Social Gaming Roundup: Paramount, YooMee, Kontangent, & More

RangoFuntactix & Paramount to Create Rango Virtual World — Paramount Pictures and online games developer Funtactix have announced a new game project this week. Rango: The WORLD is set to debut along with the film and is said to be a multiplayer online world complete with movie characters, friends, quests, and mini-games.

YooMee Games Launches Virtual Arcade — YooMee Games has announced the launch of a new gaming portal this week, YooMeeGames.com. Based around competitive tournaments, one-on-one challenges, or just beating their own high scores, players will be able to participate for real cash and prizes. Additionally, players will be able to use their YooMee accounts across multiple platforms including the noted portal, mobile apps, MySpace, and Facebook.

RaptrRaptr Grows & Secures $15 Million in Funcing — A social platform for gamers, Raptr has announced that it has secured $15 million in funding this week. Along with this announcement, the company has also released a series of new statistics in terms of games tracked, top countries, growth, and total users — which now tallies over 6.5 million.

Kontangent Tracks 100 Million Users — Social games analytics platform Kontangent has announced a significant milestone this week, stating that it is now tracking over 100 million users in social games. Additionally, that number is noted to be three times that of a year ago.

Car TownCie Games Adds New Brands to Car Town — Social developer Cie Games is adding a whole new slew of exotic cars to its Facebook title, Car Town. The brands come from the new partners of Ferrari, Aston Martin, Lamborghini, McLaren, and Pagani.

FTC Asked to Investigate Mobile-Social Games — According to EngageDigital, Representative Edward Markey of the House Energy Subcommittee on Communications and Technology, has written a letter to the FTC asking for an investigation on free-to-play monetization in games on mobile devices. The concerns regards promotion and delivery towards children in games such as with Smurfs’ Village and incidents where children end up spending large sums of money, unknowingly, through virtual currency purchases.

AskAsk Partner Network Teams Up with Social Game Devs — Ask Partner Network (APN) is teaming up with social developers Booyah, LOLapps, and Social Point this week to create browser add-ons for their games. The add-ons will allow players to play games, view game information, and earn virtual currency.

FliplifeUnited Prototype Secures “7 figure” Investment — German developer United Prototype has closed a second round of funding says TechCrunch. The developer of the social and browser-based Fliplife, it has secured a new “7 figure” investment from HighTech Gründerfonds, Rapidshare Entertainment, Mountain Super Angels, and United Prototype Ventures.

Disney Reports First Quarter Revenues — Disney has reported its first quarter revenues this week, including its interactive media segment.  Revenue increased 58% to $349 million with segment operating results decreased by $3 million for a loss of $13 million “as higher sales of console games were more than offset by the inclusion of results for Playdom in the current quarter, which reflected the impact of acquisition accounting.”

PayPalPayPal for Digital Goods Launches — PayPal has finally launched its “PayPal for digital goods” system. Now consumers can pay for digital content without ever leaving a publisher’s game or site and offers the same security PayPal has always had. Fees for these purchases are 5% plus 5 cents for purchases under $12.

[image via PayPal Blog]

GSN Digital Awards $60M in Prizes Across PopCap Games — GSN Digital has announced it has awarded GSN players a total of $60 million in prizes to players of its cash-game-adaptations of popular PopCaptitles. Games include Bejeweled 2, Zuma, and Chuzzle.

Social Gaming Roundup: Hackers, Dragons, Revenue, & More

EA Digital Revenue Grows — While Electronic Arts revenue was down for Q3 of last year, VentureBeat notes that revenue grew 47%, to $195 million and is expected to reach $750 million for the fiscal year.

Dragon Age LegendsBioWare to Bring Dragon Age to Facebook — EA and BioWare are bringing Dragon Age to Facebook. Dubbed Dragon Age Legends, the game is noted to be a 2D companion title for Dragon Age II, with which players will be able to earn special items for the console counterpart. Currently the game is in closed beta, but the console title is slated for release on March 11th.

