Announcing Inside Virtual Goods: Profiling the Social Gaming Middle Market 2011

Games on social networks became a billion dollar business in 2010, enabling the market’s big developers to secure significant investments and pursue sizable exits. Now that Zynga has clearly established itself as the 800 pound gorilla, EA/Playfish are bringing more IP to market, and Playdom is being integrated across Disney, what opportunities remain for other small and medium sized social game developers in 2011?

Inside Network is proud to announce a new original research report by Justin Smith and Charles Hudson profiling social gaming developers outside the largest, most established companies, entitled Inside Virtual Goods: Profiling the Social Gaming Middle Market 2011. This report presents direct interview results from today’s most influential small and mid-sized developers aside from larger players Zynga, Playfish, Playdom, CrowdStar, and Kabam.

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Get Annual Membership (Includes Report + 3 Additional Quarterly Issues): $2,495 $1,995 USD*

OR Buy Single Report: $995 $795 USD*

* Pre-order discount ends March 28, 2011. All pre-ordered reports will be delivered on March 29, 2011.

Inside Virtual Goods: Profiling the Social Gaming Middle Market 2011 is available for discount pre-order now, and will be released to the public on March 29.

What are top mid-sized developers’ expectations for the social gaming space in 2011? How will existing players fare as Facebook shifts the social gaming landscape through the rollout of Facebook Credits and continued changes to the platform? Inside Virtual Goods: Profiling the Social Gaming Middle Market 2011 shares insights directly from the front lines on social game monetization, development, and customer acquisition and growth.

About the Report

Inside Virtual Goods: Profiling the Social Gaming Middle Market 2011 shares insights from over two-dozen developers into key questions facing social gaming in 2011.

As with previous editions of Inside Virtual Goods, researchers Justin Smith and Charles Hudson have conducted several months of original research comprising interviews with developers and entrepreneurs in social gaming. This edition of Inside Virtual Goods will present exclusive interview results from the developers themselves, preceded by original profiles of all companies included in the survey. Social gaming is among today’s most competitive areas in technology; specific responses have been anonymized to encourage authentic, critical response.

What We Cover

  1. Overview of the competitive landscape – Over the past year, the social gaming industry has been shaped and reshaped by enormous growth, market consolidation, and changes to payments and monetization brought on by the spread of Facebook Credits. What kind of competitive landscape and new opportunities should today’s developers anticipate in the year ahead?
  2. Profiles of key players – Companies like Zynga, EA / Playfish, and Disney / Playdom are regular topics in business news, but social gaming is an industry with dozens more key players whose rivalry and innovation are determining what the industry will look like in six and nine months. This section presents detailed, original profiles of the middle market companies to watch in 2011.
  3. Developer perspectives on the key issues – The responses in this section have been curated to reflect the diversity of viewpoints in today’s vibrant social gaming industry, and cover the following areas:
    • Distribution
    • Monetization and credits
    • Game design and development
    • Fundraising

See the full table of contents below:

Table of Contents

I. Introduction

II. Company Profiles

  1. 50 Cubes
  2. 6waves
  3. A Bit Lucky
  4. Casual Collective
  5. Cie Games
  6. Digital Chocolate
  7. Five Minutes
  8. Funzio
  9. Gaia Online
  10. GameHouse
  11. GSN
  12. Happy Elements
  13. iWin/Backstage
  14. Lionside
  15. Lolapps
  16. Metrogames
  17. MindJolt
  18. Omgpop
  19. Popcap
  20. RockYou
  21. Social Point
  22. TheBroth
  23. Ubisoft
  24. Wooga
  25. ZipZapPlay

III. Developer Perspectives

  1. Distribution
    • Viral Channels
    • Paid Acquisition
    • Off-Facebook Channels
  2. Monetization
    • Credits Integration
    • Results with Credits
    • Credits Issues
  3. Game Design & Development
    • Projected Budgets and Timelines
    • Target Audience
    • Genre Innovation
  4. Financing Landscape
    • Fundraising Plans
    • Perspective on M&A

IV. Conclusion

New Insights on the Competitive Landscape

In 2010, social games began to show what kind of value can be created on top of social networks. 2011 will be an even more important year.

The social gaming market is evolving rapidly against a backdrop of shifting challenges, and still-emerging opportunities — social gaming will be this year’s industry to watch. If you’re involved, or are considering jumping in, Inside Virtual Goods will be one of your most important tools.

