Congratulations Jambool – The Future of Virtual Currency at Google with Social Gold

By now, you’ve most likely heard the news, but it is never too late to send congratulations over to our client, Jambool, whose virtual economy platform Social Gold has received plenty of attention over the past year – most recently after Jambool’s acquisition by Google.  As the social gaming and virtual goods industries continue to grow,  we look forward to seeing what our talented friends at Jambool can come up with next at Google.

Social Game Soapbox: Pop-Ups and News Feed Noise

“How many pop-ups is too many pop-ups?” asks the Frisky Mongoose. Shouldn’t there be a more reasonable cap on pop-up notifications, so players can get busy playing (and spending money, for that matter)? Log-in interruptions are particularly bothersome in my opinion, but some games are offering smoother entry these days, so I’ll just assume that’s been noted and move along…

Beyond logging in, when you finally do get to tend to your social game goings-on, it seems like there’s a pop-up every 3-4 clicks. I have hundreds of trees on my farm, and if I want to harvest them all one-by-one, I should be able to without having an annoying pop-up in my face after every 4 trees!

No – I don’t want to send free gifts to my neighbors right now. If I did, I’d click on that enormous Gifts tab staring me in the upper eye. No – I don’t want to check out the new virtual items. If I do, I’ll go to the store.

For games with such simple play mechanics, it just seems downright unreasonable to interrupt the only real “gameplay” you offer. It’s almost like you’re playing a FPS (think Halo or Call of Duty), and the developers randomly throw a pop-up notification during an important battle sequence. Sure, social game pop-ups aren’t going to leave any casualties, but they still disrupt my gameplay experience all the same.

My humble suggestion? Change the gameplay for more experienced players so they don’t have to deal with an entry-level info dump every session. We know already.

Even outside the game – I guess I mistakenly thought the Facebook Games tab reorganization would eliminate news feed notification noise. Nope. Time to revisit the news feed rant…

Have we crossed the line between social and spam yet? Facebook game notices in your news feed are like the new high-tech pocket protector – sure to repel friends at every sighting. I like playing, but not so much that I’m willing to alienate my friends who don’t care that I found free fuel on the farm today. Some people create dummy Facebook accounts to conduct their social gaming (and not to annoy friends), but that’s not even technically allowed in the site’s TOS.

What’s a rule-abiding user to do? I don’t know the answer, but I do hope social game developers can overcome this tightrope before players give up the balancing act and jump off for good. Being a geek is one thing, but being a social network spammer is totally uncool.

This article was originally published on Frisky Mongoose.

Better Off Flying Solo? Joe Danger and the Risk/Reward of Self-Publication in Downloadable Gaming

A recent keynote at the Develop conference by Hello Games’ Sean Murray cast a harsh light on the realities of publishing downloadable games on home consoles like Microsoft’s Xbox Live Arcade, Sony’s PlayStation Network and Nintendo’s WiiWare Channel. He purports that self-published games like his recently-released critical darling Joe Danger (which sold 50,000 units week one on PSN) are both more successful and more profitable than those of major studios.

Joe Danger, breaking all the rules.

Arguably the most popular digital download channel, Apple’s App Store offers an extremely low barrier to entry – just $99 for a dev-kit and a revamped review process that sees new apps approved or denied in as little as three days. While a few iPhone gaming giants have emerged, there’s still plenty of room for a basement programmer to strike it rich (or at least make the “What’s Hot” list). In contrast, console gaming depends on the distribution models established decades ago by the book publishing industry. In order to get a disk-based game into players’ living rooms, developers must partner with a publisher who sets up the distribution (including dubious deeds like retailer exclusives). Self-publishing a game with a box and a manual is borderline impossible. But even when it comes to the zeroes and ones that comprise downloadable games, Murray perceives major developers as more of a burden than an asset to young development studios.  According to his research, casual card, puzzle and word games make up 31% of the offerings on console download services but less than 5% percent of the sales. This flies in the face of the notion that casual players fuel the download market.  In fact, it’s the long-time, hardcore gamers that are driving downloadable game sales, as evidenced by the top three selling XBLA games of 2009 (multiplayer-only FPS Battlefield 1943, oldschool-inspired beat-‘em-up Castle Crashers, and controller-crushingly difficult dirt bike platformer Trials HD). While the EA-published Battlefield may owe part of its success to the series’ long history, the other two titles were created (and published) by tiny development teams.

Murray argues that big publishers offer very little to developers in the downloadable games market, and this stems from both lack of experience and lack of effort or interest.  As he puts it, the person in charge of the digital download services at most publishers “is not necessarily the biggest deal for the overall structure of the publisher.” For the time being, Joe Danger is exclusive to PSN – Sony makes their development tools readily accessible, unlike Microsoft and Nintendo. As a passive rebuttal to the PSN Store, Microsoft created the Xbox Live Indie Games channel (née Xbox Live Community Games), and while it’s relatively easy to get a title published there, the games are incredibly difficult to locate, let alone market and promote to fans.

