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Content Tagged Online

What is AOV Outsourcing Service

AOV stands for Agents of Value, a Business Process Outsourcing (BPO) in the Philippines, a webmaster staffing that specialize in finding full-time link builders, online marketers, content writers, virtual assistants, site admins, graphic artists, webmasters and web developers to help your online business grow. AOV outsourcing service will provide you with well educated and skilled workers that could help you save time, money and operating expense. At AOV, we will be responsible of all administrative problems in dealing with your workers, this way you can focus more on the strategies of improving your business.

RealNetworks’ Games Division Going Solo

The casual games space keeps getting more interesting. Digital media company RealNetworks said today that revenue from its games division rose 33 percent in the first quarter, to $31.8 million; the company also announced it will spin off its games properties, which primarily consists of cellphone titles and its RealArcade casual game site, into a separate company (see CEO Rob Glaser’s appearance on the GigaOM Show last summer). “[T]he spin off will create a pure-play casual games business with increased transparency,” CFO Michael Eggers told MarketWatch, “[and that will] result in lower complexity in understanding and tracking RealNetworks’ performance.”

If the Alexa rankings are any indication, the new company will have a long way to go before they catch up with the likes of Electronic Arts’ (ERTS) Pogo.com. The real question, however, is how does this relate to RealNetworks’ stated intent to buy Scrabulous?

Technology-News: GigaOm

World Of CEO-craft

Harvard Business ReviewThe best sign that someone’s qualified to run an Internet startup may not be an MBA degree, but level 70 guild leader status, according to the latest issue of Harvard Business Review.

Leadership’s Online Labs” by Byron Reeves, Thomas W. Malone, and Tony O’Driscoll is based on the authors’ research into the leadership and management skills required by fantasy/sci-fi MMORPGs like World of Warcraft and Eve Online. In those multiplayer games, the hardest-to-achieve goals (such as killing the demi-god dragon, wiping out a competing space corporation, and so on) often require dozens or even hundreds of players working together in concert, so the skills required to lead a successful mission, the authors argue, are very much like those needed to run a profitable business.

The theory is hardly new; venture capitalist and hardcore WoW player Joi Ito has been talking about this for years. But the HBR team bolsters it with extensive interviews and observations to turn out an article that could help revolutionize business management in the digital age.

So what are some of the main managerial lessons they learned from the worlds of orcs, elves and battle cruisers? Below are the three that stand out most to me — call them the habits of highly effective half-elf managers:

Embrace Failure As a Rung on the Success Ladder

“In one incident that we recorded from EverQuest,” Reeves, Malone and O’Driscoll report, “seven guild members prepared for a brand-new quest that required them to get their team across a large lake protected by a gruesome and hostile creature.” They did this despite knowing they were likely to drown, which they very nearly did. But when the team failed to make it across, it was simply viewed as a learning experience, and after re-orientating themselves, they went right back to try it again. (The classic corporate response would be to simply cut the failed program’s funding, as opposed to re-launching with a new strategy.)

Rotate Individual Managers to Individual Goals

The authors were also surprised that guild leaders often became followers, letting temporary leaders come forward to direct specific sub-goals:

Put another way, leadership in games is a task, not an identity—a state that a player enters and exits rather than a personal trait that emerges and thereafter defines the individual.

It’s easy to see how that principle would apply to real-world business; of course, it would require a managerial culture in which personal pride is attached not to a job title, but to getting the job done. This could be why MMO guild leaders rarely seem to be managers in real life. Indeed, Joi Ito once told me that while his We Know World of Warcraft guild includes top Silicon Valley execs, when it comes to WoW, they’re not always good leaders. One of its best commanders, he said, was an EMT worker.

To Get Better Management, Change the Game

The authors went in expecting to learn managerial wisdom from MMO’s top guild leaders, interviewing them as though they were virtual Jack Welches. But the players suggested a different approach: “If you want better leadership,” they said, “why not change the game instead of trying to change the leaders?”

Quite literally. Online games are highly structured, and successful gameplay is determined by the amount of virtual treasure players have in their possession and the amount of game information of which they’re aware (player stats, enemy capabilities, etc.). The authors suggest a number of ways business data can be given a game-like structure, which would then shape how the company runs. For example, what if your CEO assigned value, in virtual currency, to your company’s internal email?

Attaching a large amount of the scarce currency to a particular message would draw attention to it or even serve as a feedback mechanism: You send me an e-mail you value at 100 units, and I respond with one valued at 200, giving you a credit of 100 units to validate the usefulness of the information you sent. One experiment showed that the currency, as a marker of information importance, in fact influenced how quickly colleagues opened and read different messages in their inboxes.

With online gaming so mainstream (World of Warcraft now has 10 million subscribers), many people in the tech business world have already learned these lessons. The Harvard authors note an IBM survey of its managers who were also gamers, and the results are striking:

Three-quarters of the respondents said that environmental factors within multiplayer games could be applied to enhance leadership effectiveness in a global enterprise. Nearly half said that game playing had already improved their real-world leadership capabilities, particularly for managing teams whose members didn’t fall under their formal authority.