One year of original data and exclusive in-depth reports delivered on a quarterly basis is $2,495 and contains:

  • A detailed overview of the current state of the industry
  • Specific estimates on market size by segment
  • Diagnosis of key opportunities and issues by segment

About the Authorsjustin-smith-headshot

Justin Smith

Founder, Inside Network

Justin Smith is the founder of Inside Network, the first company dedicated to providing news and market research to the Facebook platform and social gaming ecosystem. Justin leads Inside Network’s Inside Virtual Goods and AppData research and data services, and serves as co-editor of Inside Facebook and Inside Social Games.

Prior to Inside Network, he was formerly Head of Product at Watercooler, one of the leading application and game developers on the Facebook Platform. Prior to Watercooler, Justin was an early employee at Xfire, the largest social utility for gamers, which was sold to Viacom in 2006. Justin holds a degree in Computer Systems Engineering from Stanford University.

charles-hudson-headshotCharles Hudson

Former VP Business Development, Serious Business

Charles Hudson is the former VP of Business Development for Serious Business, a leading social games developer on the Facebook platform.

Prior to Serious Business, he was formerly the Sr. Director for Business Development at Gaia Interactive, a leading online hangout for teens. Prior to Gaia, Charles worked in New Business Development at Google and focused on new partnership opportunities for early-stage products in the advertising, mobile, and e-commerce markets. Prior to joining Google, he was a Product Manager for IronPort Systems, a leading provider of anti-spam hardware appliances that was acquired by Cisco Systems for $830 million in 2007. Charles holds an MBA and BA from Stanford University.

Get The Annual Membership

Get Annual Membership (Includes Report + 3 Additional Quarterly Issues): $2,495 $1,995 USD*

OR Buy Single Report: $995 $795 USD*

* Pre-order discount ends March 28, 2011. All pre-ordered reports will be delivered on March 29, 2011.

Although the report will not be released until Tuesday, March 29, we are offering a special pre-order discount for those who purchase now. A one year subscription is $1,995 until March 28, at which point the price will go to US $2,495. The one year subscription includes three quarterly updates on key developments in the space.

Or, you can download just this report. The pre-order price is $795 until March 28, at which point the price will go to US $995.

Playing Facebook Soccer With Footy!

Footy!Another soccer-themed title has shown up recently on our weekly list of emerging Facebook appsFooty! from Power Challenge, with just shy of 500,000 monthly active users, following a steady stream of others.

A cross between sports games and virtual spaces, Footy resembles older games such as Epic Goal in that players build up their own soccer space, and actually control their team within the various matches they will inevitably play.

Players are given control of their very own soccer team with the idea to progress their team up the leaderboards and become the top player amongst friends. Oddly enough, Footy comes with no player management of any sort, centering its play around actual matches.

Jumping into the play mode, users are able to participate in a “Winning Streak” game mode, in which they are put up against other random Footy players. Once in the game, players control their team with context-sensitive clicks. Clicking on the ball will send the nearest players to it, and clicking on an opponent with the ball will cause nearby players to try and slide tackle them. Also, dribbling is done with a sort of path-drawing mechanic (drawing a path from the friendly player with the ball, using the mouse, to a point on the field) and passing is done by clicking on any teammate. As for shooting, when close enough to the goal, clicking and holding will charge up a shot, and shoot upon release. Every thing works similarly to Epic Goal in that clicking on the ball, or an opponent holding it, will send nearby teammates after them (slide tackling if it is the other team’s possession). As for direct control, players may only steer or a team member who controls the ball. The rest all just sort of move in the general direction the ball is moving.

Winning StreakUnfortunately, all of this handles rather slowly. That isn’t really even the biggest problem though, as it’s just flat out boring. Players run back and forth for a period of time shooting goals, but there is no flair or style to it. It’s just not exciting at all. Coupled with the garbled gibberish that the players speak, it’s hardly a pleasing experience. Granted, the game is still marked as a beta rendition, but as a core game play element, it still needs a good bit of work.

The other problem, is that playing games is only good for earning money. In this Winning Streak mode, players accumulate a win multiplier that increases their winnings each time they keep the streak going, but the only thing the cash can be used on is virtual items that are placed on one’s soccer field.

