The casual games market is booming, generating over $2.25 billion in yearly revenue despite virtually no brick-and-mortar representation or advertising and marketing costs. But is this market rewarding for investors? For VCs interested in this space, here’s rundown of how it works.

A casual game is defined as a stand-alone entertainment software title that is digitally distributed by one or many “portals,” or independently owned Internet retail sites. Casual games typically operate under a try-before-you-buy business model –- the downloads allow players to play for a set period of time (usually 60 minutes) before shutting down. If the player wishes to continue playing, they must pay the retail price, which they can do electronically from inside the program, instantly unlocking the game for unlimited play. The average rate of purchase to play is lower than 1 percent, and games that convert higher than 2 percent are considered “hits.” The largest market for these games is women ages 30-60, a significant departure from the standard computer games market.
Development costs
The development cost of a casual game typically hovers somewhere around $100,000. That money goes into paying developers, including artists, programmers, game designers, project managers and audio engineers, as well as the developer’s overhead. This investment usually pays for between eight and 12 months of work. Of course, there are ways to reduce costs. In recent years, many developers have outsourced art and coding to companies overseas, in places like Eastern Europe, India or China. But such a move needs to be carefully managed, as many outsourced games are shipped with little quality control, often sporting poor or confusing English.
The primary profit center for casual games is online retail. Games in the genre retail for $19.99, minus retailer discounts and incentives. Since conversion rates for a casual game usually linger below 1 percent, the only profitable games are hits – mid-level successes rarely recoup their development costs. Causal games are not a high-margin business. Because the market involves so many middlemen, the final slice of the pie that makes it to developers is usually quite small.
Investing
Investment in casual game development can come in two forms: as a publisher or as a development partner. Each carries its own risks and rewards. Typically most VC investment in the casual games industry goes to the publisher, and most of the major publishers (including PlayFirst, Big Fish and iWin) were founded with VC money. Publishers then contract with individual developers to create games, paying them an up-front amount as well as a percentage of sales. Once the game is completed, publishers then distribute the game to portals and handle receivables from those portals. Most of the major publishers also maintain portals of their own, retailing both titles they publish as well as other games.
VC money does not, of course, guarantee a hit game. PlayFirst is the best example of using venture capital to successful ends, commissioning Gamelab (where I currently work) to develop their first set of titles, including the very successful Diner Dash. But another Playfirst-commission title we developed, Subway Scramble, didn’t do nearly as well.
Recently, a few studios have worked with VCs on the development side and then self-published the resultant games. This method eliminates the publisher’s revenue share, meaning more of the total income goes to the developer. Studios that have followed this method are typically more established in the marketplace, with at least one successful title under their belts. However, the lion’s share of the game’s sale price still goes to the portals and distributors, and recoupment can be slow.
Revenue streams
Developers and publishers depend on the revenue from hit games to subsidize their output, and there is still no dependable method to predict which games will be hits. With an average of one new game getting released every weekday, the market is already becoming saturated. Because development time is relatively short, a successful game will see its mechanics and theme copied and cloned within six months to a year of being released. So while the development cost of a casual game is low compared to a standard PC or console title, the chance of a single title turning a profit is also reduced.
Secondary revenue streams from casual games include advertiser-supported, “free-to-play” versions, which are generating a higher revenue-per-download rate than purchased games, as well as boxed
physical retail copies (usually handled through another third-party distributor) and ports of the game to other devices, including mobile phones and portable gaming consoles. Because casual games are
typically small in file size, with simple input mechanics, they make this transition more easily than complex PC games.
Investing in the casual games market is much like investing in any content market – dependent on a large number of unpredictable forces. There are proven marketing and content models that are exploitable, but the saturation of the market with products slavishly following those models steadily reduces their effectiveness. For a VC, the best bet is to work with an established developer with a strong, marketable idea and keep costs low. Anything else is way too risky for a market this crowded and volatile.
Written by K. Thor Jensen, who’s worked in the games industry for nearly 10 years and is currently an associate producer for Gamelab.
