6Waves Lolapps on Smartron5 Buy, Future M&A Prospects in Asia

Facebook publisher-developer 6waves Lolapps is increasing its presence in Asian markets while curating Chinese-developed games for Western audiences through a series of acquisitions and publishing partnerships.

Late last month, the company announced the acquisition of Smartron5, a Beijing-based social game developer that is only just now launching its first original IP on Chinese social game network Tencent. This increases the total headcount of 6waves Lolapps in the region to over 75 and brings two new games to the company’s portfolio, with the recently-launched Tencent title headed for Facebook and mobile platforms in Q1 of calendar 2012.

6waves Lolapps CEO Rex Ng (pictured) says the acquisition was based on the strength of the Tencent title and its potential to appeal to a Western audience, as well a desire to accelerate mobile development on 6waves Lolapps titles.

“In China there’s a lot of developers quickly adapting to the mobile side of things — iOS stuff, a lot of Android stuff coming out of Beijing,” he tells us. “So it was actually a perfect opportunity for us to go there and fast-track mobile for us. There are not many Chinese language games on iOS yet. I think there’s a lot of opportunity there.”

As a market, China presents social game developers and publishers a challenge as Facebook is banned in the mainland. Tencent dominates the industry in the region, but developers find it difficult to transition to the network due to closed platform restrictions on APIs and other red tape. Chinese developers also find it difficult to transition their games from Tencent and similar Asian social game networks to the West, both because of platform differences on Facebook and iOS and because of different cultural expectations from games.

Even so, 6waves Lolapps has found some success in bringing Chinese language games for Chinese audiences to Facebook — where Ng estimates there are about 1.5 to 2 million potential players. The most recent example Ng points to is mid-core citybuilding and combat game, 胡萊三國 (Hoolai Sanguo). Like many Chinese social games, Hoolai Sanguo is set in the Three Kingdoms era of Chinese history and features player versus player combat. The art style is cutesy in a way that appeals to a broader audience than just the mid- to hardcore players, which may be why it’s one of the top-grossing games on Tencent. Despite its success as a social game in Asia, however, Ng says it would be unwise to localize Hoolai Sanguo in English because the game wouldn’t resonate with a Western audience.

“There are times when we want to look for content that’s purely for the Asian audience,” Ng explains. “A lot of the time, the Chinese culture style of game works really well in Korea or Japan, because the students study the same textbooks and watch the same movies, so they are well aware of the culture. That’s what we look for. These games won’t make it to English and the rest of the world and that’s by design. We don’t try to bring Kingdoms of Camelot to Taiwan and Hong Kong, right?”

With Smartron5, the plan is to guide the developer toward creating casual games for both the Asian and Western market on a individual basis, only sharing games between hemispheres when the cultural nuances suit both audiences or are completely irrelevant due to the genre type (e.g. puzzle games and bubble shooters).

As for tapping into the well-established hardcore gamer audience in the broader Asian market, Ng says the company is exploring more options.

“The midcore stuff is something we just started to look at,” he says. “We feel that there might be other teams, other studios out there that might be more adequate for it. We might actually be looking to do more [merger and acquisition activity] around that.”

According to our AppData traffic tracking service, 6waves Lolapps currently enjoys 32 million monthly active users and 5.4 million daily active users across both its published and developed applications on Facebook.

Social Gaming News Roundup: Women are Profitable for Papaya, Zynga’s Games are Engaging, Tiny Speck Launches Glitch

RockYou Finds Social Gamers are Flush with Friends and Disposable Income – Social gamers are socially active, increasingly sophisticated, highly suggestible consumers according to a study commissioned by social gaming company RockYou. Some of the highlights of the study included:

  • Social gamers spend 13 hours per week on social networks and an average of 9.5 hours per week on social games
  • Social gamers have made 20 new friends through social gaming
  • 24% of players report they have clicked on an ad in a social game and made an online purchase
  • Social gamers make frequent purchases in real life, especially on entertainment

The study was conducted by market research firm Interpret on behalf of RockYou, and polled 2,000 social gamers (60% of whom were female) over the age of 18 who lived in the US and played at least one hour of social games a week.

Chinese Social Game Maker Papaya Finds Women Most Profitable – Beijing based PapayaMobile has found its most profitable gamers are women. According to Papaya, 4% of the players of its social mobile games are “whales” and 69% of those whales are women. Whales are defined as the most enthusiastic and dedicated players, willing to spend more than $100 on a game and responsible for 60% of the company’s revenue. PapayaMobile was last on Inside Social Games in February, when executive Si Shen contributed a guest post about the rise of location-based social games in Asia.

Setgo Teaming with Teepee to Expand Its Gaming Portal – Games discovery portal Teepee is expanding its offerings, partnering with startup developer Setgo to bring its new game Castaways to the platform. Teepee games offers casual gamers a curated experience, giving members access to a selection of games based on their profiles and incorporating the social features of Facebook, Twitter and Youtube. Both companies are based in the UK.

Facebook Credits Prove Profitable for Double Down – Double Down Interactive is reporting a massive surge in transactions since adopting Facebook credits as its in-game currency. According to a press release from the Seattle developer, revenues are up 50% in since their game Double Down Casino made the switch. On July 1st it became mandatory for all Facebook games with virtual goods to use Facebook credits, a move that was praised by some developers for promoting cross-game liquidity.

Zynga Goes Sequential with Mafia Wars 2 Comic – Zynga is prepping its fans for Mafia Wars 2 with a digital comic that reveals the back story and main cast of the upcoming social game. While larger game studios such as Ubisoft and Capcom have been using comics to promote high profile launches for some time, the move is a first for Zynga. The comic was created in collaboration with UDON, a Canadian art collective specializing in promotional artwork for the entertainment industry.