MySpaceMySpace Up for Sale Soon — Continued rumors that MySpace is going to be up for sale soon, this time from paidContent.org. News Corp. chief operating officer Chase Carey said earlier this week that a “plan to allow MySpace to reach its full potential may be best achieved under a new owner.”

Hacker Steals $12 Million in Virtual Zynga Poker Chips – According to thisisSouthDevon.com, a British man has been convicted of stealing $12 million in virtual Zynga Poker chips. Ashley Mitchell admitted to stealing 400 billion chips withthe total value being worth around £184,000. He is noted to have sold £53,000 worth.

Zynga Files Complaints Against ZyngaGiftCards.com and ZyngaWorld.com — According to a post from Fusible, Zynga has filed two domain name complaints against both zyngagiftcards.com and zyngaworld.com with the World Intellectual Property Organization. In the past, the social game developer has had Zynga-oriented domain names transferred back to them through the use of the Uniform Domain Name Dispute Resolution Policy.

MeezMeez Launches Cross-Platform on Mobile — Social entertainment and gaming platform Meez has announced that its virtual community is now available both Android and iOS devices (called MeezNation for both clients). Meez has also stated that it has plans to expand to other platforms such as Xbox Live in the future.

RixtyRixty Announces New Partners — Alternative payment company Rixty has announced new partners this week including MOL Money Online, Ankama Games, NGames/Game321, Snail Games, and Cherry Credits. Additionally, Rixty announced that its holiday revenue for 2010 tripled in comparison to holiday revenue in 2009.

Zynga Brings Words With Friends to Android — Earlier this week, Zynga announced that the popular iOS title Words With Friends is coming to Android. Words With Friends is the popular word game developed by the Zynga-acquired Newtoy.

BlingVille

Quepasa Acquires XtFt — Latin social network Quepasa has acquired the Brazilian developer XtFt Games, says EngageDigital. The total cost is noted at $4 million. The consideration is also noted to include $3.7 million in Quepasa common stock and a brokerage fee of $300,00o.

Zynga Moves in China — In an interesting interview between Andy Tian, co-founder of the Zynga acquired XPD Media, and Gamasutra, Tian extensively discusses the development and expansion of social games in China.

This Week’s Headlines on Inside Facebook

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Social Gaming Roundup: The Green Hornet, Peak Games, Patent Trolls, & More

The Green HornetThe Green Hornet Comes to Mafia Wars — Sony Pictures Entertainment’s upcoming film, The Green Hornet, has made its way to Mafia Wars. Between now and January 14th, players can earn seven Green Hornet items in game, with an eight, “The Black Beauty” rewarded to those that collect all seven.

[image via Mafia Wars Blog]

Walker Digital Sues Zynga & Activision-Blizzard over Patent “Infringement” — According to TechCrunch, Walker Digital is filing a lawsuit for patent infringement against both Zynga and Activision-Blizzard for the patent “Database Driven Online Distributed Tournament System.” Walker Digital says that the patent “concerns a product and method of distributed electronic tournaments for a plurality of players that exchanges information with a central controller to influence game play while a player plays in the tournament, and stores player information to influence game play in a subsequent tournament.”

The games in question include the Zynga Wars series of RPGs, Call of Duty, and World of Warcraft.

Peak GamesPeak Games Raises $1.5 Million — Turkey’s largest social gaming company, Peak Games is announcing new funding this week. The company has raised $1.5 million in a seed round led by Hummingbird Ventures. Additionally, Pamir Gelenbe of Hummingbird and angel investor Evren Ucok have joined the startup’s board of directors.

Ngmoco Shutting Down Miraphonic Apps — Social and mobile developer Ngmoco has announced that it is planning to shut down the four games it acquired along with developer Miraphonic, as Engage Digital reports. The games are set to go offline on January 16th, and consist of Epic Chef Wars, Epic Crime Wars, Epic Pet Wars, and Titan Wars.

FlockFlock Joins Zynga — Flock, creator of the Flock social web browser, has announced that the six-year-old company is joining Zynga. Specific details regarding the acquisition have not been disclosed.

