Thursday, August 31, 2006 

Xbox Live Marketplace Surpasses 50 Million Downloads

Representatives from Microsoft today announced that its Xbox Live Marketplace service, which features downloadable demos, trailers, and other virtual commodities for the the Xbox 360, has surpassed 50 million downloads, doubling the 25 million mark announced three months prior. The company also noted that users of the Xbox Live service have logged an impressive 2 billion hours online since the service was launched for the original Xbox in 2002.

In addition, Microsoft confirmed that the recently released Texas Hold ‘em set a day one record as the fastest downloaded item ever on the Xbox Live Marketplace, with over 100 downloads per minute in the first 24 hours of the title’s release. The game was released for free to all Xbox Live members for the first 48 hours of its availability, before reverting to its normal price of of 800 Microsoft Points ($10).

The company also noted that 65 percent of Xbox 360 consoles that are connected to Xbox Live have downloaded titles from the popular Xbox Live Arcade service, and that there have been over 8 million Xbox Live Arcade games downloaded since the launch of the Xbox 360 console in November 2005. Interestingly, the information does not differentiate between downloads of free demos versus full versions, which generally must be paid for using pre-purchased Microsoft Points. However, the company did note that to date, over 2 billion such points have been purchased for the service.

Additionally, within the first week of the release of Electronic Arts' Madden NFL 07, Microsoft reported that players unlocked more than 600,000 achievements and Xbox Live hosted more than 2 million hours of gameplay on the annual football game.

Finally, other notable statistics released by Microsoft include the fact that 60 percent of Xbox 360 owners have signed on to the Xbox Live online service, and that 1,300,000 text and voice messages are sent via Xbox Live daily. Currently totaling half a billion sent messages between the Xbox Live community per year, Microsoft expects this figure to increase dramatically following the launch of the Xbox Live Vision camera on September 19 in the U.S. and October 6 in Europe.

POSTED: 11.05AM PST, 08/31/06 - Jason Dobson - LINK

 

----------------------------------------------------------------------------- Vivendi Games- http://www.vivendigames.com : The information transmitted is intended only for the person or entity to which it is addressed and may contain confidential and/or privileged material of Vivendi Games which is for the exclusive use of the individual  designated above as the recipient. Any review, retransmission, dissemination or other use of, or  taking of any action in reliance upon, this information by persons or entities other than the intended recipient is prohibited. If you received this in error, please contact immediately the sender by returning e-mail and delete the material from any computer. If you are not the specified recipient, you are hereby notified that all disclosure, reproduction, distribution or action taken on the basis of this message is prohibited. 

 

Sennari Works With Hasbro To Develop And Deliver Skill With Prize Games On Mobile Phones

CUPERTINO, Calif. & LONDON--(BUSINESS WIRE)--Aug. 31, 2006--Sennari, the world leader in CRM-based applications for mobile phones, has signed an agreement with the Hasbro Properties Group (HPG), the intellectual property development arm of Hasbro, Inc. (NYSE:HAS - News), to develop and distribute skill-with-prize (SWP) games on mobile phones. The first games will include several of Hasbro's well-known game properties, among them MONOPOLY, BATTLESHIP and CLUE.

Hasbro's games will be part of Sennari's PrizePlay gaming service, which includes a suite of skill-based games that enables players to accumulate points redeemable for prizes in every game. The prize catalog can be viewed from within the application and players are able to choose from either digital (ring tones or wallpapers) or physical (electronics or gift certificates) prizes, depending upon point values earned. PrizePlay games, are accessed through mobile carrier gaming application decks in North America and Europe.

"Partnering with Hasbro to deliver some of the best known brands in family entertainment on mobile phones will take skill-with-prize mobile gaming to the next level," said Bill Barhydt, CEO of Sennari. "Our expertise in developing and distributing prize-based games and CRM applications for mobile phones makes this a compelling opportunity for companies, like Hasbro, that want to reach new audiences."

"Together, with Sennari and their gaming and distribution partners, we will make these classic titles available to loyal fans of Hasbro's games, as well as to a new generation of mobile phone users," said Jane Ritson-Parsons, president of Hasbro Properties Group. "The ability to turn our popular games into mobile games with prizes generates a whole new level of excitement and opportunity for the company. PrizePlay games represents one of the most compelling ways to take advantage of new technology and to promote our games worldwide, that we've seen."

Built on Sennari's mCRM platform, PrizePlay skill-based games require level of skill (versus chance) to determine the outcome of the game. Features include: real-time game interaction (against the computer and others); in-game transactions that involve storing points, currencies, tokens or coupons; and tournament style gaming.

About Sennari

Sennari offers the first mobile customer relationship management (mCRM) platform for building connected, transactional mobile applications. mCRM enabled applications, like PrizePlay, are designed to increase loyalty and revenue potential by enabling all forms of consumer relationships within mobile content applications, including auto user registration, in-app transactions such as pay per use, loyalty points and subscriptions, real-time events and promotions, customer interaction, friend based referral programs, opt-in marketing and SMS campaigns. For more information, visit www.sennari.com

About the Hasbro Properties Group

The Hasbro Properties Group (HPG), the intellectual property development arm of Hasbro, Inc., (NYSE:HAS - News), translates one of the industry's richest portfolios of brands into a world of fun and excitement for children and adults globally. Through a host of publishing, digital media, lifestyle and entertainment platforms, HPG is able to surround fans worldwide with consumer products that expand Hasbro's core brands, such as TRANSFORMERS, LITTLEST PET SHOP, MY LITTLE PONY, MONOPOLY, G.I. JOE, TONKA and PLAYSKOOL.