Real Prizes Coming to Facebook Games – Two new companies are seeing if combining social games, real world prizes and Facebook could be the next big thing in social media advertising. On September 29th Titan Gaming launched a beta version of a new games network on Facebook called Games and Prizes, the same day that startup Dobango released a Facebook version of its game play2Win. While each service is slightly different, play2Win focuses on letting players earn coupons and gift cards with smaller, local retailers, while Games and Prizes focuses on driving user engagement through branded games, the end result is the same — both services give Facebook gamers the chance to earn discounts and real prizes, and both services reward players for referring friends.

Google+ Gets Big Fast – Google+ has seen a huge influx of new users and traffic since entering open beta last week. According to data from analytics firm Experian Hitwise, traffic to the site is up more than 1200%. The total number of users is also likely to have crossed 50,000,000 according to analyst Paul Allen, who estimates the site is gaining 2 million users a day. We covered Google+ this week as social gaming heavyweights Zynga and Kabam brought their popular CityVille and Global Warefare games to the new social network.

EA Moving Into Social Game Marketing With New EA Legend Platform – EA announced this week it has developed a new game marketing platform called EA Legend. The platform was designed to help developers market their mobile, social, online and console games, by giving them access to EA’s existing user base of 300 million people. EA Legend will be officially unveiled on October 4th. In the announcement, EA touted that it had increased its audience by 30% this year, a great deal of that upswing coming from EA new Facebook game The Sims Social, which now has over 60 million monthly active users.

Raptr Finds That Zynga Draws Core and Casual Gamers – Zynga is great at engaging and converting players, and the appeal of their games is increasing even with hard-core gamers, according to a new report. Gaming based social network Raptr surveyed its membership and found that fans of Zynga’s “Ville” series log as much time on the social games as fans of the top core gaming franchises. In addition a third of XBox 360 gamers have played a Zynga game, a 50% increase over last year. The study also found that Zynga players logged in, on average, 8 times a day, and that Zynga games are played for three times longer than the rest of the top 10 social games combined. The full report can be read here.

Kobojo Commits to Expansion in Latin America – Leading French social games publisher Kobojo is beginning an aggressive international expansion, opening an office in Madrid and bringing on European games industry veteran Nicola Cencherle to oversee operations in Iberia, Italy and Latin America. According to Cencherle, Kobojo’s goal is to localize its games for 10 new languages before the end of the year, expanding that number to 20 by 2012, with a particular focus on Latin American countries. Kobojo recently translated their flagship Facebook game PyramidVille into Portuguese.

[Launch] Tiny Speck Finally Releases Surreal Social Game Glitch – San Francisco/Vancouver based developer Tiny Speck released their long incubating social game Glitch this week. The brain child of Flickr founder Stewart Butterfield, Glitch is a surreal social game that tasks players with expanding and exploring and expanding the Glitch universe. The catch is that the persistent world comes with it’s own highly unique rule set — for example, eggs come from eggplants, and pigs hatch from eggs. Players can do almost anything they want, but the game is designed to be highly social and cooperative.

[Launch] Vostu’s New Social Soccer Game Golmania on Facebook, Orkut – Brazilian social gaming company Vostu unveiled its latest title this week, Golmania, a real-time, multiplayer soccer game that enables players from all over the world to join teams, play in real soccer stadiums and organize private tournaments. The game is available in Portuguese, English and Spanish and utilizes Vostu’s multiplayer engine, which allows players on separate social networks to play and chat with one another.

[Update] Big Bang Theory Facebook Game Sees Solid Growth – The sitcom The Big Bang Theory launched a Facebook tie in game last week called The Big Bang Theory: The Mystic Warlords of Ka’a. The digital card game, based on the character’s favorite game in the show, has seen decent growth since its launch, currently sporting just over 60,000 monthly active users. The game was developed for Warner Bros. Interactive Entertainment by Dire Wolf Digital.

China’s TribePlay Goes West for Opportunity, Growth

Chinese developers may not be able play social games on Facebook in their own country (at least not on China’s servers), but that doesn’t mean they can’t find success on the platform.

In the last three months, we’ve seen more Chinese-language games turn up on our weekly rankings charts. Some games — such as Elex’s 開心農場 (Happy Farm) — have been regular fixtures on our monthly top Facebook games lists in the daily active user category. Though growing and able to attract interest from publishers like 6waves Lolapps, it’s unlikely that these games will ever break into the double-digit millions of monthly active users that larger Facebook developers enjoy without Facebook being un-banned in China or without turning game development onto games for Western audiences.

A profile of a smaller Chinese social game developer best illustrates the challenges these studios face in developing for a non-native platform and a completely different culture. Earlier this week, we reviewed BrainJewel, a brain-teaser game for Facebook from a developer called TribePlay. It’s the company’s first-ever Facebook game and their first original intellectual property.

TribePlay is based out of Chengdu, in the Sichuan province — about as far from the game developer-dense Shanghai and Beijing as you can get without winding up in Eastern Europe. Thanks to financial and legal support from the government aimed at beefing up development in Western China, the cost of living in the city is low, as are the barriers to setting up a company and hiring staff.

“Chengdu has become a really rich city and you see more international companies here,” says TribePlay Game Producer Gregor Plath. “You also still have well-educated people in the IT sector here because it’s a [college town].”

Once founded in 2008, however, TribePlay had to find a way to get its games in front of an audience. Plath explains that because of licensing restrictions, it’s very hard for a small game developer to afford publishing costs on Chinese social game networks like Tencent and RenRen.

“You always need a partner or to apply for a special license and it’s almost impossible if you’re not a big company or don’t have a partner,” Plath says. “We’re trying to get in touch with local companies here to find a partner where there’s a chance to do [an exchange], like where they publish our game in China and we take one of their games to publish in Europe or something.”