Zynga Hires More MySpace Executives — In other Zynga-related news, a piece from TechCrunch has noted the hiring of former MySpace SVP of user experience and design, Katie Geminder, and MySpace GM of social, Christina Wodtke. Both are slated to start with Zynga in the next week or so, and follow on the heels of the Zynga-hired Dani Dudeck and Owen Van Natta; a former MySpace VP and CEO respectively.

This Week’s Headlines on Inside Facebook

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Social Gaming Roundup: Rixty, Gaming Platforms, Lawsuits, & More

IGAPI

Social Game Universe Creates Cross-Promotion Bar — Toronto-based developer Social Game Universe is announcing the launch of its Inter-Game API (IGAPI) this week with the idea of turning a cross-promotion bar into a sort of social game of its own. Using their own Hollywood Tycoon as an example, SGU lets players interact with friends in other games and applications without leaving the one they are currently playing. Using IGAPI “Action Cards,” users will be able perform social actions like gifting. The news is especially alongside this week’s acquisition of cross-promo bar AppStrip by TapJoy.

Zynga

Judge Declines Dismissal of Zynga Class Actions — Zynga continues to spend time in court over advertising scams in social games, as U.S. District Judge Sandra Armstrong has refused to dismiss a class action lawsuit against the company. The case involves the usage of offers and advertisements to earn virtual currency, leading to the plaintiffs being “duped” into giving out their phone and credit card numbers and, inevitably, unknown charges.

RixtyRixty Expands Retail Distribution — Alternative payment platform Rixty is expanding this week with the rollout of Rixty branded gift cards into the retailers of Kmart, JCPenney, Kroger and Kroger Co. across the U.S.

Game CenterGame Center on iPad — The iPad is getting a major software update with iOS 4.2, according to ReadWriteWeb. In the update, Apple’s social gaming hub, Game Center, adds a feature that surrounds player scoreboards with the top Game Center games.

The Sine Wave Company Creates New Online Games Platform — London and Shanghai-based developer The Sine Wave Company has developed a new 3D virtual world and MMOG platform by combining the Unity3D web player with OpenSim. Having already created three virtual worlds (one for art, one for music, and one for the Indian market), the platform is now available for new virtual worlds with Unity’s signature high quality visuals and the ability to support between 200 and 400 concurrent users per server.

Bon JoviBon Jovi Sells Digital Music in CrowdStar Games — Bon Jovi is getting into social games through a partnership with CrowdStar, according to TechCrunch. In Happy Aquarium, Happy Island, and It Girl, players can purchase The “Bon Jovi Greatest Hits Bundle” which includes a digital download of the music, Facebook Credits, branded virtual goods with in-game benefits, and a coupon code for the Bon Jovi online store.

More Social Games Come to Hi5 — Social entertainment site Hi5 has added four new social games for its network this week. The games include Club Galactik, Crazy Cars, Farm Frenzy Neighbors, and Caesary.

Hip ChicasHip Venture Shifts to Social Games — Virtual world developer Hip Venture has announced that it is shifting from making virtual worlds to developing social and mobile games, as noted by VentureBeat. The company plans to publish games on platforms including Facebook, Orkut, Hi5, iPhone, iPad, and Droid. Its first tile, HipChicas, is slated to be ready by quarter one of 2011.

Trademarks for Social Games: a Recipe for Success

[Editor's note: This is a guest post by Thayer Preece, an associate at Silicon Valley law firm Sheppard Mullin, where she is part of the Intellectual Property group. The post was previously published at a Sheppard Mullin blog, Law of the Level.]

Thayer Preece of Sheppard MullinThe rise of social games has changed the face of the gaming industry in countless ways. With lower barriers to entry than traditional game development, new titles are launching essentially non-stop, not only from larger companies, but from a multitude of start-ups as well.

