=""><span style="font-size: 8.5pt; font-family: Verdana;">PixelPlay, meanwhile, has access to games and licenses from companies including Hasbro, Atari, WPT Enterprises, and the Learning Company.</span></p> <p style=""> </p> <p style=""><span style="font-size: 8.5pt; font-family: Verdana;">According to PixelPlay CEO Ron Chaimowitz, the deal puts Oberon in a better position to be innovative and take different business models across the company’s various platforms. He also said players will be able to access community features across different devices. Features common to the industry include chat, scoreboards, and customizable player characters called avatars.</span></p> <p style=""> </p> <p style=""><span style="font-size: 8.5pt; font-family: Verdana;">Mr. Chaimowitz will join Oberon and lead the company’s interactive-TV efforts.</span></p> <p style=""> </p> <p style=""><strong style=""><span style="font-size: 8.5pt; font-family: Verdana;">Reality Check</span></strong></p> <p style=""><span style="font-size: 8.5pt; font-family: Verdana;">Though the PixelPlay deal gives Oberon access to yet another market, it’s a tiny one. In the </span><span style="font-size: 8.5pt; font-family: Verdana;">United States</span><span style="font-size: 8.5pt; font-family: Verdana;"> alone, video games generated more than $12 billion in 2006, but revenue from set-top box gaming accounted for less than one-tenth of 1 percent of the market, said Michael Cai, a broadband and gaming analyst with Parks Associates.</span></p> <p style=""> </p> <p style=""><span style="font-size: 8.5pt; font-family: Verdana;">A big reason for that is indifference to the platform by major game publishers and developers, but cable providers aren’t exactly championing the market either. “Carriers have so many things on their plate, and games [are] not on top,” Mr. Cai said. <span style="text-transform: uppercase;">A</span>nalog cable subscribers—about half of all TV subscribers—can’t even access the games because they don’t have a set-top box, and that means an even smaller pool of potential customers.</span></p> <p style=""> </p> <p style=""><span style="font-size: 8.5pt; font-family: Verdana;">But the market is changing. Increasing numbers of consumers have access to digital TV services and digital video recorders with built-in hard drives. Service providers, meanwhile, are looking to gaming as a way to increase subscriber loyalty and potentially increase revenue.</span></p> <p style=""> </p> <p style=""><span style="font-size: 8.5pt; font-family: Verdana;">PixelPlay’s Mr. Chaimowitz admitted that in the past cable companies focused on building their infrastructure to include video on demand, voice over IP, and high-definition service, but he said major TV service providers will be deploying “significant” game services soon. “We’re now at a watershed,” he said.</span></p> <p style=""> </p> <span style="font-size: 8.5pt; font-family: Verdana;">Current leaders in set-top box gaming include BSkyB in the </span><span style="font-size: 8.5pt; font-family: Verdana;">U.K.</span><span style="font-size: 8.5pt; font-family: Verdana;"> and Cablevision in the </span><span style="font-size: 8.5pt; font-family: Verdana;">United States</span><span style="font-size: 8.5pt; font-family: Verdana;">. Comcast, the largest cable provider, currently offers games in a few markets.</span><br>]]></content><author>Ryan Olson</author><category>Internet</category><comments>http://redherring.com/Home/22416#0</comments><pubDate>Tue, 17 Jul 2007 13:27:37 GMT</pubDate><guid>http://redherring.com/Home/22416</guid></item><item><title>The Warcraft MBA</title><link>http://redherring.com/Home/22359</link><description><![CDATA[New study examines how online games can teach business skills.]]></description><content><![CDATA[ <p style=""><span style="font-size: 8.5pt; font-family: Verdana;">Don’t be surprised if your next boss admits that he learned some of his management skills playing <em style="">World of Warcraft</em>. As companies search for the next generation of talent, one </span><span style="font-size: 8.5pt; font-family: Verdana;">Silicon Valley</span><span style="font-size: 8.5pt; font-family: Verdana;"> startup thinks they should look for executives who play online video games.</span></p> <p style=""> </p> <p style=""><span style="font-size: 8.5pt; font-family: Verdana;">Corporate software maker Seriosity on Thursday released a <a target="_blank" href="http://www.seriosity.com/leadership.html" style="">lengthy report</a> detailing some of the ways in which people who play massively multiplayer online role-playing games are developing skills vital to business success. And the company believes these types of games are shaping the next generation of corporate leaders. </span></p> <p style=""> </p> <p style=""><span style="font-size: 8.5pt; font-family: Verdana;">While the idea isn’t new, the study provides a detailed look at some of the ways in which gamers are learning to collaborate, stay organized, and take risks. For dedicated players, it could prove that the hours they spend each week managing their fellow warriors, mages, and priests might actually help them conquer the corporate world as well. </span></p> <p style=""> </p> <p style=""><span style="font-size: 8.5pt; font-family: Verdana;">“Businesses are waking up to the importance of games,” said Seriosity General Manager Simon Roy. “[Gamers] bring the same neurons to work as they do to game playing.”