By targeting game development in Europe and now Latin America and the United States, TribePlay was able to grow its business in the past three years from three employees to an international mix of 35 that includes German, Polish, French and Dutch — and they’re still hiring. Previously, the developer worked only with branded IP, the biggest of which being Eccky, a child-oriented pet sim that Plath says did very well on Dutch social network Hyves at 350,000 registered users. With BrainJewel and future games on Facebook, TribePlay hopes to broaden its international audience and potentially its platform reach onto mobile devices as well.

“We are planning to launch our second game pretty soon,” Plath says. “It’s really complicated on Facebook [to succeed] with just one game. With cross-promotion, it’s easier to grow. So we’re hopefully going to launch our second game in October. We also want to get BrainJewel out on mobile soon, or maybe on iPad.”

TribePlay is also localizing BrainJewel in several emerging language categories on Facebook — including Portuguese.

“Our biggest market seems to be in Brazil,” Plath explains. “We are looking at [launching games on] Orkut. Brazilians seem to be crazy about brain games. We’re also going to do Indonesia, which is also an emerging market on Facebook. [It seems] that people who used to use Facebook have stopped using it, but we’re getting new users in from these other countries.”

BrainJewel launched on Facebook earlier this month. Read our review for more details.

Understanding the iOS and Android Market in China

China is fast-becoming the second-largest market in terms of downloads for many developers including companies like Rovio, but it lags behind in terms of monetization. The country came in just behind the U.S. in page views on Google’s AdMob advertising network in July, according to statistics the network shared at an iOS developer conference in China this past weekend.

The promise is there, but how do mobile developers take advantage of it?

Over the past two weeks in Beijing and Shanghai, I’ve had the chance to talk with several mobile developers like High Noon-maker Happylatte, PapayaMobile, PopCap Games and other companies being incubated in former Google China head Kai-Fu Lee’s incubator Innovation Works.

It’s an incredibly complex and different market from the U.S., but here are a few insights into developing and marketing iOS and Android apps there:

1) Android may be the long-term bet, but iOS is showing surprising resilience in spite of lower incomes here: 

iOS has leapt up the ranks of mobile search referrals to Baidu in recent months and sends more queries to the Chinese search engine than Android does, according to a source at the search company familiar with the data. Google’s AdMob also said that close to three-fourths of the pageviews on its network in China are from iOS as compared to Android during the same presentation that the picture at the top is from. Nokia is still the biggest platform in China though.

There aren’t good public estimates available on the actual number of consumers carrying Android and iOS devices considering that there are many “Shanzhai” or knock-off phones that are based on Android but are incompatible with the platform. Plus, many people bring phones into the country through relatives and friends abroad. The country’s largest carrier China Mobile — which doesn’t even sell the iPhonesaid it had 7.44 million iPhones on its network in its last quarterly earnings call.

Dianxin, one of the makers of a local variant of Android known as Tapas, estimates there are 12 to 15 million Android devices currently circulating in the country. Many other local mobile-focused companies like PapayaMobile say they’re building products assuming there are at least 10 million iOS and 10 million Android phones circulating in the country.

An unlocked iPhone 4 costs 4,999 renminbi here, or roughly $780, well above its American price and even farther above the discounted price with a two-year plan that most U.S. consumers choose. That is about twice what the average new Android phone from Samsung, Motorola or HTC retails for at 2300 to 2600 renminbi or $360 to $410, according to China-focused research firm ZDC. Most people buy their phones unlocked — and often at full retail price — then pick a carrier afterward.

Apple is an incredibly revered brand in China. Based on observation, it’s hard to say there is a more potent and accessible status symbol for Chinese consumers with newfound discretionary income than the iPhone. There is a reason there are fake Apple stores here. There is a reason why Apple’s newly appointed chief executive Tim Cook said in the company’s last earnings call that China brought in $3.8 billion in revenue in the most recent quarter and $8.8 billion in revenue in the fiscal year to date.

Apple has also gotten away with a lot more than many other Western consumer technology companies which have come here only to fall flat on their faces. Unlike Google, Apple maintains a favorable relationship with the Chinese government. It likely censors sensitive content from the local version of the app store to comply with the Chinese government’s restrictions. Google doesn’t support paid apps in Android Market in China and unless it censors its store (which would require substantial changes to the store’s current review process), it would be hard for it to gain mass adoption here. In that case, alternative Android app stores may thrive.

2) There are many local variants of Android, but none of them are really that big — yet.

Unlike many other Western markets, there are several custom versions of Android here that are tailored to the needs of Chinese consumers (or in less promising cases, the needs of Chinese carriers and OEMs). Because the Android market here is still so new, most Android users still have the standard version of Google’s OS.

“None of them are really big right now,” said Si Shen, the chief executive of Android mobile-social gaming network PapayaMobile.

Don’t worry about them for now. But if you are interested, the handful that come up most often in conversation are:

> Continue reading on Inside Mobile Apps.

Social Gaming Roundup: Arkadium, Facebook Credits, Mobile-Social Platforms, & More

Arkadium Launches Arkadium Stadium — Social and casual games developer, Arkadium, has launched Arkadium Stadium this week. Now, players can post to Facebook from its suite of 12 games, all playable directly from their Facebook wall.

New BoyzFuntactix Announces New Social World Launch: New Boyz — Online world/social game publisher Funtactix recently announced an upcoming hip-hop social world, New Boyz: The World. Part of an agreement with Warner Music Group, the coming title will be an avatar-based, music-driven world monetizing with digital merchandise. It launched May 2.

Scoreloop Creates new Mobile Social Gaming Platform in Hong Kong — Scoreloop has announced a new deal with Hong Kong mobile carrier CSL Limited.  The new deal creates a mobile-social gaming platform directly for the carrier. The service is now available to any CSL user with and Android device.