Sounds good right? The problem, is that each of these items can only be placed in specific spots, and while this is not necessarily a bad thing, it doesn’t allow for the creativity that other virtual spaces offer. The reason it works in other games, such as Title Town Racing, is because the core of those other games is far more in depth, and such a feature is added on as an extra thing to do amongst many. With Footy, it is the whole other half of the game. Moreover, the only purpose décor serves is to further enhance how much money is earned per game. But when the games are boring and the virtual spaces are boring, neither element can support the other, let alone enhance the game experience.

Soccer SpaceThe other mode to play is a Pendant Match mode. Playing similarly to Winning Streak, players can play opponents and collect their pendants as a sort of trophy. A good idea, but unfortunately, this mode is limited to only friends, so if they don’t play, it’s not going to do much good. Not that there is much incentive to play much with friends. As far as social integration goes, it is nothing more (at least noticeably) than leaderboards, gifting, visiting each other’s space for a daily reward, and the occasional Facebook wall post.

What really seems like the problem with Footy is a sort of identity crisis. It has bits from traditional sports games, elements from virtual spaces, and even some collection game mechanics, but none of them really stand out. They are all just basic mechanics that try to enhance each other, yet none come off as fun, thus making said “enhancement” pointless. Moreover, there is no real sense of progression. Yes, players level up, and as they do, they are rewarded with more spaces to place decorative items, but unlike Epic Goal, the team never seems to be improved. In the noted title, players could actually make them run faster, shoot better, or defend more accurately. None of that is present here.

Overall, Footy has a lot of work to be done. The core play mechanic of the actual controlling of soccer matches needs to be improved drastically. It just feels so uninspired, and while it is functional, is almost painful to play through. Then, when it’s time to use earnings to build up a virtual space, there’s minimal room for creativity until one’s cash is spent and its back to the drab matches. In the end, while Footy may be growing now, its long term appeal may find itself stunted in the near future.

Facebook’s Discover New Games Module Shows Users What Their Friends Play

Facebook is a testing a “Discover New Games” sidebar module that shows several of a user’s friends who play a specific game. This new, free discovery channel could make up for some of the lost virality that resulted from Facebook closing several viral channels this year. Therefore, it could potentially help to slightly reduce the reliance of developers on marketing spend to grow their games.

The module displays the names and faces of the viewer’s friends who play a game the viewer has yet to install. The name of the game, its thumbnail icon, and a “Play Now” link appear below the facepile. When users see this implicit social recommendation by friends, they assume their must be some entertainment value in the displayed game, and may choose to click and install it.

> Continue reading on Inside Facebook.

RewardVille Gets Players Hooked on Zynga’s Own Currency and Points, off Facebook

A long time in coming, Zynga’s RewardVille site is going live today, promising players of Zynga games a variety of new ways to earn in-game points called “zPoints” and a currency called “zCoins.” They can then use the currency to earn special things like limited edition virtual goods in top games like CityVille and FarmVille.

RewardVille is both a loyalty program and a way of getting users more used to earning and spending in currencies that Zynga controls, rather than Facebook Credits.

Despite ongoing efforts with other platforms, mostly mobile at this point, Zynga still has most of its audience on Facebook. And as long as it depends on Facebook, it is subject to the rules that Facebook puts in place around its business — Credits being the main example today, as Zynga tried hard to get out of paying the 30% fee for using the mandatory currency before signing to a five-year deal to use it last May.

If Zynga is going to go public, which it could do as early as 2012, it needs to prove it can make money on more than one platform. With mobile social gaming still emerging, other social platforms withering, and Facebook continuing to grow, Zynga’s other main alternative is the open web. A service called zLive, or Zynga Live, has been in the works for at least a year or so. When Zynga was near closing a massive private equity round that values it at $10 billion, a New York Times article on the funding cited three sources saying Zynga Live was coming later this year.

So now, ahead of that launch, Zynga’s Facebook users are getting all the points and currency they need to get playing on the site. That’s not to say that Zynga wants to get all of its business off of Facebook, as that’s where many of its users want to be. Rather, it is likely trying to do things like get its most serious (spending-prone) users away from Credits.

The relevant part of the Zynga press release:

“Level-up” the Zynga Way – Rack up Zynga-level points called “zPoints” and currency called “zCoins” across Zynga games. Earning zPoints lets you advance your Zynga level, gain zCoins, and just as in the games, unlock different RewardVille items along the way. Earn as much as 80 zPoints per game or 300 zPoints total in one day. The more you play Zynga games, and the more Zynga games you play, the faster you’ll level up and earn rewards in RewardVille.