 

----------------------------------------------------------------------------- Vivendi Games- http://www.vivendigames.com : The information transmitted is intended only for the person or entity to which it is addressed and may contain confidential and/or privileged material of Vivendi Games which is for the exclusive use of the individual  designated above as the recipient. Any review, retransmission, dissemination or other use of, or  taking of any action in reliance upon, this information by persons or entities other than the intended recipient is prohibited. If you received this in error, please contact immediately the sender by returning e-mail and delete the material from any computer. If you are not the specified recipient, you are hereby notified that all disclosure, reproduction, distribution or action taken on the basis of this message is prohibited. 

 

Tecmo Signs Up To Wii's Virtual Console

Tecmo Signs Up To Wii’s Virtual ConsoleJapanese developer Tecmo has become the latest company to agree to support the Wii’s 'Virtual Console' digital download capabilities, as part of business plans revealed for the company’s second half of 2006.

According to the plan, which also involves toy and pachinko merchandising of franchises such as Dead or Alive, "active efforts" are being made with regards to the virtual console – although not specific titles have yet been announced.

Although not the most prolific of developers, the company’s long history includes many well loved arcade and 8-bit console titles, including the Ninja Gaiden series, Bomb Jack, Tecmo Bowl and Rygar.

The company will join fellow Japanese developers such as Sega, Hudson and SNK Playmore who have also pledged support for the virtual console in terms of re-releasing emulated versions of back catalogue titles from the '80s and '90s. The business plan also hints at plans to celebrate the tenth anniversary of the Dead or Alive series in November, although gives no hint of what form this may take or on what formats.

Elsewhere in the plan, expectations for the company’s next fiscal results, from March to December, were predicted as ¥11.8 billion ($100.7m) in terms of consolidated net sales, with an operating profit of ¥1.2 billion ($10.2m) and net income of ¥780 million ($6.7m). The latter figure is up from earlier predictions of ¥500 million ($4.3m).

 

----------------------------------------------------------------------------- Vivendi Games- http://www.vivendigames.com : The information transmitted is intended only for the person or entity to which it is addressed and may contain confidential and/or privileged material of Vivendi Games which is for the exclusive use of the individual  designated above as the recipient. Any review, retransmission, dissemination or other use of, or  taking of any action in reliance upon, this information by persons or entities other than the intended recipient is prohibited. If you received this in error, please contact immediately the sender by returning e-mail and delete the material from any computer. If you are not the specified recipient, you are hereby notified that all disclosure, reproduction, distribution or action taken on the basis of this message is prohibited. 

 

Massive, IGA Sign In-Game Ad Deals With EA

Representatives from Electronic Arts have announced two separate agreements with video game advertising firms Massive Incorporated and IGA Worldwide to include global dynamic advertising in selected EA franchises, raising interesting questions about Xbox 360 in-game ad exclusivity.

The first Electronic Arts title to include dynamic in-game advertising via Massive will be Need for Speed: Carbon, due for release this autumn. Although previous Electronic Arts games, including the Need for Speed series, have used static advertising, primarily for other Electronic Arts titles, Need for Speed: Carbon will feature both static and dynamic content from Massive’s advertising partners.

The dynamic nature of Massive’s service will allow the advertising to change in real-time, following online updates. The deal is one of the largest ever announced by Massive, which has previously serviced smaller online publishers such as Funcom and Webzen – as well as MMOs from Sony Online Entertainment.

In addition, the first of Electronic Arts’ games to include in-game advertising via IGA will be Battlefield 2142 for the PC, also due for release this year. Although the advertising is described as being “contextually relevant” the science fiction setting of the game will presumably make that task more difficult than in the contemporary setting of Need for Speed: Carbon.

At least two other additional Electronic Arts titles will offer dynamic ad serving capabilities through the course of the agreement with IGA, although no other titles have yet been named.

Interestingly, since Massive’s acquisition by Microsoft in May of this year it is been unclear how the company's network will interact with other in-game ad firms on Xbox 360, whether other companies such as IGA and Double Fusion will be allowed to run ads on Microsoft's console, and whether Massive’s services will ever be applicable to other hardware such as the Wii and PlayStation 3.

The new deals signed by Electronic Arts do not formally answer the question, but the fact that the publisher has signed with two separate in-game ad companies, and that Massive's announcement was the only one specifying Xbox 360, seems to imply that Massive is the sole in-game ad choice for Microsoft's next-gen console, at least for now.

POSTED: 05.37AM PST, 08/31/06 - David Jenkins

 

----------------------------------------------------------------------------- Vivendi Games- http://www.vivendigames.com : The information transmitted is intended only for the person or entity to which it is addressed and may contain confidential and/or privileged material of Vivendi Games which is for the exclusive use of the individual  designated above as the recipient. Any review, retransmission, dissemination or other use of, or  taking of any action in reliance upon, this information by persons or entities other than the intended recipient is prohibited. If you received this in error, please contact immediately the sender by returning e-mail and delete the material from any computer. If you are not the specified recipient, you are hereby notified that all disclosure, reproduction, distribution or action taken on the basis of this message is prohibited. 

