Tag: mobile games Page 7 of 17

Conference: M-Football, London

The biggest event in 2010 is, distinct to certain fanboys opinion, the launch of the iSlate or new iPhone or iAnything nor, as Canadians will have us think, the Olympic Winter Games in Vancouver, but the Football World Cup this summer (and, no, my dear American readers, this is not the Super Bowl). And whereas one could already see mobile rearing its beautiful head at the last World Cup 2006 in Germany, many people think that South Africa 2010 will provide a breakthrough in mobile service provision around this.

Therefore, quite fittingly, the wonderful guys at Camerjam have put together a conference on the topic, and a nice one, too. The speaker line up includes some proper rock stars, such as (in no particular order):

  • Former FIFA Product Director Rupert Daniels
  • Author and Blogger Tomi Ahonen
  • WPP Global Client Leader Matt Linder
  • ITV Media’s Commercial Director Alex Goudsmith
  • Real Madrid’s Head of Mobile Pedro Duarte Gonzalez
  • MMA Managing Director Europe Paul Berney
  • AdMob VP Russel Buckley
  • BBC VP Global Adsales & Strategy Tom Bowman
  • Sky Mobile GM David Gibbs
  • Layar co-founder Claire Boonstra

and many, many more including yours truly (and as a licensee, I will be cheering the reigning World Champions, Italy, on this time, believe it or not!). Besides all that, the venue is the best: Arsenal’s home ground, the Emirates.

If you want to come, it’s on next week (21 January) and you can register here: http://www.camerjam.com/events/m-football/register/

Player One Bites the Dust!?

Mobile sports specialist Player One, that were acquired (or so everyone thought) by ROK Entertainment in October, seems to have hit the wall or, in proper English, entered administration. ROK is – understandably – said to be fairly unhappy about this.

So: the mere fact that Player One folded is not all that surprising. Many in the sector had wondered for a while how a company that focused largely on niche sports properties (a lot of their licenses where very Brit-centric) could survive for so long. However, that they should bite the dust two months after allegedly being acquired by ROK, which is, at least, listed somewhere even if only on the Pink Sheets (not too healthy looking either, mind you…) is surprising.

How can you acquire a company that is in such dire straits that the directors feel compelled to file for administration? Where is/was due diligence? Or was there foul play, lack of disclosure, anything else? Oh gosh, the joys of the Wild West of mobile content… NOT.

The Internet is Big: Graph

Here’s a cool graphic from the good folks over at Lifehacker/Gawker on the size and significance of the Internet.

Image credit: http://cache.gawker.com/assets/images/17/2009/12/500x_theinternetisbig.jpg

EA & Playfish: Gaming Being Re-Defined

In my last post, I hinted that the Google/AdMob deal might just not be the #1 deal of the week and, whilst one can of course dispute this, here’s why:

On the same day Google’s AdMob acquisition was announced, there were more guys walking to the bank, namely the good folks from Facebook games kings Playfish (well, joint kings with Zynga) who have been acquired by Electronic Arts for a cool $400m (incl. earn-outs).

Why is this more significant? Because it is (like Google/AdMob) a cross-platform play that (unlike Google/AdMob) also expands the basis of business models deployed. Playfish derives the majority of its revenues from so-called virtual currencies, and in particular also from lead-generation deals (which recently have become “a little bit” under fire for queries of their ethics). But ethics or not (and Playfish seems to have been fairly clean in this respect), the main point is that there has been a business model that is new, well -ish: it is not reliant on display ads nor paid subscriptions or download fees, etc. It is a new form of engagement there, crude in its beginnings but new no less: users are encouraged to interact with brands in exchange for personal details. Now, if done – as often – crudely, this has a bad feel.

But brands might also want to grab this with both hands because it offers unprecedented opportunities to truly enagage their users: interact with them and they will be more forthcoming. Behave and their sentiment will be positive. Be sincere and they will recommend your brand to their peers (which accounts for 74% of purchases online!). Check my recent keynote on this topic…

EA had changed the mobile gaming world when it acquired Jamdat by using a significant distribution footprint and leverage it with its own brands and the financial muscle only someone with its revenue HQ outside mobile could at the time. The acquisition of Playfish provides a similar footprint in the online world (do not forget that Facebook is “only” the largest bridgehead of online games).