Get Exclusive Virtual Goods – Redeem zCoins for exclusive and limited edition items, such as the “Stepped Skyscraper” in CityVille or a “Ring of Fire” in FrontierVille, available only on RewardVille. These special items are free and offer great payouts that help you advance faster in your game. All players who sign up for RewardVille in March will receive one free item per game.

Connect with Friends Across Games – Send mystery gifts across games to friends and family playing other Zynga titles. Once they accept your gift, they gain zPoints or zCoins which can be traded in at RewardVille for exclusive items in the games they love to play.

Monopoly Millionaires Continues to Lead on This Week’s List of Fastest-Growing Facebook Games by MAU

Monopoly Millionaires is still going strong in the number one position in this week’s list of fastest-growing Facebook games based on monthly active users. EA’s familiar title gained a large amount of new players over the last week: almost 1.2 million according to AppData (our platform for analyzing the top Facebook games). In just a month and a half, Monopoly Millionaires has shot up to just under 3 million MAU and is still growing at a rapid pace.

Popcap’s Zuma Blitz is also growing steadily after a few weeks of decline. We took a closer peek at this casual game in last week’s leaderboard, and it has now gained another 820,000 MAU to bring it to a total of 5.7 million MAU. Finally, Ravenwood Fair is still on the rise although its pace has slowed significantly.

Top Gainers This Week – Games

Name MAU Gain Gain,%
1. Monopoly Millionaires 2,947,018 +1,184,888 +67%
2. Zuma Blitz 5,736,951 +819,988 +17%
3. Games 7,489,455 +745,355 +11%
4. Daily Horoscope 2,658,603 +637,451 +32%
5. Birthday Cards 7,869,595 +578,752 +8%
6. Ravenwood Fair 11,696,620 +466,335 +4%
7. Gourmet Ranch 1,824,271 +407,061 +29%
8. 德州撲克(中文版) 4,009,186 +391,521 +11%
9. Galaxy Online II – Most Competitive Strategy Game 601,744 +373,874 +164%
10. Diner Dash 2,237,996 +342,529 +18%
11. 開心探寶 336,906 +280,239 +495%
12. Wild West Town 1,403,323 +278,554 +25%
13. Spot The Difference 605,363 +274,518 +83%
14. Super Billares 755,820 +274,377 +57%
15. Glory of Rome 1,943,106 +258,305 +15%
16. Komşu Çiftlik 2,849,896 +247,069 +9%
17. 無限德州撲克 838,860 +233,800 +39%
18. Monster World 6,436,127 +223,868 +4%
19. Pirates Saga 641,207 +221,508 +53%
20. Dragons of Atlantis 2,902,029 +187,693 +7%

Komşu Çiftlik (a Turkish language game that translates to Neighboring Farm) has spent some time on our radar. The game developed by TheBroth is a farming game that feels similar to titles like Country Story and FarmVille. It is a highly polished farm sim with a heavy emphasis on collecting animals and harvesting crops. Released in December, Komşu Çiftlik has 2.8 million MAU and seems to be growing steadily enough to surpass 3 million MAU in the coming weeks.

Super Billares is a Social Point developed billiards game in the Spanish language. It is one of the first pool playing games that has gained momentum, with 755,000 monthly players. Most of its traffic appears to be from marketing at this point after a sudden spike last week and very low retention percentage (Super Billares is only retaining 5-10% of their monthly players each day). Non-English games appear to have a lower barrier of entry for developers as there are successful English language games that have still not been localized for other countries. Super Billares plays more like a casual arcade game that you would find on a gaming portal such as Yahoo Games or Pogo.

The data in this post comes via AppData, our data service tracking growth and trends across the Facebook platform.

Sega Moves Into Social Games With SEGA Play! Baseball on Facebook

Sega Play BaseballSega is the most recent traditional game developer to move into the social space with the official release of its Facebook title, SEGA Play! Baseball. A sports simulation game of highly cartoonish characters, the game has close to 68,000 monthly active users and near 18,000 daily active users around a week after launch.

Centered around team management, SEGA Play! Baseball changes things up by placing players into virtual seasons, resting a large amount of player data each cycle. Whether or not this will hinder the long term growth of the game is unclear, but other than this, the game doesn’t feel all that particularly fresh, and even consists of some arbitrarily implemented mechanics such as its virtual space decoration.