As a game developer, you are creating a product that you believe is innovative and compelling. But how do you make your game stand out in this throng―and how do you protect yourself against the horde that will try to ride on your success? By using trademarks effectively to promote and protect your brands.

Ingredients for a Strong Trademark

Naming a new game can be a challenge. You want a name that stands out and draws players in, but you also want to tell potential new players something about the game you’re offering. One of the main problems that many developers encounter stems from this second desire—descriptiveness.

The strength of a trademark (its ability to identify the source of goods or services), is measured on a sliding scale, with generic words (“cake”) on one end, and purely fanciful marks, that is, words that have no inherent meaning, (“cakiala”) on the other. Generic words can’t be protected on their own as trademarks. Fanciful marks and arbitrary marks (words that have no relation to the goods on which they’re used) are the strongest trademarks.

In between these two extremes are the categories where most social game titles fall—descriptive and suggestive marks. The line between these two categories is pretty blurry. Descriptive marks, as the name suggests, describe a quality or characteristic of the goods. Suggestive marks, on the other hand, do not outright describe a quality of the goods, but merely suggest it.

Hypothetical example—PastryPlay is a successful new social game developer using its first rounds of funding to create a game where players plant and grow delicious magical cupcake plants.  A descriptive name for this game might be “Cupcake Farm.” The name describes exactly what the content of the game is.  In contrast, a suggestive name could be “Sprinkle Harvest.” The name evokes the content of the game without expressly describing it.

So why should you care whether your mark is descriptive or suggestive?  Because suggestive marks are considered inherently distinctive and therefore automatically entitled to trademark protection. On the other hand, descriptive marks do not, on their own, merit full trademark protection. Only once a descriptive mark has been used and advertised extensively, so that it serves to identify that one specific game, can it get full trademark protection.

When a social game is published, it is instantly viewable by millions of potential players—and countless competitors. If a game is successful, chances are it will breed imitations. In the example above, PastryPlay can’t stop its competitors from coming out with their own cupcake-farming games. And because the terms “cupcake” and “farm” simply describe the content of the game, PastryPlay can’t prevent other developers from using those words in their game titles. Social gaming giant PlaySweet can then sweep in with its newest title “Cupcake Ranch,” and there’s nothing that PastryPlay can do to stop it. If PastryPlay had chosen a suggestive name, on the other hand, they would be in a good position to challenge anyone who used a confusingly similar title for another social game.

Sifting through the Competition

Once your company has chosen several potential names for your new game, it’s time to find out if you are the first person to use that trademark. In the United States, trademark rights are based on first use in commerce, so if someone has used anything confusingly similar to your potential name before you for related products, you could be in trouble.

Searching for prior trademark use is an absolutely necessary part of the branding process. Performing a trademark search before a game title (or other company name or product, for that matter) is adopted is exponentially less expensive—and annoying—than fighting a legal battle over your title at some point in the future. This is why you want to choose several potential names for a new game—it is entirely possible that you may be blocked from using one of the names by a prior use, particularly with the huge number of social games that are already on the market.

The searching stage is where you want to get your trademark attorney involved. It may seem simple to perform some quick Internet searches to find any really obvious obstacles, but a trademark attorney brings a couple of desirable qualities into play—knowledge of search techniques for a wide range of sources, including trademark databases, and the experience to know which search results are likely to cause conflicts.

In the social game space in particular, because the barriers to entry are so low, there are an incredibly large number of games out on the market. While many of these games are not huge success stories, and may have a limited number of players, trademark law doesn’t care how many monthly active users you have—only who used the mark first.

Suppose that PastryPlay didn’t perform any trademark searches before adopting the game title “Sprinkle Harvest.” The game is released, and thanks to creative genius, effective marketing, and word of mouth, it’s a huge success, with over a million monthly active users in just a few weeks. Unfortunately for PastryPlay, Bill Baker, a retired software engineer, coding in his spare time, had published a similar game called “Sprinkle Harvester” about a month before. His game isn’t as sophisticated or popular. He only has about 2,000 monthly active users. But if he files a lawsuit, he could force PastryPlay to change the name it has spent so much time and money promoting, and he could also be entitled to a lot of money in damages.