Image credits: playfirst.com, bigfishgames.com, and iwin.com.

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Written by Mark Sigal, a digital media and Internet platform entrepreneur who has done eight startups, four of them as a co-founder.
Call me a cynic, but there has to be more to the Web 2.0 story than accessorizing my Facebook page with one-dimensional pseudo applications. Sure, muscle memory may lead us to congregate, but I believe that the future is about satisfying our need to aggregate.
Isn’t this the moral of the story regarding iTunes, iPhoto and the iPod/iPhone? Namely, that whether blogging, YouTube’ing, Flickr’ing, Digg’ing or tweet’ing, the “forever” bucket is the bucket consisting of my content, my contacts, my contexts and my conversations.
This suggests that regardless of where any of these informational breadcrumbs may originate, each of us needs to think of ourselves as the center of our respective social map universes. In other words, the social map — in order for it to be considered a map – needs to systematically connect the dots between me, my content and my network. A map-lication of sorts.
But it suggests something else as well. That regardless of where my content and data originate, I have a right to pull this data into MY sandbox, a sandbox where I track my threads, organize my media, filter my views and push my content wherever and however I please. While this position seems to raise a virtual middle finger to almost every service provider’s terms of service, it should not be viewed as heretical.
After all, was it heretical that Google became Microsoft 2.0 by spidering the web of third-party web sites, and selling advertising on top of search returns generated using someone else’s data? I certainly remember wondering if Google was crossing an imaginary line between search/organize and monetize, but the market rightfully saw it as a democratizing force. Not only did Google-ification disrupt entire industries (like media and packaged software), but it operated like a tornado on business models, distribution, marketing and product lifecycles across many segments. History suggests, however, that it created a rising tide that lifted a lot of boats.
I bring Google into this equation for two reasons. One, to cite a tangible example of how the market goes about defining propriety and property rights in the information age. Two, because I believe that Google, as a benefactor of these rights, will need to share with consumers more of its social map of user clickstreams, engagement metrics and their correlates if it is to maintain the public trust. Akin to a credit report, I think consumers have a right to this data.
Therefore, what I envision is a consumer-friendly dashboard and analytics application that allows me to visualize the bigger picture by seeing the same contextual relationships that Google sees. Think zeitgeist-type reports that provide answers to the Top 10 questions relevant to MY universe (e.g., who read, commented, shared, how many) packaged in such a way that I can ask what-if questions to my heart’s content. To me, the social map is all about enabling applications that allow consumers to take back control of their data, help them to connect the dots between their various interests, orchestrate their brand and systematically engage their audience. This is the promise of the information age.
Given that, if information is the electricity of this era and information ABOUT information is the richest energy source of all (just ask Google), then shouldn’t we have universal access to this type of data? Heck, if Google wants my heart and soul vis-à-vis their AppEngine initiative, they need to give me a unified way to call upon and interact with all of the global data functions that they have cataloged (web pages, blogs, images, news, video, email, maps, calendars, etc.).
Facebook, Yahoo, and Microsoft: Couldn’t you disrupt the disrupter by doing the same? Is there any reason that you wouldn’t — or shouldn’t?

Now that Thanksgiving is over, it’s time to start speculating about what will be hot and what will be not in 2008. After all, 2007 was not the Year of the Widget, despite what Newsweek predicted. If anything, it was the Year of Facebook, as the social networking site won a $240 million investment from Microsoft for a mere 1.6 percent stake (plus the right to sell third-party ads on the Facebook network), valuing it a some $15 billion. But what about that business networking contender, LinkedIn? Could 2008 be the year of business networking?
Maybe — but only if LinkedIn doesn’t fumble its position by failing to address the worldwide Internet user base, about 80 percent of which resides outside of the U.S.
LinkedIn seems to have built some momentum while everyone was gawking at Facebook. LinkedIn CEO Dan Nye predicts the company’s revenues could grow to $100 million next year. News Corp. (apparently) wants to buy it. And on a year-over-year percentage basis, as of October, LinkedIn grew faster than Facebook.