As with virtually all sports manager type games, the object here is for players to build up their sports team and climb the leaderboards to win an entire season in the Pro Leagues. That said, these leagues don’t open up until level ten, thus a new player will have some time to practice before getting in to such.

StatsUpon starting up the game, players are tasked with customizing (though this is fairly limited) their own avatar and adjusting their player stats based on their position, such as outfielder, and their play style of offensive, defensive, or agile. Depending on the choice, the skills of Contact, Power, Speed, Fielding, and Clutch will be augmented. Once created, players can then drag and drop players into the field positions they desire, as well as rearrange the batting order and pitching rotation.

Unfortunately, while some of the stats are self-explanatory (e.g. Fielding), it is often unclear as to which position benefits most from particular statistics. This leads to assumptions being made that might not always be correct. For example, Power seems like it would affect batting, thus high Power players should be early in the batting order, but does this also affect pitching?

In fact, pitchers come with a whole other set of stats. Along with Power and Clutch (we have no idea what that does), there is also Energy, Stamina, and Control. Again, logic can give a good idea what these do, but never is it clearly stated. Since sports managers are all about strategically allocating stats and players, it is crucial to make educated choices rather than leaving it to trial and error.

BaseballTo simplify things, players can’t actually improve the stats of their generic, non-player teammates. This is where Sega is pushing the social play amongst friends. As users level up, they can add more and more friends that play, to their team, upgrading all of the above noted stats as they see fit. What is curious, is that training is purchased, but what type it is appears to be random.

Each player can upgrade any of the stats, with one catch. The training of that stat must be available for purchase. Initially, only two randomly selected stats will be available to train. In order to train a stat the player wants, these must first be purchased so a new one is randomly selected. As users level up, more slots for training purchases unlock. As an example, rather than two random stats available for training, three will be. Basically, this means that players only have a chance to purchase training in the stats they want, and unlocking more purchase slots only increases the chances of getting it.

As one might expect, stats affect how well the team performs in the automated games, which are played against other random users. At first, users can only play five exhibition games (with the number of plays slowly recharging), but as they level, more game modes will unlock. Well, that’s the theory anyway. At level five, we unlocked a “special game mode,” yet can find no way to access it.

Virtual SpaceStill, of everything within the game, the most interesting concept is that play is broken up into “Cycles.” Essentially, this is reminiscent of a season. Every 30 days, the Cycle restarts, and with it, all the training for players does as well. It’s hard to judge whether this is a good or bad thing. On the one hand, it coaxes more regular play for those that want to remain on top and helps prevent one team from forever dominating the game. However, since training costs in-game currency, many players might find it irritating to constantly bolster stats over and over.

SEGA Play! Baseball also comes with a virtual space element tied into it. Truth be told, however, this implementation feels a bit arbitrary and is there merely for the sake of being there. It’s not that this is bad, as many other sports managers have had this mechanic, but here the space is just the field and background. In past games, it has been the field, stadium, surrounding grounds, and so on. Furthermore, many of the purchasable items are completely random with no set theme; showing a struggle for ideas that fit. Gardens, pets, and even dinosaurs are all thrown into the mix, leaving the field more of a circus than a baseball stadium.

Despite complaints, nothing dramatically takes away from SEGA Play! Baseball. The big problem, however, is that there isn’t a whole lot of newness to the game as a whole. Other than the concept of resetting the Cycles, everything is fairly standard: Train players, change positions, play automated games. The game is well polished, which is to be expected from a company like Sega, but there’s nothing that truly makes the player want to play it over any other games in the genre.

Rovio Has Been Working on the Facebook Version of Angry Birds for a Year

Angry Birds has toppled competitors on the iOS and Android leaderboards. But can it do the same on Facebook?

In an interview, Peter Vesterbacka, from the game’s maker Rovio, stressed that the company is taking a very deliberate approach with bringing its smash hit to the Facebook platform. It’s been working on the game, which is set to launch in May, for about a year and it’s one of the largest internal projects in the company.

The title will have new social and viral mechanics and likely extend the company’s experiments with virtual goods. Angry Birds currently offers a Mighty Eagle virtual good, which users can pay for to pass challenging levels in the game. He wouldn’t reveal exactly how the game will be different, but it will be in beta in mid-April.

Like many social gaming companies who have tried to move from the Facebook platform to mobile, going in the reverse direction is also challenging. Popcap Games has been the one exceptional success with Bejeweled Blitz, although others like Bolt Creative have tried with titles like Pocket God. Glu Mobile is a more recent entrant; it brought its popular action title Gun Bros to Facebook earlier this year.