OpenFeint Debuts in China — Social mobile gaming platform OpenFeint has launched in China this week with the help of The9. The platform is dubbed The9 Game Zone for Android devices, and according to TechCrunch, is one of the reasons why Gree agreed to purchase OpenFeint last week for $104 million.

Playmatics Raises $1 Million — A social and mobile gaming startup by the name of Playmatics raised $1 million in funding this week. The funds will be used to develop a “real world game,” initially for Facebook, called Shadow Government, in which players will attempt to build, or destroy, their own virtual country.

New Hires in Social Gaming: Digital Chocolate, Kabam, Happy Elements, & More

The social game’s space continues on a steady hiring trend this week with nine major developers bringing on new individuals, according to data from LinkedIn. However, while the overall hires have remained fairly high, the number of major executive hires, as compared to last week has dropped. The first update of note comes in the form of Dennis Duan, who joins Happy Elements as an engineering vice president.

As always, if your company is hiring new people or making a notable promotion, please let us know. Email editor (at) insidesocialgames (dot) com, and we’ll get it into this or next week’s post. Also, please note that information about most new hires, below, comes directly from company updates from LinkedIn.

Looking for new opportunities? The Inside Network Job Board presents a survey of current openings at leading companies in the industry.

Here’s this week’s full list:

Digital Chocolate

  • John Hollingworth, Games Designer — A single internal change at Digital Chocolate: Hollingworth was previously a junior games designer.

Kabam

  • Sonny Saldua, Facilities Coordinator/Project Manager — Now a part of Kabam, Saldua was previously an operation director at Lavish Lounge.
  • Jacqueline Gonzalez, Player Experience Associate — Also joining Kabam, Gonzalez was most recently a mobile community manager for FunMobility.

Happy Elements

  • Dennis Duan, Engineering VP — A single big hire for Happy Elements comes with Dennis Duan. He was previously a senior test manager at OpenTV.

    LOLapps

    • Dr. Cat, Director of Game Design — A new face at LOLapps appears. “Dr. Cat” was most recently the owner of Dragon’s Eye Productions and a director of game development at Zippity.com. More details here.

    Loot Drop

    • Christian MacTernan, Lead Artist — MacTernan joins Loot Drop as a lead artist on John Romero’s new title. Prior to joining Loot Drop, MacTernan worked as an independent freelance artist. MacTernan was previously employed by LOLapps as Lead Artist on Romero’s Ravenwood Fair.

    Mindjolt

    • Ben Levinson, Graphic Designer — Now a part of Mindjolt, Levinson was previously a staff tutor at Unlimited Learning.

    RockYou!

    • Shiaw-Ling Lai, Associate Producer — Now at RockYou, Lai was previously an office manager at Lambodar Inc.
    • Anna Stutfield, HR/Office Manager — Also joining RockYou, Stutfield was most recently a digital agent at Aquent.

    Zynga

    • David Phalaris, Customer Agent — Joining Zynga, Phalaris was previously a fraud agent at eBay.
    • Samer Ead, Game Designer — Now at Zynga, Ead was most recently a game systems design intern at Bioware.
    • Jeff Fulton, Senior Game Engineer — Also at Zynga, Fulton was a manager of website applications at Mattel.
    • Ruma Nair, Software Developer — Nair was most recently an intern at Akiban Technologies.
    • Anand Ramachandran, Game Designer — Ramachandran was most recently the creative director of interactive media and gaming at A Bellyful of Dreams Entertainment.
    • Rick Cohen, Desktop Support Technician — At Zynga now, Cohen was previously a “Mac Exorcist” at MacCentric Solutions.
    • Maria Perdana, Linguist — Perdana was previously a novel translator at Mizan Publishing.
    • Angie Hu, Concept Artist — Hu was previously an Art Intern at Neopets.

    New Hires in Social Gaming: Booyah, Gaia Online, GamesAnalytics, & More

    The stream of new hires in the social gaming world may have slowed down last week, but that trend didn’t last long. This time around, 12 developers have brought on new members based on data from LinkedIn as well as what companies have shared with us.

    The companies of GamesAnalytics, Kabam, and DoubleDown Interactive made some major hires as well. In terms of the first, the stealth game analytics firm brought on former Activision co-founder Alan Miller as its strategic advisor and director of North American operations. As far as Kabam goes, the social game maker has announced the hiring of Kent Wakeford as their new executive vice-president of corporate development and general counsel. DoubleDown Interactive, on the other hand, has appointed Glenn Walcott as its new president.

    As always, if your company is hiring new people or making a notable promotion, please let us know. Email editor (at) insidesocialgames (dot) com, and we’ll get it into this or next week’s post. Also, please note that most new hires presented are based directly on company updates from LinkedIn.

    Looking for new opportunities? The Inside Network Job Board presents a survey of current openings at leading companies in the industry.

    Here’s this week’s full list:

    Booyah

    • Tracy Espeleta — Espeleta joins Booyah as a lead producer this week. Prior to this, she was a producer for Electronic Arts.
    • Grant Rodiek — A former lead producer from Electronic Arts as well, Grant is now a senior designer for Booyah.

    DoubleDown Interactive

    Gaia Online

    • Monique Vu — Now a project manager for Gaia Interactive (Gaia Online), Vu was previously a marketing and PR intern at Poketo.

    GamesAnalytics

    • Alan Miller — As stated already, Alan Miller joins the folks over at GameAnalytics as their new strategic advisor and director of North American Operations. He is best know as the co-founder of Activision and its VP of product development.  He is also known for co-founding Accolade, serving as VP of product development and both chairman and CEO, before it was acquired by Atari.