</span></p> <p style=""> </p> <p style=""><span style="font-size: 8.5pt; font-family: Verdana;">The Palo Alto, California-based company, which teamed up with IBM and researchers from Stanford and the Massachusetts Institute of Technology for the study, found that logic and visualization skills, as well as creative thinking and collaborative abilities, are widely applicable in both domains.</span></p> <p style=""> </p> <p style=""><span style="font-size: 8.5pt; font-family: Verdana;">“The values you expose in the game are in many places very valid and respected… whether you are online or offline,” said Mr. Roy. “[Many] are generic people management issues.”</span></p> <p style=""> </p> <p style=""><span style="font-size: 8.5pt; font-family: Verdana;">The research could be considered somewhat self-serving for Seriosity, which makes productivity software—inspired by multiplayer games—for the enterprise.</span></p> <p style=""> </p> <p style=""><span style="font-size: 8.5pt; font-family: Verdana;">The report emphasized the importance of online environments in facilitating the development of leadership qualities. Games make it easy to collect and see information about a user’s performance and offer multiple ways in which players can communicate and collaborate. And the speed at which gamers play and interact gives them a chance to develop their skills quickly.</span></p> <p style=""> </p> <p style=""><span style="font-size: 8.5pt; font-family: Verdana;">“A person playing a game for several years can get [the equivalent of] 10 years of management experience,” Mr. Roy said.</span></p> <p style=""> </p> <p style=""><span style="font-size: 8.5pt; font-family: Verdana;">Another interesting point is that experienced gamers are often used to working with technology that is much more advanced that the type they encounter in the business world. According to Seriosity, businesses should look to games for ways in which to make leadership easier and more effective.</span></p> <p style=""> </p> <p style=""><span style="font-size: 8.5pt; font-family: Verdana;">“What we’ve found is that success as a business leader may depend on skills as a gamer,” </span><span style="font-size: 8.5pt; font-family: Verdana;">IBM</span><span style="font-size: 8.5pt; font-family: Verdana;"> Almaden Director of Services Research Jim Spohrer said in a statement.</span></p> <br>]]></content><author>Ryan Olson</author><category>Internet</category><comments>http://redherring.com/Home/22359#0</comments><pubDate>Fri, 29 Jun 2007 10:54:10 GMT</pubDate><guid>http://redherring.com/Home/22359</guid></item><item><title>Playing with Paris</title><link>http://redherring.com/Home/22349</link><description><![CDATA[Reformed or not, the socialite—and other newsmakers—prove to be a boon for game makers.]]></description><content><![CDATA[Hotel heiress and party girl Paris Hilton might have walked out of jail early this morning a free woman, but it’s no secret that her three-week stint in the slammer gave news crews, gossip hounds, and time wasters plenty to obsess over.<br><br>Not surprisingly, the incarceration and subsequent media frenzy turned into a boon for game makers as well. Web sites like GSN.com and AddictingGames.com jumped into the fray early with free satirical web games that have attracted millions of players.<br><br>On Tuesday GSN unveiled The Prison Life 2: Full Release, a free web-based game in which players guide the socialite as she stamps out T-shirts with slogans including “Saur Puss,” “Photo Op,” and “Caged Woman.” The game is a sequel to The Prison Life: Paris, which GSN said has been played more than 1 million times since its release a few weeks ago.<br><br>The company hopes the games—often called newsgames because of their relevance to current events—will continue to bring users to its site, where they can play additional games like the television tie-in Lingo or pay to participate in skill-based games such as Dynomite.<br><br>AddictingGames, meanwhile, offers its own suite of satirical games, including Dress Paris in Jail and Escape Paris. The site served up more than 1 million plays of Paris-related games last week alone, said Shockwave and AddictingGames Senior Vice President and General Manager Dave Williams. “Newsgames are a great way to get people to come to the site in the first place. They get passed around like crazy,” Mr. Williams said.<br><br>Fans of the games can share their favorites quickly via email or by embedding them on blogs or social networking sites. On Monday, AddictingGames formally launched a Facebook application for playing and sharing games. <br><br>In September, AddictingGames launched a specific section devoted to newsgames (see Atom Builds Games around News).<br><br>While their production values and aesthetics might pale in comparison to those of big-budget whoppers like Gears of War or even casual games such as Heavy Weapon, newsgames can be extremely effective at doing just what their makers intended: bringing millions of eyeballs to sites that generate revenue primarily through advertising.<br><br>Expect them to work as marketing tools for the time being. Mr. Williams said the traffic to popular newsgames can put them in the top 10 percent of all games on his site, but such numbers can also decline quickly as user interest fades.<br><br>It’s all about being hot, as Ms. Hilton might say.]]></content><author>Ryan Olson</author><category>Internet</category><comments>http://redherring.com/Home/22349#0</comments><pubDate>Tue, 26 Jun 2007 16:59:09 GMT</pubDate><guid>http://redherring.com/Home/22349</guid></item><item><title>Gaia, Millions of Us Partner</title><link>http://redherring.com/Home/22334</link><description><![CDATA[Online community to work with social media agency on branded campaigns.