So what’s a developer to do? For PlayStation games like Murray’s Joe Danger, the money saved through self-publishing could be spent on a high-caliber PR agency (ahem) to spread the word and boost downloads. For a game destined for XBLA or WiiWare, write your local congressperson! And be patient. As consumers become more and more comfortable keeping their entertainment in the cloud, the move toward online stores will pressure companies like Microsoft and Nintendo to revise their strategy.

There’s one other major stumbling block – NPD sales data for downloadable games is between difficult and impossible to obtain.  As a result, publishers can’t use existing titles as a reference point to gauge the risk and potential profit of developing a new game.  If the console giants would relinquish this information and break down other barriers to entry, publishers both great and small could bring more creatively adventurous titles to market. With this capitalistic system, gamers would enjoy all types of new options, from big-screen versions of the $.99 bite-size games that dominate the App Store to $30 small entrées that don’t fit the current pricing/distribution mold. With vibrant, fun-focused games like Joe Danger, the reign of the murky brown über -macho FPS may be coming to a close. It’s simply up to us, as the nerdy masses, to e-vote with our digital wallets.

Clap Twice for Pizza: Gesture Recognition Makes this Dream a Reality

It’s no secret that, when it comes to home entertainment, we’re in the midst of a distribution revolution. Content once tied to broadcast airwaves is now being ravenously consumed on the internet via computers, video game consoles and set top devices.

TriplePoint has the privilege of working with some of these new media startups. PlayOn (which recently made the jump to iPhone; CNET link) streams Hulu and other web video onto PlayStation 3 and Xbox 360, without the need for a costly Hulu+ account. For those without a video game console, Softkinetic is providing a Microsoft Kinect-like experience to a massive install base via their set top box gesture recognition system.

With two cameras and a powerful microphone, Kinect knows who’s in front of the TV. For games like Dance Central, the technology will track all the poppin’ and lockin’ you can throw at it. But as an entertainment hub, a Kinect-enabled Xbox 360 will change the way that marketers convey their messages. Advertising is the backbone of media, providing the funding for programming and keeping content free for the viewer.

Softkinetic and Microsoft face a major challenge with these user-recognizing innovations. The product must find the right combination of allure, cost and ease-of-use, or at least hit two sides of this triangle. Kinect is rumored to cost $150, putting it well above the $99 impulse-buy sweet spot and closer to the price of a new game console. Softkinetic, on the other hand, will have less features but will also enjoy wider adoption, since the system will piggyback onto cable boxes and not require additional equipment.

As these devices become a fixture of the entertainment centers in dens and rec rooms around the world, ultra-targeted advertising will be commonplace. In order to frame this in a positive light, marketers will highlight the family-friendly aspects of these targeted ad systems.  For instance, “No R-rated movie previews if children are detected,” or, similarly “no beer commercials until the registered account holder turns 21.”  Of course, there are many aspects of these targeted ads that appeal to advertisers, too.  For instance, gender-specific commercials can now be tied to the actual gender of the viewers, rather than the network making educated guesses about the viewing audience based on the channel, program and time of day

Interactive ads are not far behind. Many of today’s preroll web video ads ask if you’d prefer to interrupt your show with 3 traditional thirty-second commercials, or watch a 90 second long-form ad before the show begins.  By giving the viewer a choice, marketers engage the audience and have a better change of holding their attention.

With mics and 3D cameras in place, these ads will evolve into mini-games – how many on-screen Pepsi bubbles can you “pop” by waving your hands, before the time runs out? Sponsored gameshow-style quizzes are also possible, since the systems can detect multiple voices in the room. First one to finish this jingle gets 10 points on their gamerscore!  “Plop plop, fizz fizz…”

Social media integration is already built into modern game consoles.  In the future, before the new Top Chef episode streams, you’ll be prompted to invite other online friends who ‘like’ that show on Facebook to join you and watch together, virtually.

During the show, ads will feature music by artists from your Last.fm account that you’ve “favorited.” Local advertisements will pinpoint your self-identified exact location and give you offers that are relevant to your tastes.  For instance, the Italian restaurant below your apartment is offering double-pepperoni for the price of cheese, and they’ll be open for another 45 minutes.  Since your credit card is on file with your Xbox Live or PSN account, you can literally say the word and have hot pizza at your door before Padma calls the chef’testants to the judge’s table. Are you watching solo, or did you invite the whole gang over? Accordingly, you’ll get promotions ranging from personal-pan pizza to the ultra-jumbo feast.