    Happy Elements

    Kabam

    • Kent Wakeford — As noted prior, Kent Wakeford joins Kabam as their new executive vice-president of corporate development and general counsel. Wakeford was, in the past, co-founder and president of AdSafe Media.
    • Jason Lee — Formerly a manager of strategic partnerships for Zynga, Lee joins Kabam as a producer.
    • David Chang — Chang joins Kabam as a senior development director for Kingdoms of Camelot. Before this, he was an engineering manager at Hi5.
    • Kam Cheung — Kabam gains a new 2D artist with Cheung, a former teaching assistant at the Academy of Art University.
    • Victoria Kennedy — Previously a business development associate at Martini Media Network, Kennedy is now a player experience associate for Kabam.

    KlickNation

    • Joshua Bell — KlickNation fills us in on two new hires, starting with Bell, there newest associate software engineer. Before this, Bell was a Flash developer for Pandamonium Games.
    • Jovana Milenkovic — Previously a compliance analyst at Kaiser, Milenkovic joins the KlickNation team this week as their newest recruiter.

    MindJolt

    • Michael Ritter — A single hire for MindJolt this week as Ritter is now part of mergers and acquisitions at the company. Prior, he was owner and publisher of Saturday Night Magazine.

    Playdom

    • Markus Krichel — Playdom gives us the heads up on Krichel, who joins the team this week as a senior producer. Prior to this, Krichel was a producer for LEGO Systems, namely the LEGO Universe MMO.

    PopCap

    • Heather Kulawiak — PopCap also makes a single hire this week with Kulawiak, who joins as an HR/finance project coordinator. She was previously an HR and benefits administrator at WhitePages.

    Wooga

    • Freya Poulsen — The folks over at wooga let us know of some new hires this week, starting with Poulsen who joins as their newest game artist.
    • Stephan Pohl — Also joining wooga as a game artist is Pohl, a former freelancer.

    Zynga

    • Neha Joshi — Joshi joins Zynga as a QA engineer. Before this, she was a research scientist at McAfee.
    • Sach Steffel — Formerly an artist at Namco, Steffel is now a senior artist at Zynga.
    • Aaron Jones — Zynga gains a new mobile software developer with Jones, a former iPhone application developer intern at Bernard Johnson Corp.
    • Vaibhav Bajpai — Now a software engineer at Zynga, Bajpai was previously a senior software engineer at Yahoo!.
    • Bilal Bajwa — In an internal shift at Zynga, Bajwa changes from revenue product manager (Poker) to a director of business.
    • Stanislav Komsky — Another internal Zynga change as Komsky moves from product management intern to product manager.

    How Location-Based Services Changed Social Games in Asia

    [Editor's note: PapayaMobile chief executive Si Shen shares her perspective on the importance of location for social gaming in Asia.]

    As social gaming on mobile devices continues to grow throughout 2010, so will the number of applications offering location-based services. But will 2011 be the year that location-based social games take off in the U.S? With smartphone ownership continuing to expand, we’re presented with an opportunity to add location awareness into social games, adding unique experiences for users and creating new business models for developers.

    To provide inspiration to U.S developers and to offer a glimpse of the possibilities that location-based services bring to social games, I’d like to share with you some unique insights into the Asian Market, particularly Japan, where location-based gaming has been popular for some years now.

    The largest social gaming platform in Japan, Mobagetown of DeNA, was released in early 2006. China’s Tencent launched its mobile QQ with a gaming platform at the end of 2006. Although we see some U.S. developers starting to integrate location elements into mobile social games, the Asian market has a longer history of using location-based services in mobile social games.

    The Japanese market has been experimenting with LBS mobile social games since 2005. One of the first location-based games, Colonial Living PLUS, was released in May 2005 by COLOPL. This game is a standalone LBS social game in which users build and maintain their cities. In mid-2010, it had about one million registered users, with 90 percent over the age of 20. The games are designed so that users have to go back in frequently to take care of their cities.

    The location information adds another dimension around which users can interact and explore new opportunities for fun and entertainment. Since the location information is relevant to most mobile devices, all existing social games can be integrated with some location elements. For example, a farming game can connect virtual farms with real locations; a mafia wars game can hide the weapons in virtual locations that are associated with real locations; and the “virtual neighbors” in a pet game can be associated with pets that are close to you in the real world.

    Location elements can be made as a ubiquitous API that can be integrated into any social game. Google is the first company to share location information as open APIs. A Chinese company, Beiduo, that has millions of registered users, is a pioneer in sharing location information and my company, PapayaMobile, is the first to release a LBS SDK that allows other applications to integrate location information associated with users’ social graphs.

    There are more games – in various categories – on the way that are specific to LBS. The largest category is the city development games, like My Town, where users build a virtual world based on their real location. It can be easily integrated with a virtual currency system. Since the city development games are associated with real locations where users have an attachment, it is very easy to build loyalty to the game. The Japanese game Colonial Living PLUS is a good example.

    The other large category is “take-over-an-area” games, such as Foursquare, in which the company’s 5 million users occupy or conquer a location by continuously visiting it. These games can be combined with promotions for local businesses. There are also other game-oriented happenings in this area in Asia. The “Mobile Country Takeover Battle” developed by Japanese company Mapion is a great example. Players use the “takeover” command to conquer the region, and repeat until they conquer all of Japan. By conquering a certain area or by answering a quiz, users earn points. However, the “Mobile Country Takeover Battle” is a relatively small game in terms of registered users.

    There are other examples including scavenger hunt games, photo uploading games and even location-based dating games. One interesting example involves GPS graffiti and traces a user’s whereabouts to create a drawing on their mobile phones. Several years ago in Japan, an interesting application came via a game that focused on signal gathering – users would go to different locations and gather cell phone signals to earn experience points. Although this game is not relevant in Japan anymore, a similar game for AT&T in San Francisco would be beneficial considering the connectivity issues – and consumer complaints – that the company faces.