“You can’t take an experience that works in one environment and one ecosystem and force-feed it onto another,” he said. “It’s like Zynga. They can’t just take Farmville and throw it on mobile and see what sticks. The titles that have been successful for them on mobile are the ones they’ve built from the ground up for the platform.”

In the long-run, Rovio, will be move to HTML5 like other game developers. Interestingly enough though, Vesterbacka said Angry Birds is now making as much money from Android as it is from iOS. (You can read more about that here.)

> Continue reading on Inside Mobile Apps.

This Week’s Headlines From Across Inside Network

Here are all the latest headlines from around Inside Network.

IMA LogoInside Mobile Apps

Tracking the convergence of mobile apps, social platforms, and virtual goods.

Monday, March 7th, 2011

Tuesday, March 8th, 2011

Wednesday, March 9th, 2011

Thursday, March 10th, 2011

Friday, March 11h, 2011

ISG LogoInside Social Games

Covering all the latest developments at the intersection of games and social platforms.

Monday, March 7th, 2011

Tuesday, March 8th, 2011

Wednesday, March 9th, 2011

Thursday, March 10th, 2011

Friday, March 11h, 2011

IF LogoInside Facebook

Tracking Facebook and the Facebook platform for developers and marketers.

Sunday, March 6th, 2011

Monday, March 7th, 2011

Tuesday, March 8th, 2011

Wednesday, March 9th, 2011

Thursday, March 10th, 2011

Friday, March 11h, 2011

Highlights This Week from the Inside Network Job Board: Digital Chocolate, Arkadium, Diversion, & More

The Inside Network Job Board is dedicated to providing you with the best job opportunities in the Facebook Platform and social gaming ecosystem.

Here are this week’s highlights from the Inside Network Job Board, including positions at Digital ChocolateArkadiumDiversion Inc, EverTold, Funcom,NaturalMotion, and Jagex Games Studios.

 

Listings on the Inside Network Job Board are distributed to readers of Inside Facebook and Inside Social Games through regular posts and widgets on the sites. Your open positions are being seen by the leading developers, product managers, marketers, designers, and executives in the Facebook Platform and social gaming industry today.

 

Inside Network Speaking in Austin at SXSW Next Week

Two Inside Network staffers will be speaking at the South By Southwest Interactive conference in Austin, Texas this coming week.

Josh Constine, lead writer on Inside Facebook, will be moderating a panel of Facebook platform developers discussing the value of Facebook fans. Kim-Mai Cutler, lead writer on Inside Mobile Apps, will be giving a presentation examining the tension between scale and authority in the media business today, with implications for how companies monetize (or fail to monetize). The presentation is based on an article that she wrote for The Quora Review last month.

Value of a Facebook Fan: Does it Matter?

A lot of buzz has been circulating around the value of Facebook fans. Different dollar values have been assigned, based on different research methods. Rather than debate which approach is more accurate, this panel will dig down to the root of this issue – why are brands so eager to assign a monetary value to fans? Will this become a measurement standard for marketers? What factors are really the most important in determining the value that businesses get from being on Facebook?

Josh Constine
Lead Writer
Inside Facebook

Jascha Kaykas-Wolff
VP Mktg
Involver

Melissa Parrish
Analyst
Forrester Research

Michael Scissons
Pres/CEO
Syncapse

Paul Ollinger
RVP
Facebook

Time
Monday March 14
11:00AM

Venue
Hyatt
TX Ballroom 1
208 Barton Springs Rd

Iterate or Die: How Media Businesses Must Adapt

In the past 15 years, the media and technology worlds have practically switched places. Tech companies have gone from needing to be 50,000+ employee behemoths to being teams of two guys that can ship products 1 million people love and that can change the world. All-powerful news organizations that used to support globe-trotting foreign correspondents reporting on human rights are now teams of 8-10 bloggers who must be glued to their computer screens at all times for a whiff or tweet of breaking news. Companies that leverage the content their users create like Facebook, Quora, Instagram and Twitter are getting better and better every year, while thinning profit margins are undermining the ability of paid media professionals to produce quality work. How should for-profit media companies evolve in an era when the audience has taken over the controls? What are the business models that media companies are using today and how are they changing? Which approach will you take?

Time
Tuesday March 15
3:30PM

Venue
Sheraton
Creekside
701 East 11th St

 

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