Wednesday, August 30, 2006 

RE: NHN Debuts Free Online Game Portal in U.S.

 

The Mancilicious has arrived

 

___________________________________
Chris Mancil
Sr. Manager, Community Relations
Sierra Online | Vivendi Games
w: 310-431-4909

 


From: Ramelb, Randy
Sent: Wednesday, August 30, 2006 10:05 AM
To: 'sierraonline.online@blogger.com'; Ramelb, Randy; Tran, Katherinn; Olebe, Leo; Toledo, Joe; Moore, Alan; Inman, Lori; Mancil, Chris
Subject: NHN Debuts Free Online Game Portal in U.S.

 

 

Earlier this week Korean Internet company NHN announced that its U.S. subsidiary had launched ijji.com, an online game destination offering a variety of casual and hardcore multiplayer titles free of charge. We caught up with NHN USA marketing manager Richard Chae to discuss his company's strategy for breaking into the North American online market.

GameDaily BIZ: To begin, please tell us about NHN. A lot of Americans are probably unfamiliar with your company.

Richard Chae: NHN USA is a subsidiary of NHN -- a Korean multi-national company operating the most successful search engine portal in Korea as well as multiple online game and entertainment sites, all with leadership positions in their markets. NHN Corp. has the largest market cap on the KOSDAQ (Korean equivalent of NASDAQ) at around $5 billion USD.

NHN has ventured out into the Chinese and Japanese markets with our popular game destinations -- now ranking No. 1 in both countries. To put it in perspective, in China alone, NHN has more than 170 million registered members.

NHN USA has recently launched a beta version of its highly anticipated U.S. game destination, ijji.com. ijji.com offers a variety of games ranging from casual to serious titles.

BIZ: How long have you been planning your entrance into the North American market?

RC: NHN has been interested in the U.S. market for some time, but broadband penetration was not sufficient until recently. With broadband rates exceeding 60 percent of households in the U.S. now, we feel the market is ready for the next generation of online gaming. Enter ijji.com.

[

"In the end, gamers are gamers; without geographic borders."

]

One thing we did to prepare for NHN's U.S. market debut was to create a user research center in our offices in Mountain View, Calif. The ijji site and all of the games are subjected to tests designed to see how the American market will react. We then modify the site and the games depending on what we find from these tests and make sure the product is localized to American preferences.

NHN is very committed to the U.S. market, as evidenced by the relocation of NHN Corp.'s two founders to the United States more than a year ago.

BIZ: What are the major differences between the Asian and North American online markets from your view point?

RC: In the end, gamers are gamers; without geographic borders. That is why there are many other overseas companies making games that are enjoyed in multiple markets. Sony, Nintendo, Vivendi, Ubisoft, Atari and many other foreign nationals have achieved popularity in the U.S.

NHN knows this online, social gaming segment better than anyone; we are the No. 1 company in the world in this sector. Our experience, knowledge and track record of success in Asia will help us cater to the U.S. gamer market.

One unique thing about the online game market that is different from the retail/title-based market is that the products we offer do not need to be the finished 'final' product. Unlike a console game that is a hit or miss once it hits the shelves, NHN's online games are built to be changed and improved based on player feedback over time. Online games have a longer life cycle as we continue to add patches, characters and maps, and modify game play. These features really allow us to interact with our users and implement changes they want to see in the game.

BIZ: Your game destinations have been #1 in Korea, Japan and China. What do you believe has led to this success?

RC: We attribute NHN's extensive track record in Asia to our knowledge of the online gaming community and our ability to tailor this know-how for each individual market. In Japan, for instance, players love the avatar functionality -- perhaps because of the long history and popularity of anime in that market. In China and Korea, users seem to enjoy the accessibility to different types of games. Since we offer such a wide variety of games, we can cater to a broad range of target groups as well.

NHN created the first game destination of its kind in Asia and we believe ijji.com will be the first game destination of its kind in the U.S. market, too. We provide fun games and that's the key to this industry regardless of market.

BIZ: But can this success be translated to the U.S.?

RC: Our experience and success in Asia will definitely be a factor in our success here in the U.S. Not only are we the No. 1 Internet company in Korea, but NHN has also successfully penetrated the Japanese and Chinese markets. We have a solid track record with entering new markets and we feel the United States is the next step toward our goal of becoming a global player.

BIZ: NHN's games will be offered free through ijji.com. What kind of business model allows you to not charge players? Is it advertising supported?

RC: We expect some revenues to come from advertising and in-game product placement.

However, NHN USA plans to derive its primary revenues from in-game purchases and transactions, such as item sales and personalization of characters. This is the business model NHN uses in Asia, and it has worked out very well for us. The gamer comes on the site and enjoys game play and a lot of social interaction features like chat and message boards for free. But, if the gamer wants, he or she can purchase items to increase functionality of characters or play to acquire in-game currency to make similar upgrades.

This "micro-transaction" item-based sales model is something that was actually created by our Global CEO, Beom-Su Kim in the early phases of NHN in Korea. Last year in Korea alone, micro-transactions brought in $96 million (USD) in revenue.