    LBS is becoming a common feature for many social games, but in order for it to be effective on a social platform, it must achieve massive user numbers. Sharing user locations and points of interest via social networks is a trend for all game developers (LBS and otherwise). Usually third-party developers can call on LBS APIs to get users location-related information so that it can be used to enhance and personalize games. Because a lot of third-party developers use a unified database of location information and user profiles, the LBS information is more effective because it is connected to social graphs. For example, more than 50 percent of Papaya Farm users actually use the LBS check-in function of the Papaya SNS. Sharing the Papaya location database with the other developers makes it much easier to achieve a comprehensive point of interest database. There are currently eight million registered users on Papaya sharing their location information with each other, and this location based information is used by 12 Papaya applications and 150 third party applications that have integrated our Social SDK.

    More importantly, LBS will bring a new business model to social games by combining local business and gaming. For virtual city based games, the virtual currency system can be easily integrated into the game. For games where virtual currency is not relevant, the combination of gaming and local business coupons can provide a great way to promote services to relevant users. The social-graph-based recommendation system, combined with location-relevant information, provides comprehensive suggestions to users for local businesses.

    China’s largest local business directory, Dianping, with 10 million users, has a great business model combined with location information. When players use Dianping’s local information, it provides coupons that are relevant to their specific location and profile. It allows users to check in to specific local businesses and become the “king” of the location. The “king” is then rewarded with coupons or discounts at the specific local business.

    So what does this all mean for the U.S. market? Asia is leading the way in location-based social gaming and is many years ahead already. The region is showing the world the kind of location-based social games we’re likely to experience in the near future. Expect 2011 to see the continued rise of “take-over-an-area” games such as Foursquare, a deeper integration of location-based services into mobile social games and a new wave of popular location based games that you haven’t even heard of yet.

    Si Shen is the Co-Founder and chief executive of mobile social gaming network provider Papaya Mobile Inc.

    ISA 2011: Live-Blogging the Mergers and Acquisitions Landscape for Small and Mid-Size Developers

    In the last panel of Inside Social Apps InFocus 2011, we’re examining the merger and acquisition landscape for small and mid-size developers.

    The panelists:

    Terence Fung, Head of Corporate Development, Zynga
    Sean Ryan, Director Games Partnerships, Facebook (former EVP and GM Games, News Corp)
    Atul Bagga, VP Equity Research – Games, ThinkEquity
    Raph Koster, VP Creative Design, Playdom (former President, Metaplace)

    EE: What do you do if you’e a game developer and you’re considering merger and acqusition options?

    RK: I hope you get into the business because you have a passion for entertaining people. Hopefully you’re not here just to merge and acquire and sell. What makes you valuable is being good at being an entertainer. It’s a creative business that’s driven by passion.

    EE: Why did you sell?

    RK: It’s so dependent on the circumstances. Are you reaching your goals? Are you bored with what you were doing? Were you running out of money? There are plenty of reasons someone would want to sell. It’s far too personal a question to give a blanket answer.

    EE: Why did you sell to Playdom?

    We had pivoted from doing a UGC virtual world we’d been working on for three years, then we pivoted to doing social games and got to touch more users in one day than in three years as a virtual good. Playdom said, “you can touch even more, we can help you.”  It was the opportunity to touch a lot of people and it was an exciting time in entertainment.

    SR: The standard console cycle is 7 years long. We believe as a company that this is only the beginning of what the social ecosystem is.

    We cut back on virality, but we’re going to be expanding the ecoystytem this year.  The question is ‘are you making something in an area that’s growing?’ We’re gonna grow the game business, Apple and Google are going to build their games businesses. What the best way to maximaize creativity? Value to investors?  To your self?  [The market] slowed down a bit, had some very big outcomes. Now people are looking to see if it is slowing down. There’s growth amongst the mid-size developers.

    Is the ecosystem you’re in growing? Can I raise money? Can I get profitable quickly? Can I grow, if not you should sell, if you can, you should invest in your business.

    [Facebook] has more plans and features coming.

    AB: What we’re seeing in the social gaming industry – there are RPGs, there’s a lot of space to explore. Mobile is just getting going, monetization has only been 1 or 2% – a huge opportunity. The space is going to evolve – we estimate to be a 12 billion dollar market over the next 5 years.

    EE: Zynga’s been buying a lot of comapnies since launch – from the guys who did FarmVille to people making RPGs. What’s next?

    TF: We manage a large pipeline of opportunities. We look at lots of games studios. We encourage anyone witha an app, technology, or product that’s intersting to come to us. We believe there are synergies. You might not seem like they fit with Zynga, but we have a tactical view of where we’re going in the next 6 months.

    EE: What do you tell people like RK?

    That’s exactly how you should look at it. We tell people thinking about joining Zynga that we have network operations, analytics, recruiting. As a manger of a company you would be thinking about payroll, but if you’re about making a big game, that’s an ability we can integrate. Come work with really smart talented people, come join Zynga.

    EE: We’ve seen toolbars do well, where games can share traffic with each other. Are there other platform service providers or non-gaming companies that have a lot of potential right now?

    TF – There’s a lot of dislocation in the market. People are trying to get a steady feel for the market. Applifier is a good example of the disruption in the market. Overtime, developers gravitate towards a network with signifcant power behind it. We’re trying to create a Dog-powered network – when you see the dog (Zynga’s mascot) on Facebook or mobile, you equaite it with fun. We’re working with independent developers to bring innovative things into our business.

    SR: [Upon acquisition}, there's a tendency to pull features. When google bought social gold, people held their breath to see what that meant. When Apple released Game Center - what did it meant to OpenFeint? You need to move either faster or get bought or just be differenet enough. Lots of ways value creation opportunites. The things that a are closer to a platform tend to have the platform (replicate) them. But OpenFeint have continued to thrive, despite Game center.

