Bay Area startup ZipZapPlay launched the latest entry in the quickly growing build-and-share-your-own-game space in alpha this week, a service by the name of Playcrafter.
ZipZapPlay CEO Curt Bererton and Chief Creative Officer Mathilde Pignol stopped by the GigaOM office recently to give us a hands-on demo, and what impressed Om and I most was the site’s whimsical beauty. That’s no surprise, as Pignol is an alum of frog design. It offers up a large set of interlocking objects with which to create your games (platforms, widgets, and so on), all of which are designed to work together, then attributes game properties to them. (Think Lego Mindstorms, but for web games.)
I particularly liked the intuitive feel of the building experience, and the robustness of its internal physics — an element that should appeal to all the hundreds of thousands of gamers who embraced Line Rider. Since showing it to us, they’ve added the ability to embed Playcrafter games on blogs and social networks. Even more appealing, they’re sharing revenue with game creators, giving them a cut of revenue earned from ads that are run while games load.
Image credit: www.playcrafter.com.

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Back in April, ex-Organic CEO Mark Kingdon took the helm of Linden Lab, replacing its charismatic founder, Philip Rosedale, at a time when the company was already struggling in an increasingly competitive market. While Linden claims to be profitable, its market share has plateaued, with scalability and usability woes keeping the number of monthly active users around 550,000 since last summer.
Is Second Life still relevant in this far more dynamic playing field, which now includes Lively, an offering from the Internet’s biggest player? I posed that question to Kingdon a few days ago in an extended conversation at the company’s spacious San Francisco headquarters.
“Anytime Google enters a new market,” Kingdon told me, “people’s reaction is ‘Oh look! Google’s there; they’ll win.’” But he doesn’t even see the search giant as a direct competitor. “I think the thing that most people looking from the outside don’t realize is how diverse the use cases [of content in Second Life] are,” he said, citing everything from art exhibits to a company’s shareholder meeting to a new educational initiative. By comparison Lively, Kingdon said, “…has I guess you could say almost a single-use case, graphical chat.”
As an author and blogger who writes about Second Life, I remain convinced that user-created virtual worlds are a transformative medium. But I’m less clear as to whether or not Kingdon can address the myriad challenges that await Second Life in the post-Rosedale, post-Burning Man era. So I wanted to know how he plans to fix them, especially with the proverbial train already going 60 miles per hour.
The Infrastructure
“We’re working on three things really intently,” he said. The first is “solidifying our proposition for what we’re defining as our core markets.” That includes the traditional personal user of Second Life, which is typically someone in their 30s, as well as the “enterprise segment,” which addresses the many corporations that use Second Life for conferencing, job fairs and other business applications. And finally there are the educators that use the virtual world as a teaching tool. “I think 18 of the top 20 educational institutions in North America are in Second Life and doing wondrous things,” Kingdon said.
The second task, he went on, is improving Second Life’s complex user interface, especially in relation to its confusing first-hour experience, which he admitted prompts many people to give up. “We’re also working very hard to make Second Life intuitively, and maybe even delightfully, usable,” he told me.
The third crucial task relates to what Kingdon called the “stability and scalability of the platform.” The Second Life client and server grid is notoriously crash-prone, but he said they’ve been working on it for months and were showing good progress so far.
The Competition
Linden Lab has also recently added ultra-realistic, 3D graphic enhancements to Second Life. But it remains to be seen if the market will broadly embrace immersive 3-D worlds. As I pointed out to Kingdon, World of Warcraft has cartoonish graphics, while the web-based, teen-oriented virtual world Habbo Hotel, which is just as big, is in 2.5-D.
Kingdon, however, insisted that he was extremely optimistic about the 3-D experience. “The 2-D or 2.5-D experience doesn’t offer you the rich, meaningful, visceral, profound connection that you get in Second Life,” he said. Take an in-world meeting with colleagues; the immersive sense of interacting with them as customized avatars via voice and text chat, he said, “beats a video conference hands down.”
The Money
In the last couple years, several Linden Lab staff have described the private company as profitable; on my Second Life blog, I did some back-of-the-envelope estimates of Linden’s publicly known revenue sources, and it seemed like the company was making $40 million to $60 million dollars in profit. But Kingdon said it wasn’t quite that much.