BIZ: Where did the name ijji come from? Don't you think a more "Western" name would be a better choice for the North American consumers you're targeting?

RC: Although ijji sounds foreign, it is not an Asian word; it's actually as foreign to the Asian ear as to the American ear. When looking for a name, we wanted to find something that expressed fun and community. The letters in the word ijji are meant to look like a community of people. We feel ijji personifies social interaction and fun, and fits perfectly into our description of ijji as an online playground. Similar to Pogo or Nintendo Wii, our strategy was to choose a fun name that expressed the key social elements of what NHN USA has to offer.

BIZ: Many of the casual gamers in the U.S. are older women. Who exactly do you believe will comprise your audience? Are you also trying to attract the coveted 18-34 male demographic that plays more console games?

RC: ijji offers a new gaming experience through a wide variety of games. These games range from casual to serious titles, providing something for a broad range of players. Each ijji game is positioned for a specific target audience, however.

NHN's primary target for ijji is the social gamer. NHN believes there is an untapped segment of players in the United States who are "social gamers," i.e. people who like to play games with others online when they have some free time. Social gamers tend to play games leisurely, really looking for the social interaction element. They enjoy competing so they like multiplayer games. They also love the interaction they can get by chatting and communicating with the people they meet online and during game play.

ijji does offer casual games that cater to an older female audience, but we also feature FPS and fighting action games that are geared toward the social and hardcore 18-34 male demographic.

BIZ: In North America, you'll have some tough competition from other leaders in the casual space, such as Pogo.com, PopCap Games, etc. What will set NHN and ijji apart?

RC: NHN games are built for the new broadband era. Unlike our competitors who tend to offer games designed for narrow band, dial-up services, ijji.com provides much higher-quality graphics and game play and, therefore, appeals to a much wider audience.

ijji games offer higher-quality graphics, much like title-based PC or console games.

Each ijji game is geared toward a specific target audience. But, by offering a wide variety of game genres, we cater to a broad range of audiences. Our 'competitors' tend to cater to one segment of the market; we provide online fun for a vast, diverse audience looking for social, multiplayer game play -- whether casual or hard core. Our games appeal to young and old, male and female.

A big difference is that our games are almost all multiplayer. This allows users to play with or against friends, which surveys show is more appealing than playing against an AI.

NHN has the experience and know-how to provide fun, online entertainment and social interaction for a diverse user group.

NHN also created the micro-transaction, item-based sales business model, which we feel is the next step for the U.S. game market.

Through ijji, NHN USA's goal is not only to take away market share, but to expand the whole gaming market as well.

BIZ: Obviously multiplayer gaming and community aspects are very important to NHN's strategy. Have you thought about how to leverage this with message boards, friend's lists, and more?

RC: ijji offers message boards, a messaging center, buddy list, personal profile, in-game chatting and customizable avatars. Our avatar system is one of the most extensive (if not the most extensive) -- with customizations to the face, clothing, accessories, pets and even backgrounds. It is used during game play and offers animations that can be controlled by the gamer. ijji's premium games have a MMORPG element to them with a character growth system, which allows a leveling and ranking system. As players continue to play, the levels of these characters will rise. For example, in our golf game, as one builds up experience and levels up, the user is eligible to take a jr. amateur test to become a jr. amateur-level player, then amateur, etc. Gamers can also win merits in the game showing that they shot a birdie or eagle on each hole.

BIZ: Finally, does NHN foresee itself branching out onto other platforms (consoles or handhelds), or is this strictly an online PC business?

RC: Anything is possible; however, at this time we are only operating on the PC-platform and focusing on building mind share for ijji.com in the States.

BIZ: Thanks, and good luck.

 

----------------------------------------------------------------------------- Vivendi Games- http://www.vivendigames.com : The information transmitted is intended only for the person or entity to which it is addressed and may contain confidential and/or privileged material of Vivendi Games which is for the exclusive use of the individual  designated above as the recipient. Any review, retransmission, dissemination or other use of, or  taking of any action in reliance upon, this information by persons or entities other than the intended recipient is prohibited. If you received this in error, please contact immediately the sender by returning e-mail and delete the material from any computer. If you are not the specified recipient, you are hereby notified that all disclosure, reproduction, distribution or action taken on the basis of this message is prohibited. 

 

NHN Debuts Free Online Game Portal in U.S.

 

Earlier this week Korean Internet company NHN announced that its U.S. subsidiary had launched ijji.com, an online game destination offering a variety of casual and hardcore multiplayer titles free of charge. We caught up with NHN USA marketing manager Richard Chae to discuss his company's strategy for breaking into the North American online market.

GameDaily BIZ: To begin, please tell us about NHN. A lot of Americans are probably unfamiliar with your company.

Richard Chae: NHN USA is a subsidiary of NHN -- a Korean multi-national company operating the most successful search engine portal in Korea as well as multiple online game and entertainment sites, all with leadership positions in their markets. NHN Corp. has the largest market cap on the KOSDAQ (Korean equivalent of NASDAQ) at around $5 billion USD.

NHN has ventured out into the Chinese and Japanese markets with our popular game destinations -- now ranking No. 1 in both countries. To put it in perspective, in China alone, NHN has more than 170 million registered members.