    EE: Were all those [acquisitions] worth it?

    TF: Yes, I’m dead serious.

    EE: Even with people leaving quickly?

    TF: All of the acquisitions were very positive. What we encourage is for any acquisition target who considers us to speak with other people who’ve joined about the good, bad, and hopefully not too much ugly, and come in with eyes wide open.

    EE: Do you feel burned by some acquisitions in the past?

    TF: Is buying struggling games makers a good or bad strategy? We see that there’s a large pipepline of struggling developers. It is a challenging market, not that there aren’t talented teams and founders. We look for people who’ve looked at their mistakes, say “this is how I messed up. We wanted to focus on a feature and it didn’t really produce DAUs.” But we don’t throw the baby out with the bathwater.

    EE: If you’re starting a new gaming company, do you start on Facebook, Mobile, iOS, Android?

    SR: If you’re building something social, why not build on the biggest social network that’s still growing like crazy. But not all games are social. Angry birds on Facebook wouldn’t make a lot of sense. What’s the type of game you’re building? Fit it into a platform that makes sense.

    AB: If you believe games are moving to persistent games that you can only play 2 or 3 at a time, then you want to allow users to stay in contact with the people they play with across devices. It is going to be more about a multi-channel aporach and less about one channel.

    EE: TenCent and other Chinese developers have done experiments in the US, but when are they going to come to the U.S. and buy someone big?

    SR: 2010 was first time growth has slowed, so people are looking for how to grow. The Chinese have some of the best expertise on running games. On Facebook we’ve created this huge army of users for free to play games.  There might be 10% with the gamer instinct, and they’ve greaduated and want to play something more hadcore than a simulation. The Chinese will be looking for designer talents. What works in the U.S. may or may not work in China. The only non-Chinese games that is successful is World of Warcraft. In the U.S. we’re not familiar with their stories, so they’ll be looking for content, for expertise.

    EE: Do you see the Chinese focusing internally or buying small or mid-size developers.

    AB: They are sitting on a big cash balance so I wouldn’t be surprised to see people making a big acquisition in the next 12 months. Take 2, Electronic Arts could be places they could look for designer talent.

    EE: You see big gaming companies making moves>

    RK: There are some making moves. The story that’s most interesting is Ubisoft. They tried a half-dozen games and a lot didn’t hit and they just kept trying. It’s symptomatic of any large indutry shift that old companies will have trouble adjusting to a new landscape, and this is a very new landscape. We’re talking about companies who’ve hardly gotten into digital distribution. They have a lot to learn about how to weave their DNA into a [social] company. That’s the ultimate goal of M&A, to reshape the DnA of your company to bring new expertise into every level.

    EE:Any psecific advice for new developers?

    RK: Ubisoft did the right thing buy trying, learning, trying again, and being willing to be patient. You either build or you buy. If you buy it, you need to leave it alone and learn as much as you can from it. There’s a history of acquiring and not using the acquisition very well. It takes patience , you can’t turn an organization of that size on a dime.

    SR: When I was at NewsCorp we started a games unit, acquired Making Fun to get up to speed. Packaged game companies [could] buy a 20-peson company.

    As DeNA did with NGMOCO, or Disney – they wanted to make a big play, take a big swing. I think the Chinese will tend to buy smll. We’ll see if they play something big and say  ”now you’re in charge” like DeNA dd with NGMOCO.

    EE: You track a lot of markets. What would you do different?

    AB: Success is open to definition. In a short-term view, acquisitions may not be successful. Disney acquiring Playfish wasn’t about driving the net year revenue, but a longer term view.

    Just to step back, the console gaming market was up 35% during the dot come bust, up 30% when the whole economy was down 5%. Now it is down 10% a year. Businesses need to leapfrog the conslole and get into the next level. Social flows beyond games into monetizing media across your brand.

    EE: Physical promotions opportunities are all over the place. Are you looking to long established intellectual property lines for how you’re going to build Zynga in the future?

    TF: Zynga is firing on all cylinders, identifying brand sponsorships like Farmers Insurance, State Farm, and helping promote some movie releases, but I don’t see the need to make the next Tron game considering our ability to knock out successful new intellectual property.

    Audience Question: Like everyone, we’re  looking for funding and support. Where in the game development cycle does an idea need to be to attract someone like Zynga or angel funding?

    SR: Publishing is coming back into vogue. You need someone to fund it, someone with expertise. The developer itself needs the help of a larger partner, even if they’re a great studio. They should focus on making a great game, let someone else focus on things that detract from mking a great game. Numerous folks like Zynga and NewsCorp look at the game, see if a game fits into their portfolio. There’s options to own it , fund it, or publish it.

    RK: Here’s the dev-centric answer, practical advice. If this is your first game , then don’t build your dream game. Take the first game as a learning opportunity. Start building something that will be fun. Launch as quickly as you can. Learning from that will help you go chase the deals. It iss easy starting out to try to build something ambitious when you don’t know what you don’t know yet. Might not be what you want to do, but launch something relatively simple.  Doesn’t meean it can’t be awesome.  Launch it, start building a following, learn the lessons, that gives you the leg up to start swinging for the fences, what you believe in. Companies will want to know,  ”do they know their stuff? Can they execute – that’s always what matters – and do you have something fun and playable for your second idea. Can you show it to someone who doesn’t know the difference beteween PHP and Perl, between bitmap and vector graphics.

    I would grab a free edition of UNITY or flash – I did it perosnally – I built the first the first iteration of my game with Blitz Basic (audience applause). While looking for funding, I was able to show blue spots log into an MMO space. Then said, “I think I might just launch this”, and then I got funding.