]]></description><content><![CDATA[ <p style=""><span style="font-size: 8.5pt; font-family: Verdana;">Internet community Gaia Online said Wednesday it was partnering with Millions of Us, a San Francisco-based startup that creates branded content for virtual worlds such as Second Life.</span></p> <p style=""> </p> <p style=""><span style="font-size: 8.5pt; font-family: Verdana;">San Jose, California-based Gaia is an online world popular with teens where users create and customize digital characters, play games, and socialize. The partnership is designed to attract new advertisers and give Millions of Us a new audience for their virtual branding campaigns.</span></p> <p style=""> </p> <p style=""><span style="font-size: 8.5pt; font-family: Verdana;">Millions of Us has created virtual </span><span style="font-size: 8.5pt; font-family: Verdana;">Pontiac</span><span style="font-size: 8.5pt; font-family: Verdana;"> cars, a drag strip and monster truck races aimed at promoting the car company’s brand within Second Life. Its customers also include Microsoft, Warner Brothers, and Intel.</span></p> <p style=""><span style="font-size: 8.5pt; font-family: Verdana;"> </span></p> <p style=""><span style="font-size: 8.5pt; font-family: Verdana;">The content creator is now hoping to move from being a developer for three dimensional worlds like Second Life to an agency with experience in multiple types of social media. “A lot of the things we’ve learned over the last year about what makes people successful in Second Life are broadly applicable to these other environments,” said founder Reuben Steiger.</span></p> <p style=""> </p>  <p style=""> </p> <p style=""><span style="font-size: 8.5pt; font-family: Verdana;">Founded in 2003, Gaia attracts more than 2 million unique users each month. Between 50,000 and 80,000 people are on the site at any given time, and Gaia’s forums are some of the busiest on the Internet, with more than 1 billion user posts.</span></p><p style=""><span style="font-size: 8.5pt; font-family: Verdana;">As their numbers grow, Gaia users are getting access to a greater amount of branded content from media companies and other partners. Last month the company unveiled a virtual movie theatre where users can watch trailers, gab, and engage in mischief (see <a href="http://www.redherring.com/Article.aspx?a=22195&amp;hed=Go+Ahead,+Talk+During+the+Movie" style="">Go Ahead, Talk During the Movie</a>).</span></p> <p style=""> </p>  <p style=""> </p> <p style=""><span style="font-size: 8.5pt; font-family: Verdana;">A trailer for the new Nancy Drew movie, for instance, debuted on the site on May 21 and has since been viewed more than 1 million times, company representatives said.<br><br>Gaia yesterday unveiled a partnership with </span><span style="font-size: 8.5pt; font-family: Verdana;">Toyota</span><span style="font-size: 8.5pt; font-family: Verdana;">’s Scion brand that lets users buy and customize virtual versions of Scion cars. Gaia representatives said members of the community downloaded more than 91,000 Scion xB cars in the first 24 hours the autos were available. “It’s so much richer than what you can do on a normal site,” said Gaia CEO Craig Sherman. “If Scion had partnered with MySpace, they would have put pictures of cars… on the site.”</span></p> <p style=""> </p> <span style="font-size: 8.5pt; font-family: Verdana;">Mr. Steiger said his relationship with Gaia could yield results as early as August, and pointed to the fact that the two companies already have one client in common—Scion. Millions of Us did not work with Gaia on that campaign, but it seems likely that Mr. Steiger will see if his other clients are interested in getting involved.</span><br>]]></content><author>Ryan Olson</author><category>Internet</category><comments>http://redherring.com/Home/22334#0</comments><pubDate>Fri, 22 Jun 2007 15:21:59 GMT</pubDate><guid>http://redherring.com/Home/22334</guid></item><item><title>Nintendo profits up 77%</title><link>http://redherring.com/blogs/22289</link><description><![CDATA[Bummer I didn't get to this earlier but it's now or never. Nintendo reported yearly earnings today ...]]></description><content><![CDATA[Bummer I didn't get to this earlier but it's now or never. Nintendo reported yearly earnings today and revenue hit 966.5 billion Yen ($8.2 billion), a 90 percent jump over the same period one year ago.<br><br>Net income jumped 77 percent to 174.3 billion Yen ($1.4 billion).<br><br>Sales of the new Wii console helped, but the company's portable DS system did most of the heavy lifting. Nintendo said it sold more than 23 million DSes worldwide during 2006, bringing lifetime sales of the device to more than 40 million.