NHN USA has recently launched a beta version of its highly anticipated U.S. game destination, ijji.com. ijji.com offers a variety of games ranging from casual to serious titles.

BIZ: How long have you been planning your entrance into the North American market?

RC: NHN has been interested in the U.S. market for some time, but broadband penetration was not sufficient until recently. With broadband rates exceeding 60 percent of households in the U.S. now, we feel the market is ready for the next generation of online gaming. Enter ijji.com.

[

"In the end, gamers are gamers; without geographic borders."

]

One thing we did to prepare for NHN's U.S. market debut was to create a user research center in our offices in Mountain View, Calif. The ijji site and all of the games are subjected to tests designed to see how the American market will react. We then modify the site and the games depending on what we find from these tests and make sure the product is localized to American preferences.

NHN is very committed to the U.S. market, as evidenced by the relocation of NHN Corp.'s two founders to the United States more than a year ago.

BIZ: What are the major differences between the Asian and North American online markets from your view point?

RC: In the end, gamers are gamers; without geographic borders. That is why there are many other overseas companies making games that are enjoyed in multiple markets. Sony, Nintendo, Vivendi, Ubisoft, Atari and many other foreign nationals have achieved popularity in the U.S.

NHN knows this online, social gaming segment better than anyone; we are the No. 1 company in the world in this sector. Our experience, knowledge and track record of success in Asia will help us cater to the U.S. gamer market.

One unique thing about the online game market that is different from the retail/title-based market is that the products we offer do not need to be the finished 'final' product. Unlike a console game that is a hit or miss once it hits the shelves, NHN's online games are built to be changed and improved based on player feedback over time. Online games have a longer life cycle as we continue to add patches, characters and maps, and modify game play. These features really allow us to interact with our users and implement changes they want to see in the game.

BIZ: Your game destinations have been #1 in Korea, Japan and China. What do you believe has led to this success?

RC: We attribute NHN's extensive track record in Asia to our knowledge of the online gaming community and our ability to tailor this know-how for each individual market. In Japan, for instance, players love the avatar functionality -- perhaps because of the long history and popularity of anime in that market. In China and Korea, users seem to enjoy the accessibility to different types of games. Since we offer such a wide variety of games, we can cater to a broad range of target groups as well.

NHN created the first game destination of its kind in Asia and we believe ijji.com will be the first game destination of its kind in the U.S. market, too. We provide fun games and that's the key to this industry regardless of market.

BIZ: But can this success be translated to the U.S.?

RC: Our experience and success in Asia will definitely be a factor in our success here in the U.S. Not only are we the No. 1 Internet company in Korea, but NHN has also successfully penetrated the Japanese and Chinese markets. We have a solid track record with entering new markets and we feel the United States is the next step toward our goal of becoming a global player.

BIZ: NHN's games will be offered free through ijji.com. What kind of business model allows you to not charge players? Is it advertising supported?

RC: We expect some revenues to come from advertising and in-game product placement.

However, NHN USA plans to derive its primary revenues from in-game purchases and transactions, such as item sales and personalization of characters. This is the business model NHN uses in Asia, and it has worked out very well for us. The gamer comes on the site and enjoys game play and a lot of social interaction features like chat and message boards for free. But, if the gamer wants, he or she can purchase items to increase functionality of characters or play to acquire in-game currency to make similar upgrades.

This "micro-transaction" item-based sales model is something that was actually created by our Global CEO, Beom-Su Kim in the early phases of NHN in Korea. Last year in Korea alone, micro-transactions brought in $96 million (USD) in revenue.

BIZ: Where did the name ijji come from? Don't you think a more "Western" name would be a better choice for the North American consumers you're targeting?

RC: Although ijji sounds foreign, it is not an Asian word; it's actually as foreign to the Asian ear as to the American ear. When looking for a name, we wanted to find something that expressed fun and community. The letters in the word ijji are meant to look like a community of people. We feel ijji personifies social interaction and fun, and fits perfectly into our description of ijji as an online playground. Similar to Pogo or Nintendo Wii, our strategy was to choose a fun name that expressed the key social elements of what NHN USA has to offer.

BIZ: Many of the casual gamers in the U.S. are older women. Who exactly do you believe will comprise your audience? Are you also trying to attract the coveted 18-34 male demographic that plays more console games?

RC: ijji offers a new gaming experience through a wide variety of games. These games range from casual to serious titles, providing something for a broad range of players. Each ijji game is positioned for a specific target audience, however.

NHN's primary target for ijji is the social gamer. NHN believes there is an untapped segment of players in the United States who are "social gamers," i.e. people who like to play games with others online when they have some free time. Social gamers tend to play games leisurely, really looking for the social interaction element. They enjoy competing so they like multiplayer games. They also love the interaction they can get by chatting and communicating with the people they meet online and during game play.

ijji does offer casual games that cater to an older female audience, but we also feature FPS and fighting action games that are geared toward the social and hardcore 18-34 male demographic.

BIZ: In North America, you'll have some tough competition from other leaders in the casual space, such as Pogo.com, PopCap Games, etc. What will set NHN and ijji apart?

RC: NHN games are built for the new broadband era. Unlike our competitors who tend to offer games designed for narrow band, dial-up services, ijji.com provides much higher-quality graphics and game play and, therefore, appeals to a much wider audience.

ijji games offer higher-quality graphics, much like title-based PC or console games.