    Audience question: Should people go work at Zygna, or get some experience first before they go try build their own game?

    TF: Were not going to take a leap of faith on someone with no experience building games. There are some strong game designers who haven’t stepped into the social game world. I think they have great potential at Zynga

    EE: What do you think about buying a smaller traditional game studio?

    TF: It’s hard because of how fast we iterate. We have real time strategy game people. There are obviously traditonal game developers dabbling in social and mobile.

    Audience question: If you’re thinking about about getting into social, would you build your own thing or look to get hired?

    RK: I’ve been bitten buy the entrepreneur bug now.  If you think you can get the learning on your own – and you can if you have the will and the discipline -there’s no reason not to try it your self unless you want to work with a specific great designer in the space. Coming at it as a traditional game designer, at GDC, social game designers were booed. They were called a soulless exercise based on metrics. There is a lot to learn from metrics, but metrics are just a fast way to do play testing.

    It may be harder to dive into an organization that knows it already because there may be a lot of culture clash. If they understand what you bring as a traditional designer, it can be a great marriage.

    Audience question: The game that are successful right now are more of the same. What about games that are really agaisnt the grain, out of left field . What do you look for?  -

    SR: Wer’re looking for as diverse a platform [as possible]. PVP, arcade, etc so that all types of gamers will find something that really interests them. Sports games are doing well on Facebook, they’re montetizing really well. Focus on the top 5 DAUs is a soulles excerise. The better games that we’ve seen come from small developers who are really passionate about the core, or things we don’t normally associate with the platform.

    Audience question: As a young developer studio, what are the gotchas that we should look out for?

    TF: Teams that hav been slamming their heads against the wall for two years on a new product, who haven’t shown abiliy to learn from their mistakes is the #1.

    SR: It is very specific to what the company is looking for in an acquisition. Building another city game right now is not going to work well. If you’re a PVP game and saying “this is why it works, here’s the data”. It might not get you to 100 million users, but will help you get acquired or funding.

    TF: Zynga isn’t looking for specific game types, we’re looking for intelligence we can integrate into the company. New IP out of the box is great if it can be transferred to other IPs. We have a network of users and we want to get the fun to them.

    What are stock option pitfalls companies being acquired should look out for?

    RK: Get a good lawyer

    SR: There’s this movie called The Social Network…

    RK: There’s a lot of blogs. I tried to read as much as I could. My best advice, find people who’ve been through it before who you trust who can guide you. Trying to learn it on your own can be incredibly difficult. You can’t overestimate the value of advisors.

    SR: Having a good lawyer who has been through this many times who can tell you what’s typical.

    Social Gaming Roundup: Playfish, Scoreloop, Old Navy & More

    Playfish NumbersPlayfish Releases New Numbers, Comparisons — Social games developer Playfish has released a series of amusing numbers on its website this week. Here are just a few: 55 million people play their games each month; a number greater than the population of England. Over 90 million virtual goods are transacted daily – nine times more than what is sold on eBay (average) on a day-to-day basis. 1.7 billion apples have been fed to virtual pets in Pet Society since 2008, which is enough to feed everyone in both China and the United States. 10.9 million people have build a Roman city in My Empire. The number is over 10 times greater than the population of Rome during the height of its power.

    Zynga Files More Trademark Suits — Zynga has sent cease and desist letters to the company behind “Blingville” for trademark infringement, claiming that no one can attach “ville” to a social game. Blingville LLC., however, has filed a complaint against Zynga, asking the courts to declare that no such infringement exists.

    Scoreloop Reaches New Milestones — The cross-platform, social-mobile gaming network, Scoreloop, is reporting new numbers this week. After its holiday successes, the company is now reporting that the platform is seeing over 1 million new players each week. Additionally, Scoreloop has reported approximately 100 million game sessions and over 350 million high score uploads over the course of 2010.

    gWallet Old Navy ContestgWallet Partners with Old Navy for Developer Contest — Old Navy and gWallet have partnered up to bring developers a $15,000 contest, says EngageDigital. Developers will be challenged to create a mock-up that integrates the Old Navy brand into any game, social network, or virtual world with the most original three also being selected to have exclusive opportunities to distribute Old Navy offers to their users. Registration ends on January 31st and the contest begins in early February.

    [image via gWallet.com]

    Goldman Sachs Group Limits Facebook Offerings — According to The Wall Street Journal, U.S. clients seeking to invest in a private offering of shares in Facebook might be out of luck. Goldman Sachs Group Inc. is reported to have cut off U.S. investors stating that the media hype regarding the deal was in danger of violating U.S. security laws. Nevertheless, over $7 billion in orders are noted to have come in from foreign investors.

    KongregateKongregate Launches, Then Loses its New Android Arcade App — Casual and social Flash games portal Kongregate launched its new Kongregate Arcade application for Android this week. A portal to the company’s collection of over 300 games, the app was apparently removed by Google only hours after its launch saying that “it was illicitly installing applications.”

    Plants Vs. Zombies Coming to Android — Android owners may be a bit happier this week, as social and casual developer PopCap has told Kotaku that its popular Plants Vs. Zombies title will be coming to the device some time in Q2 of this year.

    Social ChocolateJane McGonigal Launches Social Chocolate — Game designer Jane McGonigal has announced the launching of a new company called Social Chocolate this week, says All Things Digital. The games are said to involve the gamification and socializing of real world scenarios. The first title is said to be “SuperBetter” in which will close family members and friends will participate in order to help those who are injured or suffering from a chronic condition.

    RockYou Signs Deal with Loot Drop — According to VentureBeat, RockYou has signed a deal with Loot Drop this week, a social company founded by id Software founders, John Romero and Tom Hall. Under the deal, Loot Drop will develop a RockYou funded and published title slated for release this summer.

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