<br><br>The company has now sold more than 5.8 million Wiis since launching the system in November 2006.<br><br>The company now predicts sales of the Wii during fiscal 2008 will hit 14 million, with 55 million games sold. Nintendo estimates it will sell 22 million more DSes and predicts sales increasing nearly 18 percent to 1.14 trillion Yen ($9.6 billion).<br><br><span style="font-weight: bold; ">Gotta Sell 'Em All</span><br>Nintendo also said Thursday that sales of the latest versions of Pokemon passed the 1 million unit mark since being released on <span style="font-style: italic; ">Sunday</span>. More than 500k people pre-ordered the games before launch.<br><br>This brings lifetime sales of Pokemon games to more than 155 million copies worldwide.<br><br>'Tis a good Thursday for Nintendo.<br><br><br>]]></content><author>Ryan Olson</author><category>Gaming</category><category>Hardware</category><category>Software</category><comments>http://redherring.com/blogs/22289#0</comments><pubDate>Thu, 26 Apr 2007 17:54:55 GMT</pubDate><guid>http://redherring.com/blogs/22289</guid></item><item><title>PlayStation father to leave Sony</title><link>http://redherring.com/blogs/22288</link><description><![CDATA[Looks like former Sony Computer Entertainment America head Kaz Hirai just got another promotion - n...]]></description><content><![CDATA[Looks like former Sony Computer Entertainment America head Kaz Hirai just got another promotion - news reports from earlier today indicate that PlayStation father Ken Kutaragi will be leaving Sony June 19, the same day as the company's annual shareholder meeting.<br><br>Mr. Kutaragi will be replaced by Mr. Hirai, who in November left Sony Computer Entertainment America for a job in Japan as president and group COO of Sony Computer Entertainment Inc. Mr. Kutaragi was also promoted in November, moving up to the position of representative director, chairman, and group CEO.<br><br>Mr. Hirai will now be in charge of the PlayStation brand going forward, while Mr. Kutaragi will hold the title of honorary chairman and assist Sony CEO Howard Stringer in an advisory capacity.<br><br><br><br>]]></content><author>Ryan Olson</author><category>Gaming</category><comments>http://redherring.com/blogs/22288#0</comments><pubDate>Thu, 26 Apr 2007 13:41:16 GMT</pubDate><guid>http://redherring.com/blogs/22288</guid></item><item><title>Wii shortage 'till 2009?</title><link>http://redherring.com/blogs/22287</link><description><![CDATA[Our good friend Billy Pidgeon over at IDC has game industry watchers talking today after he told Ho...]]></description><content><![CDATA[Our good friend Billy Pidgeon over at IDC has game industry watchers talking today after he told Home Media Magazine (<a target="_blank" href="http://videostoremag.com/news/html/breaking_article.cfm?article_id=10568">link</a>) that Wii shortages aren't likely to ease up until 2009.<br><br>!!!<br><br>Damn. Each time I see stuff like this I feel luckier and luckier to have actually gotten a Wii. Retailers, meanwhile, continue to stockpile systems for big Sunday sales, and it looks like the latest one will come this week (April 29), courtesy of GameStop stores (<a target="_blank" href="http://www.joystiq.com/2007/04/24/finally-wii-at-gamestop-and-eb-this-sunday/">link</a>).<br>]]></content><author>Ryan Olson</author><category>Gaming</category><category>Hardware</category><comments>http://redherring.com/blogs/22287#0</comments><pubDate>Wed, 25 Apr 2007 10:14:59 GMT</pubDate><guid>http://redherring.com/blogs/22287</guid></item><item><title>Ad:Tech SF - marketing to gamers</title><link>http://redherring.com/blogs/22285</link><description><![CDATA[Today's Ad:Tech panel on "Gamer Nation" (link) offered little in the way of news to those of us fam...]]></description><content><![CDATA[While today's <a target="_blank" href="http://www.ad-tech.com/sf/">Ad:Tech conference</a> panel "Gamer Nation" (<a target="_blank" href="http://www.ad-tech.com/conference-sf.asp#session505">link</a>) offered little in the way of news to those of us familiar with the evolving relationship between game developers and advertisers, it did cover a decent amount of ground and I thought a brief discussion might be helpful. It's easy to forget how entrenched in a subject you can be and forget the fact that most people don't follow it so closely. What follows is a hodgepodge of data from both the panel and yours truly.<br><br>In- and around-game advertisements are a small business that pretty much everyone predicts will continue to grow for the following reasons:<br><br>1. Games are a great way to interact with potential customers.<br>2. Game playing comes at the expense of TV viewing (<a target="_blank" href="http://www.redherring.com/Article.aspx?a=22075&amp;hed=Zodiac%2c+Skyworks+Tap+Advergames">but not always</a>).<br>3. Ads offer an additional revenue stream for developers and help certain areas of the market (<a target="_blank" href="http://www.redherring.com/Article.aspx?a=21984&amp;hed=PlayFirst+Gets+Social">like casual games</a>) tap into completely new business models.<br><br>According to eMarketer, in-game ads will be worth $1.9 billion by 2011, up from $1 billion today (<a target="_blank" href="http://rh.blogtronix.net/Home/239">link</a>).