Each ijji game is geared toward a specific target audience. But, by offering a wide variety of game genres, we cater to a broad range of audiences. Our 'competitors' tend to cater to one segment of the market; we provide online fun for a vast, diverse audience looking for social, multiplayer game play -- whether casual or hard core. Our games appeal to young and old, male and female.

A big difference is that our games are almost all multiplayer. This allows users to play with or against friends, which surveys show is more appealing than playing against an AI.

NHN has the experience and know-how to provide fun, online entertainment and social interaction for a diverse user group.

NHN also created the micro-transaction, item-based sales business model, which we feel is the next step for the U.S. game market.

Through ijji, NHN USA's goal is not only to take away market share, but to expand the whole gaming market as well.

BIZ: Obviously multiplayer gaming and community aspects are very important to NHN's strategy. Have you thought about how to leverage this with message boards, friend's lists, and more?

RC: ijji offers message boards, a messaging center, buddy list, personal profile, in-game chatting and customizable avatars. Our avatar system is one of the most extensive (if not the most extensive) -- with customizations to the face, clothing, accessories, pets and even backgrounds. It is used during game play and offers animations that can be controlled by the gamer. ijji's premium games have a MMORPG element to them with a character growth system, which allows a leveling and ranking system. As players continue to play, the levels of these characters will rise. For example, in our golf game, as one builds up experience and levels up, the user is eligible to take a jr. amateur test to become a jr. amateur-level player, then amateur, etc. Gamers can also win merits in the game showing that they shot a birdie or eagle on each hole.

BIZ: Finally, does NHN foresee itself branching out onto other platforms (consoles or handhelds), or is this strictly an online PC business?

RC: Anything is possible; however, at this time we are only operating on the PC-platform and focusing on building mind share for ijji.com in the States.

BIZ: Thanks, and good luck.

 

----------------------------------------------------------------------------- Vivendi Games- http://www.vivendigames.com : The information transmitted is intended only for the person or entity to which it is addressed and may contain confidential and/or privileged material of Vivendi Games which is for the exclusive use of the individual  designated above as the recipient. Any review, retransmission, dissemination or other use of, or  taking of any action in reliance upon, this information by persons or entities other than the intended recipient is prohibited. If you received this in error, please contact immediately the sender by returning e-mail and delete the material from any computer. If you are not the specified recipient, you are hereby notified that all disclosure, reproduction, distribution or action taken on the basis of this message is prohibited. 

Tuesday, August 29, 2006 

Report: Online Game Market to Reach $4.4 Billion by 2010

Market researchers from Parks Associates have forecast the North American online game market to more than triple within the next three years. Parks also looked at the gaming habits of PC gamers vs. console, portable and mobile. The firm will be presenting its latest data at the Austin Game Conference next week.

 

The analysts at Parks Associates today announced that they will be presenting new research at the upcoming Austin Game Conference (AGC) that suggests the online game market in North America will grow from $1.1 billion in 2005 to $4.4 billion by 2010.

While online gaming on the console certainly has grown in recent years, especially with the popularity of Microsoft's Xbox Live service, it's not surprising that the research showed PC gamers to spend the most time playing games. Anyone who's played an MMO, for example, knows how you can become lost in the game for hours on end.

According to Parks' study PC gamers currently spend an average of 18.5 hours playing each week, while console gamers spend 13.6 hours, portable gamers 8.9 hours, and mobile gamers 4.6 hours. Furthermore, of those PC gamers surveyed, 70 percent play some form of multiplayer online game.

Parks Associates, and reports from other analysts such as DFC Intelligence, suggest that the growth of the online gaming market will be fueled by increased adoption of broadband Internet, increased PC penetration, more connected devices (including consoles, gaming portables, mobile phones, etc.) and a rise in the number of games that provide online features. The surge in online gaming also would seem to tie in perfectly with the growing in-game advertising market. As more and more gamers go online with their consoles or PCs, advertisers and brand marketers are doing their best to leverage those eyeballs.

Parks Associates will discuss their study in detail at AGC, along with The NPD Group and MMOGCHART.COM, who will discuss forecasts and industry trends. AGC is run by The Game Initiative and takes place next week, September 6 - 8 in Austin, Texas. The conference itself includes six tracks dedicated to the online game industry segment, including Multiplayer Design, Multiplayer Business/Production, Multiplayer Tech/Art, Games in Asia, Multiplayer Service/Support and Casual Games. For more information and registration details, visit gameconference.com.

by James Brightman

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NHN USA Previews ijji.com; New Online Game Destination Features Wide Range of Multiplayer Titles -- FREE!

MOUNTAIN VIEW, Calif.--(BUSINESS WIRE)--Aug. 28, 2006--Market newcomer NHN USA, a subsidiary of Korean Internet powerhouse NHN (KOSDAQ:035420), is previewing ijji.com, a premier online game destination with fun for everyone, from the serious to the social to the casual gamer. ijji.com offers virtually every genre of game and a wide range of casual multiplayer titles FREE.

ijji.com is a virtual online playground. The site offers action, arcade, hybrids, sports and first person shooters (FPS) for the serious gamer, plus dozens of high quality card, puzzle, word and board games for the more casual player.