As with Jamdat, EA is expanding the options of available business models and this is to be commended!

Licensing & Open Source / Presentation

Here’s the presentation I gave at Droidcon in Berlin. It is also available here on Slideshare.

Unfortunately, Slideshare omitted the beautiful font I used (Chalkduster). Sorry… 😉

Update: a version with the original font is now available here (I finally figured out that it would preserve it when saved as a PDF. Doh!)

Conference: Droidcon, Berlin

Droidcon is the first conference around the business and development environment for Android. The full programme is available here. It’s rolling right now in Berlin-Dahlem (Dahlem Cube). It will be followed by one of Mobile Zeitgeist‘s MZ Mixers, which kicks of tonight at 6pm (local) in the CSA Bar in central Berlin. Come around if you’re in the area. Should be cool!

N-Gage dies (again)

Nokia’s N-Gage game service has just been declared dead, well dying anyway. always been a concept that has under-delivered painfully. In its first iteration, the device, it was a gutsy but maybe not entirely thought-through attempt to combine phone and dedicated handheld gaming device (it was always going to lose as one simply looked outright silly even when putting the thing towards ones ear to make a call – even when stood at a Star Trek convention, and that is telling). The “new” iteration, the software platform, struggled to take off. Nokia tried mightily to produce showcases demonstrating the superior gaming abilities of the platform compared to “regular” feature and smart phones but the efforts were thwarted from a number of angles:

Too expensive

It was a costly affair to deliver a game optimized for the N-Gage platform. When there is no proven distribution model that can guarantee decent returns, there would always be limited uptake from developers and publishers.

Too small a niche

N-Gage was always geared towards dedicated gamers. All marketing was directed this way, the positioning was distinctly high-end, no non-game applications were shown (or even contemplated, I guess). The power of the platform thus was funneled into a niche of a niche, i.e. high-end gaming. I would suggest that one could as easily have positioned it as a powerful media platform full stop. One that allows for beautiful execution of any number of simple or complex apps (and a game is basically “only” one app category).

There’s an app for that

The iPhone then was arguably the final punch. In spite of developer frustrations growing over discoverability within this pile of 100,000+ apps, the platform has spurned exceptional games galore, and not only casual ones either. Real Racing is as punchy a racing title as one will ever get one on a handheld. And with people flogging to the app store in drones (rather than visiting it once to rarely if ever return), it appeared a less risky (and certainly more fashionable) move to leave it at that. Notably, Apple got the positioning piece (see above) right: even though it is a powerful gaming platform in its own right (anecdotally, the good folks at Firemint managed to string Real Racing to up to an impressive 82 fps), it never looked at this as a sole or even the main focus of the platform. There is a good reason why their already famous moniker says

there’s an app for that

rather than

there is a full 3D, 60+ fps, multi-player, high-end, Bluetooth and WiFi-enabled fighting game with dedicated combo mode for that.

And Mark Ollila, Nokia’s Director of X-Media Solutions and a games and general industry veteran, nails all of this down when he says that

One lesson is the complexities of offering rich games content on a global scale. […] How do you handle the billing, the local marketing intricacies and the type of gaming experiences that work in different markets? And what do consumers actually want – is it the high-end games with connected features that N-Gage was delivering, or a much broader catalogue?

At the heart of it is the conceptually different approach of monolithic, super-rich and highly integrated platform versus a more modular approach: in Apple’s app store ecosystem (or in Android’s for that matter), you can integrate most if not all of N-Gage’s features, too: multi-player gaming, communities, trial versions, etc. But you don’t have to. The former lacked flexibility, which made it susceptible to the nimbler, faster moves of a modular system.

Well then. It at least gives Nokia the opportunity to focus solely on building out the Ovi platform and fix the bugs it has been plagued with at the start. Nokia clearly feels the pains of the rapidly changing market place and it struggles to adapt swiftly (which is – and one should appreciate this – much harder when you are running a product portfolio that has a market share of well double your nearest competitor and stretches all the way from the most basic feature phones to the most advanced smart phones) but it has people that should be capable to turn it around. Not easy, mind you but they’re a mighty player that has shown its ability to innovate numerous times, never forget that.

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