<br><br>IGN's David White said the average console gamer plays some 11 hours each week, nearly double the 6 hours spent by PCplayers. I'm realizing now that he didn't offer any data on the degree of overlap between those populations, unfortunately, but they're still useful. The average massively-multiplayer online game (think <span style="font-style: italic;">World of Warcraft</span>) player spends 22 hours with such games each week.<br><br>The killer stat: some 344 million unique users visited game-related web sites during March 2007. That's fully 45 percent of all Internet users (!!!).<br><br>As Sharon Wienbar of Scale Venture partners pointed out, games are widely available to people regardless of age or gender. From Club Penguin to the Nintendo DS, game consoles and casuals on the PC, you can play at any point during your life (and increasingly via the Internet).<br><br>Some of the most successful examples of branded games include America's Army (<a target="_blank" href="http://www.americasarmy.com/">link</a>), Burger King's three Xbox games (<a target="_blank" href="http://www.joystiq.com/2006/11/23/burger-king-xbox-games-roundup/">link</a>), and Microsoft's work with Cadillac to bring branded automobiles to the game <span style="font-style: italic;">Project Gotham Racing 3</span> (<a target="_blank" href="http://xbox360.ign.com/articles/709/709617p1.html">link</a>).<br><br>Keep in mind, though, that a video game does not represent a brand strategy or campaign in itself, Ms. Wienbar said. They can, however, be integral parts of larger marketing efforts.<br><br>According to Microsoft's Chuck Frizelle, marketers need to come forth with their own definitions for success with an in- or around-game campaign. Some 300,000 gamers downloaded the Cadillac expansion for PGR 3, he said, resulting in Cadillac calling it the cheapest test-drive program they'd ever done. Burger King, meanwhile, went on to sell over 3 million of its branded Xbox games.<br><br>Seems to me that the key here is communication. As marketers you need to communicate with game developers, publishers, and network operators, set realistic goals, and watch the results come in.<br>]]></content><author>Ryan Olson</author><category>Gaming</category><category>Internet and Media</category><category>Software</category><comments>http://redherring.com/blogs/22285#0</comments><pubDate>Tue, 24 Apr 2007 15:04:31 GMT</pubDate><guid>http://redherring.com/blogs/22285</guid></item><item><title>U.S. game sales, March 2007 - Nintendo wins (again)</title><link>http://redherring.com/blogs/22282</link><description><![CDATA[NPD sales numbers for March 2007 just came out, with Nintendo taking two of the top three spots yet...]]></description><content><![CDATA[NPD sales numbers for March 2007 just came out, with Nintendo taking two of the top three spots. The DS portable outsold all comers, moving more than 500,000 units, with Sony's PlayStation 2 in second (280k) and the Wii in third with 259,000.<br><br>The numbers represent a 4.7 percent jump for the DS over last month's numbers (<a target="_blank" href="http://rh.blogtronix.net/Home/193">link</a>) and a 22 percent drop for the Wii. Xbox 360, meanwhile, slipped 12.7 percent. PS3 unit sales rose 2.3 percent.<br><br>Dollar sales during the month hit $1.1 billion, up 33 percent from March 2006. Year-to-date the industry has pulled in $3.3 billion, up 54 percent from the same period during 2006.<br><br>Data dump for those who prefer it that way:<br><br>Nintendo DS: 508,000 units sold<br>Sony PlayStation 2: 280,000<br>Nintendo Wii: 259,000<br>Microsoft Xbox 360: 199,000<br>Sony PlayStation Portable: 180,000<br>Sony PlayStation 3: 130,000<br><br>This puts lifetime U.S. unit sales as follows:<br>DS (released November 2004): 10.4 million<br>PSP (released March 2005): 7.2 million<br>Xbox 360 (released November 2005): 5.3 million<br>Wii (released November 2006): 2.1 million<br>PS3 (released November 2006): 1.2 million<br><br>Top games, March 2007<br>God of War II (PS2): 833,000<br>Ghost Recon: Advanced Warfighter (360): 394,000<br>Guitar Hero 2 (360): 291,000<br><br>Top games, Q1 2007:<br>God of War II (PS2): 833,000<br>Wii Play w/ remote (Wii): 644,000<br>Lost Planet: Extreme Condition (360): 573,000<br>]]></content><author>Ryan Olson</author><category>Gaming</category><category>Hardware</category><category>Software</category><comments>http://redherring.com/blogs/22282#0</comments><pubDate>Thu, 19 Apr 2007 18:11:23 GMT</pubDate><guid>http://redherring.com/blogs/22282</guid></item><item><title>Web 2.0 - lessons from game designers</title><link>http://redherring.com/blogs/22278</link><description><![CDATA[Cheers to the Web 2.0 folks for getting Raph Koster to participate in a few sessions at this year's...]]></description><content><![CDATA[Cheers to the Web 2.0 folks for getting <a href="http://www.raphkoster.com/" target="_blank">Raph Koster</a> to participate in a few sessions at this year's conference; he gave a <a href="http://conferences.oreillynet.com/cs/webex2007/view/e_sess/11832" target="_blank">great presentation</a> earlier today that managed to cover such things as people being sheep and men behaving like women to the destructive power of audiences. 'Twas my first time hearing the man speak and I was quite impressed.