A differentiator is that almost ALL games, including casual titles, are multiplayer, appealing to consumers that want a competitive play environment. ijji also offers exceptional community features for the player that wants to converse with friends online. The site has chat, forums and message centers, plus customizable avatars with a full range of emotions that, for the first time, can be used in-game.

Already up and playable at ijji.com are a wide range of more casual multiplayer games, as well as full-length titles for the serious player like Gunbound, a turn-based strategy shooting game, and Golf King, a 3D fantasy golf game. Additional premium titles will be available late fall.

The role that socializing plays in online entertainment has recently been confirmed as a motivating factor for many gamers. Leading market research firm Parks Associates, Dallas, just completed an extensive Internet study of nearly 2,000 gamers indicating that the U.S. has six distinct segments -- including a new middle market consisting of three separate gamer groups with different characteristics and online gaming behaviors. Many of these consumers prefer multiplayer games because it allows them to interact with others.

"For years, the gaming industry has been focused on two groups -- hard core and casual gamers. We discovered that the market has diversified to include more distinctive gamer groups with different motivational and behavioral patterns," Michael Cai, Director, Broadband and Gaming, Parks Associates, explained. "A company, like NHN, that addresses the needs of gamers looking for socialization opportunities as well as fun games could well be positioned to capture a new middle market, which represents more than half of the gamer population and strong growth opportunities."

NHN's ijji site follows the formula that has made the company so successful in the Asian market, where the company's game destinations rank No. 1 in Korea, Japan and China, with more than 170 million subscribers in China alone.

"NHN believes the U.S. market is ready for a fun, high quality online game destination that addresses gamers who enjoy the social aspect of playing multiplayer games," Tae-Sik Moon, CEO, NHN USA, said. "Everyone can find a title they like and express their personality to the friends they meet online. They can converse during game play and discuss the match afterward as well."

About NHN USA

Headquartered in Mountain View, Calif., NHN USA is a subsidiary of NHN -- a multi-national powerhouse operating a search engine-based portal and multiple game sites -- that has become the No. 1 Internet company in Korea, and a provider of the leading game destinations in Japan and China. NHN USA's ijji.com, a premier Internet game destination, offers a full range of casual to serious multiplayer titles for the U.S. market.
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Monday, August 28, 2006 

Lumines Live: Insert Coin to Continue - Total Cost $24 (Rumor)

Lumines Live: Insert Coin to Continue
Topic: Online Gaming

http://www.gametab.com/news/662554/

 

The parade of nickel-and-diming over Xbox Live Marketplace is set to continue. Only this time, Microsoft is giving us the parade's Grand Master, riding the biggest float of all, sitting fat and happy on his throne of micropayments.

 

Like the lights-and-sound orgy that is the puzzler Lumines? Sure, we all do. Want to play the Xbox Live version? Well, you'll first have to pony up 1200 "Marketplace Points" (US$14.99), already a premium price for downloadable content.


But then, once you hit a certain point in the "Mission" or "Vs. CPU" modes of the game, you'll be asked to pay up again for the ability to keep on progressing. All in all, you'll have to spend another 700 points ($8.75) to get the rest of the levels, bringing the real cost of Lumines Live to nearly $24.

 

What lesson can we take from this? Clearly, Microsoft understands that there's a major disconnect here between what they'd like to make off direct-download game sales and what customers are willing to pay based on their perceived value. That's why, rather than go with straight dollar amounts, everything is priced in "points." 1200 points seems somehow cheaper than $15.

 

But when not even that is enough, they split a once-complete game up into chunks, then hit you up for extra payments while you're playing the game you thought you purchased.

 

I'm hardly against the idea of modular downloadable content in general, and honestly I think Lumines Live, above all other Live games, is well-suited to the idea. After its release, the developers could get crackin' on brand new levels, then sell them later. That's added content. This is just subtracting content that was already in the original release until they decided to yank it out and charge more. 


 

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Windows Live Marketplace set to launch (08/06)

August 28, 2006 @ 12:39PM - posted by Jeremy Reimer

Windows Live Marketplace set to launch

According to some employee blogs, Microsoft is getting ready to release "Windows Live Marketplace," a replacement for the existing Windows Marketplace online store, where people can download games and other applications using Microsoft's "Digital Locker" technology.

The new Windows Live Marketplace will add a number of features to the site, and bring it closer to its console-inhabiting cousin, Xbox Live Marketplace. Microsoft is considering adding support for "micro-transactions"—new content for existing games that can be purchased for small sums of money:

"On the original Xbox Live, transactions had to be around five dollars U.S., the minimum for most credit cards. But with Microsoft Points, the price for most anything—maps, skins, levels, demos, and more—can be much lower than that," according to an explanation on the Xbox Live site. "Though you won't be able to do it for a while yet, Microsoft eventually wants to enable Xbox Live users to buy and sell user-created content, which could prove to be the heart of the 'micro-transaction' system."

Clearly the use of the "Live" moniker for Windows Live and Office Live was no accident—Microsoft is going to try and leverage some of their online assets in the console world over in PC land.