There’s a great deal riding on the success of these gesture- and user- recognition systems.  Their main strength is in eliminating the “input middleman,” giving users greater control over their own entertainment. They also give marketers new ways to reach consumers. While this new technology is exciting on many levels, it will also present unseen obstacles and take years before adoption is truly mainstream. Only time will tell if the universal remote can survive this Minority Report future.

Mick Bobroff of Ernst & Young LLP to Keynote Digital Media Law Conference in San Francisco on April 29

New Speakers and Panels Announced for the Digital Media Law Conference in San Francisco on April 29

The conference will commence with keynote speaker Mick Bobroff, partner in Ernst & Young’s Northern California Technology practice, examining revenue recognition models for the sale of virtual goods. Additionally, speakers will address a range of vital topics at the Digital Media Law Conference, such as protecting intellectual property, contract negotiation, digital music licensing and consumer privacy.

Featured panels throughout the afternoon will prepare business leaders for new challenges and developing legal concerns in the digital media space. The Digital Media Law Conference will be held on April 29, 2010 from 12:00pm until 6:30pm PDT at the Commonwealth Club.

In addition to virtual goods revenue recognition, speakers will address a range of vital topics at the Digital Media Law Conference, such as intellectual property, digital music licensing and consumer privacy. New speakers will join the following panel discussions:

  • Dan Rogers of Ambition Production and Management, Sean F. Kane, Esq. of Kane & Associates LLC, Howard Bliss of Union Entertainment, and Victoria Libin of Viacom (MTV Networks) will join the panel “Best Practices for Protecting Your IP”
  • Annie Lin of The Rights Workshop and Ned Hearn of Law Offices of Edward R. Hearn will lead the panel “Old Models, New Media: Rethinking Music Licensing in the Digital Era”
  • Gabriel M. Ramsey of Orrick will join a panel discussion on liability and risk associated with operating games and applications on externally operated platforms

We encourage you to join the discussion and are offering you a special 30% discount off registration with the discount code “VIP30” at checkout.

For more information on the Digital Media Law Conference, please visit http://digitalmedialawconference.com/.

To register for the event, please visit http://digitalmedialawconference.eventbrite.com.

Frisky Mongoose: Why Do We Play Social Games?

I think it’s a bit harsh to say that social gamers are “weird”, as Newsweek recently put it… But you have to dig a little deeper than face(book) value to understand the attraction of playing casual games with actual friends on the (social) web.

In the end, it all boils down to the fact that people like playing games with their friends, and the Facebook platform allows new audiences to enjoy a “gaming community” atmosphere in a familiar setting (Facebook) with people they know, and games they can learn to play easily and that don’t require a large time investment to enjoy (social gamers are busy)!

It’s more fun to beat your friends than strangers, and social games can even lead to better connections with Facebook friends you don’t know very well, or otherwise wouldn’t have a chance/reason to interact with on a regular basis.

Continue reading Frisky Mongoose: Why Do We Play Social Games?

Virtual Goods and The New Digital Retail Revolution

Earlier this week, New York City’s Jacob K. Javits Center played host to a convergence of two trade shows, as both the 107th American International Toy Fair and Engage! Expo welcomed a diverse group of exhibitors and speakers.  For certain attendees, the pairing of Toy Fair with the Engage! Expo, a conference that focused primarily on virtual goods, might have at first seemed somewhat out-of-place.  Beyond the giant stuffed animals, puzzle games, and highly popular robotic hamsters that populated much of Toy Fair, Engage! showcased  leading entrepreneurs in the new digital retail phenomenon – the virtual goods industry.

As reported by Inside Network and covered here on TriplePointPR.com, this year, the virtual goods industry is projected to drive $1.6 billion in revenue in the U.S. alone.  While the ability to purchase virtual goods has existed in online communities for quite some time now, the phenomenon that is social gaming hasushered in a brand new audience for microtransaction purchases – the general consumer.

While traditional retailers and toymakers struggle to survive the stormy and rather unpredictable economic recession, the virtual goods industry is booming.  Selling non-physical items, the providers of virtual goods have seen just as much (and presumably more) success than long time brands and veterans of the physical toy industry present at the Javits Center this week.  The reason for such success is simple – the provider of the virtual good, which can be looked upon as a modern toy manufacturer, is smarter and armed with more consumer information than the producer of the antiquated physical retail toy.

Continue reading Virtual Goods and The New Digital Retail Revolution

Social Gold Drives Repeat Purchases of Virtual Goods

Social Gold, the premier virtual economy platform, has recently shared some intriguing facts on users’ spending behavior within social games. Social Gold offers users a seamless in-game payments experience so players can purchase virtual goods without disrupting gameplay. New stats that were recently  posted on Social Gold’s blog show that their virtual economy platform increases conversion and drives repeat purchases.