Facebook’s sober cousin seems well-positioned for any economic weakness that could emerge in 2008, because it doesn’t depend primarily on advertising, but rather makes money by selling premium services to subscribers and their employers. And if people start losing their jobs, they’ll be all the more interested in LinkedIn’s services.
LinkedIn faces challenges, of course. I spoke with Konstantin Guericke, LinkedIn co-founder and Jaxtr CEO, not as an official spokesperson for LinkedIn but as an interested observer and investor. He said that English-only LinkedIn needs to push forward aggressively with internationalization and localization in 2008. It competes with Xing in Germany and Viadeo in France, both of which support multiple languages.
From an international perspective, Facebook doesn’t look so exciting. It competes with a vast array of social networks including hi5, Bebo, Orkut, Mixi, QQ and more. Besides that, it could have permanently offended many of its users with its ham-handed attempts at social advertising. For LinkedIn, advertising is a source of revenue secondary to providing services its users find valuable enough to pay for. On that basis alone, I hope that 2008 is the year of LinkedIn rather than Facebook, at least if we’re talking about networking online in one forum or another.
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Somewhere in San Jose, Calif., devotees of all things Facebook have gathered to celebrate the cult of Mark Zuckerberg and the little company he started. Dave McClure might call it his Graphing Social Patterns conference, but we all know it’s all about Facebook, Silicon Valley’s Furby. And while the fanboys gather and rejoice, they should also pay heed to some of the red flags fluttering in the hot air.
The company apparently sent out an email earlier this month informing all those who applied for grants via the fbFund to start over. We emailed Facebook to check the authenticity of the email, but had not heard back from them at the time of posting. (Given that there is a Facebook app for the application process, we take that as a confirmation.)
The fbFund was unveiled at the TechCrunch 40 conference last month, and as part of the announcement, Facebook backers Accel Partners and Founders’ Fund earmarked $10 million in new funds to give out to app developers as “grants” of between $25,000 and $250,000 each.
“It has become clear that we will receive proposals which contain similar or even identical ideas. As a result, and in order to protect other developers and us from claims that we or anyone else copied material without the creator’s permission, unless we agree otherwise in writing, we can’t promise that any materials or information you submit here will be kept confidential, or specifically that we or others might not develop similar or identical products or services. To make sure that everyone understands the conditions of submitting a grant application, we will not review any materials you have sent via email, and any materials you may have sent have been deleted.”
However well-meaning their intentions are, if the email is indeed authentic, then let me point out the obvious: the Facebook brain trust didn’t think through the implications of their announcement, and rushed to the podium, literally and figuratively. That deserves an “F,” especially for a startup that promises to be social operating system.
Is this a one-time oversight, or part of a pattern? The latter seems to be the case. Previously, the much hyped start-up botched up the launch of a smart feature (news feed), that caused a ruckus and a short-lived backlash. Luckily they dodged the bullet that time. Similarly, at the launch of the Facebook platform, the company showed its organizational ineptitude, keeping partners on tenterhooks.
Launch partner companies have been struggling to deal with uncertainty and last-minute changes to the tools and services made available by Facebook, multiple sources have told GigaOM.
Remember that when Facebook was subpoenaed a few weeks ago by the New York Attorney General Andrew Cuomo over issues of “safety,” what got the political opportunist riled up was that the company “ignored” complaints from undercover investigators about “inappropriate sexual advances to underage users.”
The veracity of the charges is up for debate, as commentators in response to my previous post let me know, but regardless: you don’t just ignore complaints from an AG. It was a huge tactical blunder. Add in the fbFund fracas – you can feel that something is not right here.
These repeated botch-ups are signs that the wheels on Facebook, arguably one of the fastest growing startups in Silicon Valley are starting to wobble. Or maybe the autocratic Zuckerburg is a cat with nine lives.
Two Facebook-related blog posts I recommend:
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