<br><br>The place was packed and there appeared to be tons of non-gamers in attendance (unless most refused to raise their hands in response to Raph's numerous questions seeking them out). The presentation slides just hit his web site (<a href="http://conferences.oreillynet.com/cs/webex2007/view/e_sess/11218" target="_blank">link</a>) but I thought I'd toss out some of the more interesting points. You don't have to be a gamer, behaviorist, or psychologist to get these, which is why they're so useful. My top 10:<br><br>1. <strong>The average person is below average</strong><br>Disheartening as it may be, it's true. Using the example of an very active player in the game Ultima Online who managed to rack up &gt;14,000 kills when most players never got more than two, Raph points out that <em>our perception of users is badly distorted by the high-end folks</em> who chew through content, pump it out, or simply dominate everyone else. Players need to feel competent and one way of doing so is by dividing areas of games/web sites/whatever into areas that are appropriate for users of different skill levels.<br><br>2. <strong>Nobody reads the manual</strong><br>Citing George Miller's <a href="http://www.musanim.com/miller1956/" target="_blank">The Magical Number Seven</a> (which states that, among other things, people typically can remember around seven things at any given time), we need to think about the average person's ability to retain information. Which leads to this design conclusion: make sure interface metaphors (switches, windows, etc.) do what people expect them to do.<br><br>3. <strong>Cozy worlds</strong><br>For all the talk about exhaustive, sprawling virtual worlds, humans aren't fans of giant expanses of anything. Give them enough space to feel like they have room to explore and have adventures, but don't make things so expansive people get lost or feel like what they're doing is pointless. Any <em>World of Warcraft</em> player will relate to this idea - Blizzard has done a rather marvelous job of crafting exquisite themed areas that (while large) have well-defined borders giving players a sense of place and purpose.<br><br>4. <strong>Do it everywhere<br></strong>This relates to #2 - make sure that when you design something (be it for a game, web site, or anything), you stay consistent. Badges on web sites do X, levers in video games do Y... you get it. Users prize consistency.<br><br>5. <strong>Casual gamers can be hardcore<br></strong>So true. People in the casual space deal with this all the time, because we associate the word casual with the level of commitment to the game, when in reality it is associated with the play mechanics of the genre. "If you have no hardcore [users], you're doomed," Raph said, referring to user dedication. Spot on.<br><br>6. <strong>Audiences kill genres<br></strong>It might be difficult for the die-hards to admit to this one, but it's also spot-on. Feature creep, as it's called in the industry (the need to keep adding new features in order to sate the addicts), tends to take you further and further away from the mainstream user. Raph's example: a World War I game that includes an element simulating the effect of rifle upkeep on soldier morale. WHAT!?! Fantastic.<br><br>7. <strong>The rule of 150<br></strong>Research by <a href="http://www.musanim.com/miller1956/" target="_blank">British anthropologist Robin Dunbar</a> led her to propose that the theoretical maximum number of people with whom someone can maintain a social relationship is 150. Examples of places this has worked include settlements by early man and military units. According to Raph, the sweet spot is 30-60 individuals. Keep this in mind when designing social structures.<br><br>8. <strong>Free assignment of roles<br></strong>People want to be able to adapt social structures to their particular needs. Give them hierarchies if you want, but make sure that the rules are flexible. Let them change titles, permissions, etc.<br><br>9. <strong>Unpredictable policing</strong><br>People will behave if they think they're being monitored. Not in a creepy way, just so that they aren't naughty. One way this works is by collecting the names/accounts/etc. of policy violators and banning them in a big pile. It lets people know there will be consequences for bad behavior and they won't see them coming.<br><br>10. <strong>Topple your kings<br></strong>It's no fun to see the same person win all the time. Leaderboards and rankings are fine, but don't always have the same persson win. Destroy or upend them sometimes.<br><br>Good stuff. Bummer I didn't get to attend the <a href="http://conferences.oreillynet.com/cs/webex2007/view/e_sess/11218" target="_blank">subsequent panel</a> featuring Raph. Perhaps another time.]]></content><author>Ryan Olson</author><category>Gaming</category><category>Internet and Media</category><comments>http://redherring.com/blogs/22278#0</comments><pubDate>Wed, 18 Apr 2007 18:29:54 GMT</pubDate><guid>http://redherring.com/blogs/22278</guid></item><item><title>Sony: commercial applications for PS3</title><link>http://redherring.com/blogs/22252</link><description><![CDATA[Looks like Sony's success offering idle PlayStation 3 game consoles as workhorses for Stanford Univ...]]