Continue reading Social Gold Drives Repeat Purchases of Virtual Goods

Virtual Goods Generate 1.6 Billion – New Payments Solutions Make It Even Easier to Purchase Goods

Inside Network recently released a report that the virtual goods market is expected to drive $1.6 billion in revenue in the U.S. in 2010. The market is driven in large part by virtual items sold in social games, which account for $835 million of the total sales projected. While publishers such as Zynga, Playfish, Playdom and Serious Business are hard at work creating the content and engagement mechanisms to drive sales, payments solutions such as Social Gold (online), Zong (mobile), Open Network Entertainment, Inc. (prepaid cards) and the newly launched Kwedit (cash) are striving to help customers purchase those virtual goods seamlessly.

Today, Kwedit launched their new payments services (Kwedit Direct and Kwedit Promise) in partnership with Social Gold. Thousands of online games and virtual worlds currently using the Social Gold virtual economy platform now provide access to the Kwedit service. The service enables players to purchase digital goods online, and then print a receipt with a bar code (or save it to their mobile phone) and pay for the goods at a retail store in cash (or mail in cash via a postage paid envelope). For the millions of tweens and teens in the US without debit or credit cards, also referred to as “the unbanked masses,” paying for virtual currency and goods with cash is the only option, and this new solution will make it easier for publishers to monetize this growing market.

What’s also particularly unique about the Kwedit payments service is that customers are on the honor system when it comes to actually paying for their virtual goods. Customers are asked to pinky swear that they will pay eventually, and if they don’t, then their virtual Kwedit score will decrease (much like a real FICO score) and it will be much more difficult to obtain Kwedit to buy more virtual goods. Does this teach kids about financial responsibility? Possibly.

The Kwedit service is a very unique alternative to direct purchases via a credit card, PayPal, or even a prepaid card. TechCrunch’s Michael Arrington gave the new payment service a glowing review, calling it brilliant. It will be interesting to see how the service performs in the competitive payments market, and whether cash-paying consumers will quickly adopt the model.

Meanwhile, while I play Mafia Wars and, inevitably, buy reward points to boost my experience level and sharpen my attack and defense skills for big boss fights, I’ll be thinking about how these payments solutions are making it faster and easier for me to make those impulse purchases. When I’m just a few simple clicks away from receiving that instant gratification, the term “buyer’s remorse” doesn’t even cross my mind. As the market appears to be on track to exceed last year’s sales of virtual goods by over 40%, I suppose we have the obsessively engaging content and also the increasingly frictionless purchasing experience to thank for this!

Say Social Gamers, You Want a Revolution? Talk to Facebook

facebook-icon“This is a disruptive, challenging time in our industry, but there are opportunities for better collaborative innovation if we challenge the status quo…” – Malcom Gladwell

The web is changing. Social networks like Facebook and Twitter have become our new information and communication hubs. In the beginning , one of the biggest appeals of social games was their integration with existing social networks – the ability to log in to one site to conduct all your social stuff, including multiplayer gaming.

But now that social games have evolved into all-but standalone communities within social networks, and now that players have become more avid and interactive, AND now that social game developers have “mastered” the art of getting users to spam their friends… well now its time for change.

The New Face of Facebook

Facebook is taking the aggregation approach to new levels, increasingly expanding to a “whole web product” – a complete social experience that seamlessly spans web, mobile and desktop to provide real-time, customizable social networking any way you want it. Continue reading Say Social Gamers, You Want a Revolution? Talk to Facebook

Selling the Farm: Virtual Goods Summit 2009

vgsummit09logo1

Unless you have been living under a social media rock for the past few months, you (or if you are not willing to admit it, “someone you know”) have most likely participated in the latest sensation to hit the games industry – social gaming.  Redefining the market and shifting demographics of those traditionally associated with gaming, companies such as Zynga, Playfish, and Playdom have charged into the space by storm, and as made evident at last week’s Virtual Goods Summit 2009, are here to stay.

Uncertainty looms for the future of social gaming hits such as "FarmVille"
Uncertainty looms for the future of social gaming hits such as FarmVille

There are skeptics who believe social gaming could potentially just be a current trend.  With simple gameplay mechanics and questionable depth, maintaining active users beyond a few months could pose a challenge to even the most successful of social gaming companies currently finding success in the casual market. A potentially more dangerous threat to such companies lies within questionable corporate practices, which has led to some recent backlash as exposed last week by TechCrunch’s Michael Arrington:

“In short, these games try to get people to pay cash for in game currency so they can level up faster and have a better overall experience. Which is fine. But for users who won’t pay cash, a wide variety of “offers” are available where they can get in-game currency in exchange for lead gen-type offers. Most of these offers are bad for consumers because it confusingly gets them to pay far more for in-game currency than if they just paid cash (there are notable exceptions, but the scammy stuff tends to crowd out the legitimate offers). And it’s also bad for legitimate advertisers.” Continue reading Selling the Farm: Virtual Goods Summit 2009