Prepare in Advance

The good news is that there are ways to protect your new game title before the game is published. The United States Patent and Trademark Office allows you to file an Intent-to-Use (“ITU”) trademark application. Essentially, this application allows you to reserve your rights in a trademark that you plan to use. Protection for ITU trademarks dates back to the moment the application was filed.

Let’s re-visit our prior situation, but with slightly different facts. PastryPlay settles on the name “Sprinkle Harvest” about halfway through its development process and immediately files an ITU trademark application for the title. Shortly after PastryPlay files its application, Bill Baker releases his “Sprinkle Harvester” game. PastryPlay then releases “Sprinkle Harvest” about a month later. In this scenario, PastryPlay is now in control, with the basis to claim trademark infringement against anyone using the name after its trademark application date, including Bill Baker, who will likely have to change his game title. And, because PastryPlay’s application was on record, and Bill had a duty to search trademark records before adopting his mark, he may now have to pay a higher amount in damages than if PastryPlay had simply used the mark first.

As you can see from this example, the filing date of an ITU application is incredibly important. By being proactive about your trademarks, you can gain the right to prevent future developers from using any titles that are confusingly similar to your own. The date from which you can first establish trademark rights could prove to be the difference between maintaining the goodwill of your brand or losing your investment.

You Have Your Cake. Now Eat it, Too.

Having trademark rights is all well and good, but you don’t maximize the benefit from having those rights unless you enforce them. Enforcement is an integral part of both maintaining your legal rights in a mark and retaining the distinctiveness of your brand.

The first step of enforcement is keeping an eye out for infringing uses. If someone on your team notices a game with a similar name, send it to your trademark attorney to find out if it’s going to be a problem. You can run periodic searches of social game platforms, or have your attorney do it for you. Your attorney can also order watching services that will monitor new trademark filings, both in the United States and abroad, in order to identify potential new threats as quickly as possible.

Once a potentially infringing use has been identified, you need to address it. The most typical way to do that is to have your attorney research the situation, then send a cease and desist letter if appropriate. Ideally the letter will lead to a quick resolution, but in some cases, further legal action may be necessary.

Back to the delicious dealings of PastryPlay—Fiona Frosting is an artist working on Sprinkle Harvest. While surfing the Internet one night, she discovers the infringing Sprinkle Harvester game and notifies PastryPlay’s CEO. The CEO decides that because the infringing game is so small, he will just ignore it. This leads to a couple of potential problems—

First, PastryPlay does decide to go after a more popular, nautical-cupcake game called “Sprinkle Harbor.” The makers of Sprinkle Harbor point to Bill Baker’s Sprinkle Harvester game as evidence that PastryPlay’s trademark lacks distinctiveness, and that coexistence should be possible, since Sprinkle Harvest is already coexisting with a more similar mark. This could cause complications if PastryPlay tries to bring a lawsuit, and almost certainly puts it in a weaker position when negotiating a settlement.

In a second scenario, PastryPlay has ignored the Sprinkle Harvester game until seven years later. During that time, Sprinkle Harvester was acquired by industry giant PlaySweet, which upgraded its graphics, and launched a massive marketing campaign. Now an active competitor, PastryPlay decides to sue. But PastryPlay has waited too long. PlaySweet is able to mount defenses based on implied consent, laches, and the statute of limitations for trademark claims, and it is now too late for PastryPlay to protect its brand.

As a developer, your game titles are one of your most valuable assets. The value in your titles comes from their ability to identify your game. The more competitors there are in the market with similar names, the less your title serves as a unique identifier. As a result, it’s vital to address any infringement in order to maintain that value.

Sweet Satisfaction

Trademarks are one of those areas where handling things properly from the beginning can save a lot of trouble and heartache down the road. There is no substitute for getting trademark advice directly from your attorney, but hopefully this article has given you a basic recipe to keep in mind while cooking up your game brands.

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