></description><content><![CDATA[Looks like Sony's success offering idle PlayStation 3 game consoles as workhorses for Stanford University's Folding@Home distributed computing project (<a target="_blank" href="http://rh.blogtronix.net/Home/191">link</a>) has the company thinking about other ways to put the powerful hardware to use.<br><br>In an interview with the Financial Times published late yesterday (<a target="_blank" href="http://www.ft.com/cms/s/1238b9f2-e799-11db-8098-000b5df10621.html">link</a>), Sony Computer Entertainment CTO Masa Chatani said the company has received a large number of inquiries about distributed computing applications on the PS3.<br><br>Potential clients could include start-ups or pharmaceutical companies. Boy, talk about extreme examples. Fledgling shops strapped for cash or drug shops up to their necks in dough. Hmmm, who would you like to help?<br><br>Still, the notion is interesting. As Chatani correctly points out, PS3 users would likely be loathe to let companies use their powerful hardware for free. Folding@Home has social currency going for it... drug development, not so much. Free products, points, or some other incentive would undoubtedly be key to making this happen.<br><br>I wonder how much Sony might be able to pull in from such a partnership. A very interesting thought.<br><br>Current Folding@Home statistics (<a target="_blank" href="http://fah-web.stanford.edu/cgi-bin/main.py?qtype=osstats">link</a>) have PS3s doing the majority of the work (268 teraflops), while Windows PCs come in second with 173.<br><br>Those 20,470 active PS3s represent 8.4 percent of active CPUs but account for 47 percent of output. Not bad at all.<br>]]></content><author>Ryan Olson</author><category>Gaming</category><category>Hardware</category><category>Internet and Media</category><comments>http://redherring.com/blogs/22252#0</comments><pubDate>Wed, 11 Apr 2007 09:55:35 GMT</pubDate><guid>http://redherring.com/blogs/22252</guid></item><item><title>Take-Two: "GTA is our James Bond"</title><link>http://redherring.com/blogs/22248</link><description><![CDATA[It's a pretty bold claim, but new Take-Two Interactive Chairman Strauss Zelnick was all about big s...]]></description><content><![CDATA[It's a pretty bold claim, but new Take-Two Interactive Chairman Strauss Zelnick was all about big statements during an hour-long conference call with company executives and Wall St. analysts this afternoon. According to him, the company's <em>Grand Theft Auto</em> franchise is an evergreen. "We don't believe it's going away," he said in response to questions about the company's post-GTA plans.<br><br>During the call Mr. Zelnick and new (acting) CEO Ben Feder talked about Take-Two's first 100 days under new management, offering a pretty straightforward list of objectives to streamline the company and succeed going forward.<br><br>Goals include improving the company's organizational structure, assessing business units and investigating options for non-central pieces, and making the core elements [read: sports] more profitable. He also said Take-Two is working aggressively to solve its legal issues and will be implementing a "more disciplined product investment strategy." In other words, kill games that need to die and do so quickly.<br><br>Rapid refresh: Take-Two installed a new chairman and CEO late last month (<a href="http://www.redherring.com/Article.aspx?a=21842&amp;hed=New+Head+for+Take-Two" target="_blank">link</a>), yesterday announced the immediate departure of its CFO (<a href="http://rh.blogtronix.net/blog/RyanOlson?bid=243" target="_blank">link</a>), and today said it has regained the requirements needed to be listed on the Nasdaq (<a href="http://ir.take2games.com/ReleaseDetail.cfm?ReleaseID=237128" target="_blank">link</a>). Last week the company released the much-anticipated trailer for <em>Grand Theft Auto IV</em> (<a href="http://rh.blogtronix.net/Home/225" target="_blank">link</a>). Let's not forget the news about former CEO Paul Eibeler drifting off under a $2.5 million parachute and returning with a consulting fee of $50k/month (<a href="http://rh.blogtronix.net/blog/RyanOlson?bid=235" target="_blank">link</a>).<br><br>As you can probably gather, it's been a busy few weeks.<br><br>"We're not here to entrench ourselves in the swanky executive suite," Zelnick said. "We're here to build value for shareholders." Sounds like 100% prime cut lip service, but Zelnick prefaced that statement with this one: "Don't look at what I say, look at what I've done."<br><br>Review time.<br><br>Zelnick's background (<a href="http://www.zelnickmedia.com/zelnick.html" target="_blank">link</a>) includes time associated with big companies including Columbia Music Entertainment of Japan, BMG Entertainment, Time Life, and Crystal Dynamics. Highlights include Take-Two acquiring BMG Interactive in March 1998 (Zelnick worked there from 1998-2000), and Reader's Digest acquiring Time Life last month. According to the New York Post, ZelnickMedia pulled in $90 million from that sale (<a href="http://www.nypost.com/seven/03052007/business/a_time_to_earn_business_peter_lauria.htm" target="_blank">link</a>).<br><br><strong>Money Game</strong><br>For Zelnick, how much of this is about the Benjamins? On the call he said the ZelnickMedia team charges $750k annually with an option to earn a bonus equal to another $750k. The new execs also have access to Take-Two stock that vests over a three-year period equal to 2.5 percent of all outstanding shares.