At the same time, the business leaders also worried that implementing what they learned in games would require drastic changes to the companies’ existing corporate culture. Which is why I think we’ll see these invaluable ideas put into practice not by established firms, but by startups eager to level up into world-conquering profitability.


Image credit: harvardbusinessonline.hbsp.harvard.edu. Hat tip: Virtual Worlds Review.

Technology-News: GigaOm

Cash-flush Kongregate Adds Facebook Widget

Finally, another game widget worth adding next to Scrabulous. Last week came news that Jeff Bezos invested $3 million in casual game site Kongregate; I just noticed that CEO Jim Greer and his team have added a Kongregate Facebook widget to their service, too.

Right now, it’s mainly just a platform to launch featured games from the Kongregate site, but it’s got some cool Facebook-unique functionality as well: Your best scores are featured on your FB profile, for instance, and you can compare your Kongregate rank to other gamers on the social network.

According to the widget FAQ, upcoming features include Kongregate games playable right on Facebook, as well as high-score leaderboards for you and your friends. In between rounds of Desktop Tower Defense and Sonny, be sure to check out this 1UP interview with Greer, where he describes his company’s bid to become “the Xbox Live for Flash games” — and the smart development deals they’ve worked out with indie Flash game developers.

Technology-News: GigaOm

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The Truth About The Biz of Casual Games

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.

Technology-News: GigaOm

What’s Nintendo Doing in Second Life?

Here’s the metaverse mystery of the week: This strange new private island with a very familiar name recently emerged on the server grid of virtual world Second Life. Spotted yesterday by Second Life blogger Tateru Nino (and confirmed when I checked the world’s dynamic map today), we have to assume it’s an official Nintendo property. When someone buys a virtual island from Linden Lab, they also get to name it. Given Linden’s DMCA enforcement policy, it’s unlikely they’d let just anyone dub an island “Nintendo.”

But that just adds to the puzzle. Unlike console competitors Microsoft and Sony, Nintendo has few properties directly tied to the PC market, and last February, Nintendo President Satoru Iwata said they had no interest in adding an MMO to its Wii system. Nintendo’s U.S. president, Reggie Fils-Aime, said they wanted the Wii to appeal to crossover demographics “very much like the Second Life audience,” so maybe it’s just a virtual marketing site, like Microsoft’s Xbox island.

Here’s a more tantalizing possibility: A German firm has created a Wii-to-SL interface for the treadmill, and developers with Japan’s Softbank have created a Wii-like accelerometer game in Second Life, so maybe Nintendo is cooking up some interesting new product feature. Neither Linden Lab nor Nintendo’s PR firm replied to our queries by publication time, however, and the island’s off-limits to outsiders. For all we know, the Hanso Foundation is involved.

Technology-News: GigaOm

Now Playing On YouTube: Hulu

Updated: We all know there’s no love lost between Hulu, the Hollywood-backed online video service, and Google-owned YouTube. The two companies have taken snipes at each other. For instance, at the NAB trade show, Hulu was trash-talking YouTube. Jason Kilar, the CEO of Hulu, said that you can’t make money by posting unauthorized and copyrighted videos — with a YouTube page behind him.

Hating your rival is part of the game, which is why it’s hard to ignore the irony of a Hulu Channel on YouTube. YES! What you just read is right. The LA Times discovered the channel and posted about it on their blog. Seems a little disingenuous! The reason for the Hulu-on-YouTube channel is pretty basic — YouTube has what Hulu hopes for: traffic and an audience. Hulu has content from its backers. It makes perfect sense for the two of them to start working together. Kilar should remember that you can’t make money by posting to a site that doesn’t have a lot of traffic.

NewTeeVee talked to Hulu and got a confirmation from them that indeed they are the ones who set up the channel for promotional purposes.

YouTube head of premium content partnerships Jordan Hoffner says: “It’s fantastic that Hulu is providing content to our global community and using our platform to grow and drive traffic to their business. Media companies large and small can set up channels or even partner with us to interact with the world’s largest and most active community. “

Technology-News: GigaOm

Notable News: Bezos Invests in Kongregate

Normally I don’t get too excited about billionaires making investments in start-ups: I mean that’s what they do, but this news about Amazon founder Jeff Bezos investing $3 million in casual gaming company Kongregate, is worth noting. Is this a simple investment? Or is it sign of things to come from Amazon? I think it is the latter.

Kongregate is like YouTube of games, offering free, ad-supported Flash games and an online community. “This is a rainy-day recession fund,” CEO Jim Greer told Red Herring. The company still has more than $3 million of its previously raised cash. After this cash infusion, Kongregate has raised $9 million including $5 million from Greylock Partners. It was angel funded by Jeff Clavier (who apparently is too busy to call his friends) who introduced us to the company. We wrote about them, had them on The GigaOM show as well. Anyway the whole casual gaming sector is catching fire, and we are following it closely, and will be ramping up our coverage on the CGS.

Technology-News: GigaOm

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