 

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Thursday, August 24, 2006 

Fatal Fury Special on Xbox Live Arcade

Fatal Fury Special on Xbox Live Arcade
Street
Fighter's release seems to only mark the beginning.

by Patrick Klepek, 08/24/2006

Much of the excitement over Xbox Live Arcade has naturally occurred in the US and Europe, but more Japanese developers will probably start hopping on the bandwagon, if only to capitalize on the international market. SNK Playmore's one that's following in Capcom's footsteps, as their Tokyo Game Show line-up indicates Fatal Fury Special is headed to Xbox 360.

Fatal Fury Special appeared on the SNES in 1994, and while we're a little curious as to why SNK Playmore passed on choosing one of their more appreciated Fatal Fury games for an Xbox Live conversion, we'll hold our tongues for now and see what they have planned during Tokyo Game Show next month.

 

 

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Casual Games Played to Relieve Stress, Relax, Keep Mind Sharp

Report: Casual Games Played to Relieve Stress, Relax, Keep Mind Sharp

 

Seattle - Nearly two-thirds (64%) of those who play casual online games -- more simplistic puzzle, card, word, board and classic arcade titles that can be played in a few minutes -- say they play as a way to relax, while 53% say they play to relieve stress and 42% cite them as a way to keep their minds sharp. The findings come from a study conducted by Harris Interactive and focus groups hosted by women's lifestyle expert Jennifer Louden on behalf of RealNetworks, a distributor of online casual games. RealNetworks said that 70% of people buying casual games from its service are women age 40 and older. Of this group, 67% said they play at least four times per week, and nearly half (47%) play every day. "It's a wild concept, but I see this trend as a way for women and men to establish mental balance and embrace a healthy form of comfort," said Louden. "Surprisingly, more and more women are turning to casual gaming as a way to cope with stress and take a brief escape from daily responsibilities."

http://biz.yahoo.com/prnews/060814/sfm057.html?.v=60 <http://m1e.net/c?56221285-GM.e6ccf1ZIyM%401836775-xn6NGyCprIknU>

http://tinyurl.com/gejf3 <http://m1e.net/c?56221285-TKdKXBnIDD19o%401836776-.toJQ2CDTOtVw>  (Hollywood Reporter)

http://www.harrisinteractive.com <http://m1e.net/c?56221285-xGiMdYt0bEcSc%401836777-T3YiTXajYK87M>

http://www.jenniferlouden.com <http://m1e.net/c?56221285-J8yxV7S51vOTE%401836778-KtG0LXo0oEWbM>

http://www.realarcade.com <http://m1e.net/c?56221285-T.6OqMqyF8R5.%401836779-ZScxxiq0UhGDw>

 

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A Gallery of Virtual "Firsts" from Second Life

A Gallery of Virtual "Firsts" from Second Life

Submitted by rohit on August 23, 2006 - 12:44pm.

I2m_secondlifelogoThe virtual world has been getting a lot of coverage in the real world these days.  Second Life is becoming the new poster child for the rising popularity of avatars and virtual personalities that real people are taking on, and every day it seems there is a new development that causes those in marketing and media circles to issue another latest news bulletin, write a blog post, or move on the rise as del.icio.us tag candy.  As some have noted, Second Life and the concept of virtual worlds is not new.  This was an idea first explored in the dotcom days, but never really took off due perhaps to the limitations of PCs, and the lack of abilities for promotion.  Those barriers are gone as personal media allows word to travel farther and faster, and word has certainly spread about Second Life.

Adding even more credibility has been the ability for Linden Labs to continually partner and create new "firsts" for their virtual world.  A big win for credibility was the BusinessWeek cover story several months ago (not to mention the Second Lives documentary airing on television) - but beyond that, they have launched a steady stream of firsts that has made it fun to watch, but tough to keep up with.  As a marketer, the news I tend to pay attention to are all the examples of the new ideas that are coming from Second Life.  From my time observing over the last several months, here is a list of notable firsts from Second Life that may serve useful for others trying to keep up (or catch up) with the rapid evolution of Second Life:


First Virtual Hotel: Starwood's Aloft

Secondlife_aloft


First Virtual Concert: Suzanne Vega's Queen and the Soldier

Secondlife_suzannevega


First Virtual Retailer: American Apparel

Secondlife_americanapparel


First Virtual Sports Event: Baseball's All Star Game

Secondlife_baseball


First Virtual Ad Network: MetaAdverse

Secondlife_metaadverse


First Virtual Movie Filmed on Location: Bells and Spurs

Secondlife_bellsandspurs2


First Virtual Newspaper: The Metaverse Messenger

Secondlife_metaversemessenger


First Virtual NonProfit Campaign: Global Kids GK Island

Secondlife_globalkids


UPDATE (08/23/06): First Virtual Automaker: Scion (Via Reuben Steiger)

Secondlife_scionweb_001


I am sure there are lots more firsts that I haven't included here, but it's a start.  Perhaps what Second Life really needs is a "Linden Book of Virtual Firsts" where a list of all these could be kept and edited by the group.  Sort of a Guiness Book of World Records for Second Lifers.  I'd certainly subscribe to the RSS feed for something like that ...


Photo Credits:
Most photos were taken from screens available online and link back to the source.  The Global Kids photo was taken from the Flickr collection from GlobalKids.org.  Other sources for information and stories included AdverlabMicropersuasion, Second Life Insider, and New World Notes.

Note: This piece originally appeared on my blog, Influential Interactive Marketing. My bio can be viewed here.

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