<br><br>Zelnick also refused to offer details about the compensation offered to Rockster founders Dan and Sam Houser. As far as I'm aware, no one's been able to extract that info. It's a particularly relevant data point, given the power of Rockstar and its importance to. Money's flowing their way, but we don't know exactly how much.<br><br>Take-Two is also no longer investigating a sale, and Zelnick feels that fiscal year 2008 is a good time for the new executive team to be judged on their performance.<br><br>Lots of stuff to think about - more as I wade through it.]]></content><author>Ryan Olson</author><category>Gaming</category><category>Investments</category><category>Software</category><comments>http://redherring.com/blogs/22248#0</comments><pubDate>Tue, 10 Apr 2007 15:45:18 GMT</pubDate><guid>http://redherring.com/blogs/22248</guid></item><item><title>Halo 3 multiplayer beta on May 16</title><link>http://redherring.com/blogs/22246</link><description><![CDATA[This is all over the place so I'll just toss out the key facts:The Halo 3 beta drops May 16 at 5 am...]]></description><content><![CDATA[This is all over the place so I'll just toss out the key facts:<br><br>The Halo 3 beta drops May 16 at 5 am Pacific daylight time (<a target="_blank" href="http://www.bungie.net/News/content.aspx?type=topnews&amp;link=MPBetaAndVidocRelease">link</a>).<br><br>It will run through June 6 at 11:59 pm (same time zone).<br><br>The beta is only accessible to folks obsessive enough to secure entry to the program via the Rule of Three promotion (<a target="_blank" href="http://kotaku.com/gaming/halo-3/halo-3-rule-of-3-winners-announced-236069.php">link</a>) or by purchasing a specially-marked copy of <span style="font-style: italic;">Crackdown</span>. If this is the first time you heard about the beta, you be too late, sucka!<br><br>The beta will feature three maps: Snowbound, High Ground, and Valhalla. Players will have access to new vehicles like the Mongoose and weapons including a new assault rifle, the brute spiker, spartan laser, and spike grenades.<br><br>At the bottom of Bungie's news page you can also check out a pretty cool video that includes a discussion of some of the new features in the game and shows off plenty of footage of players getting blown up (<a target="_blank" href="http://www.bungie.net/News/content.aspx?type=topnews&amp;link=MPBetaAndVidocRelease">link</a>)<br><br><div style="text-align: center;"><a target="_blank" href="http://www.bungie.net/News/content.aspx?type=topnews&amp;link=MPBetaAndVidocRelease"><img src="/ClientFiles/29822990-4847-42ce-97e4-3bb18cf0ca9a/awesomepower%28sized%29.jpg" border="0"></a></div>]]></content><author>Ryan Olson</author><category>Gaming</category><category>Software</category><comments>http://redherring.com/blogs/22246#0</comments><pubDate>Tue, 10 Apr 2007 10:02:12 GMT</pubDate><guid>http://redherring.com/blogs/22246</guid></item><item><title>Chinese online gaming: play more, lose more</title><link>http://redherring.com/blogs/22245</link><description><![CDATA[Looks like the Chinese government is moving forward with their plan to restrict marathon gaming ses...]]></description><content><![CDATA[Looks like the Chinese government is moving forward with their plan to restrict marathon gaming sessions - yesterday they issued a new regulation with further details on a long-brewing plan to encourage those under 18 to play games less than 3 hours each day.<br><br>According to People's Daily Online (<a target="_blank" href="http://english.people.com.cn/200704/10/eng20070410_364977.html">link</a>), the new regulations will take effect on April 15. The new system will give players full points in virtual worlds during the first three hours of game play. The same points will accrue at a 50% rate for the next two hours and will stop doing so after five hours. After five hours players will apparently be notified every 15 minutes that if they do not log off immediately they will lose health and points (no info on how long it will take to lose everything).<br><br>The article claims that game operators will have until July 16 to install necessary monitoring software - those that do not do so by then will be shut down.<br><br>Gamers will be required to register with real names and identity card numbers to verify their age. According to the article, China had 31 million online gamers last year. About 10 percent were below 18.<br><br>(Via <a target="_blank" href="http://games.slashdot.org/games/07/04/10/1249210.shtml">Slashdot</a>)<br><br>Context: China announced controls on online gaming back in 2005 and relaxed restrictions last year when it said the rules would only apply to those under 18. The move came after numerous reports of gamers dying after marathon play sessions lasting days (<a target="_blank" href="http://www.gamespot.com/news/6142777.html">link</a>).<br>]]></content><author>Ryan Olson</author><category>Gaming</category><category>Internet and Media</category><comments>http://redherring.com/blogs/22245#0</comments><pubDate>Tue, 10 Apr 2007 09:13:37 GMT</pubDate><guid>http://redherring.com/blogs/22245</guid></item></channel></rss>