“I won’t say [how much], but it’s not that high, although we are profitable and generating positive cash flow,” he said. Much of that’s going into “making hardware purchases, improving the experience for users, investing in people, hiring a lot.”
And what about recurring rumors that the company was already preparing to go public?
“Our focus — I can tell you — is very much on the three initiatives I talked about before. That’s what’s occupying the minds of the management team right now,” he said. “It does take some time to get ready for an IPO, so since that’s not on my agenda today you can probably do the math and form your own conclusions about when it might be a possibility.”
The Future
Finally, I brought up the recent joint announcement made by Linden Lab and IBM that they’d managed to move several avatars from Second Life to Open Sim, the open source virtual world. This could eventually create a market for interconnected virtual worlds, but moving mere avatars was a tiny step toward meaningful interoperability, which would also require transporting objects and other virtual assets between worlds — a much more daunting, perhaps insurmountable challenge. Did Linden Lab have a road map for that?
“There is a plan and a timeline,” Kingdon said. And while he acknowledged the interoperability challenges ahead (”it’s an incredibly complex technical issue”), he said progress was imminent. “The next milestone will be between now and the end of the year, but it may not be the milestone you have in mind — so stay tuned!”
Image credit: Kingdon photo from AdWeek.com. Kingdon’s Second Life avatar “M Linden” screenshot by Crap Mariner

RuneScape is one of online gaming’s biggest success stories, but unless you play it or know someone who does, you’ve probably never heard of it. Launched in 2001 by Jagex Software, an independent studio based in the UK, it’s a traditional fantasy role-playing game that boasts six million active monthly players, almost all of them in the English-speaking world — making RuneScape more popular in the West than World of Warcraft. (Over half of WoW’s 10 million players are based in Asia.) Do a Google trend comparison of RuneScape to World of Warcraft and Age of Conan, the latest MMORPG darling, and you’ll see that the web traffic of Jagex’s indie title outstrips both of them. Despite all this, it’s received comparatively little coverage, even by the gaming press.
That may change soon, because this week Jagex will make its first appearance at one of gaming’s biggest trade shows — the Electronic Entertainment Expo in Los Angeles — where it will debut a graphically upgraded version of the game called RuneScape High Detail. Ahead of the launch, I sat down with the Jagex team last week to find out how, with so little attention, the modest-looking RuneScape has attracted so many players.
Originally created by Andrew Gower and his brother Paul while Andrew was still an undergrad at Cambridge, RuneScape runs on Java, making it accessible to anyone who can get on the web. It’s also free, though 60 percent of the world’s content is restricted until you upgrade to a $5 monthly subscription, which some one million RuneScape players currently pay. And while even RuneScape High Detail won’t win Jagex any graphics awards, the developers have compensated by creating a game world with depth and variety of play. “In terms of gameplay,” influential game developer Raph Koster notes, “RuneScape is a very worldy world, offering a diverse array of activities that frankly, resembles Ultima Online.” (Koster was that classic game’s lead designer.) At the same time, the Java code makes it easy to add new features and make quick fixes. As Jagex CEO Geoff Iddison noted to me, “The beauty of Java is it’s platform independent.”
The result? Tremendous viral growth, especially from very young gamers on a limited budget. Jagex won’t give out specific numbers, but Iddison told me their greatest expense is payroll for 400 employees; he also said their profit margin is well over 50 percent.
More details on Jagex/RuneScape:
- New content (questions, items, etc.) added to RuneScape every two weeks
- 1.2 megabyte Java app
- Peak concurrency: 250,000
- Average player time: 12.5 hours/week
- RuneScape is a sharded MMORPG (i.e. copies of the world run on separate servers)
- 250 RuneScape shards for up to 2,000 players each. Unlike many MMORPGs, player characters are not bound to a single shard.
- 200 servers total
- Main player demographics: 60 percent are from the U.S., 25 percent from the EU, smaller percentages from Australia/New Zealand and Canada. Player age typically 8-20, approximately 80 percent between 10-16.
- RuneScape HD feeds graphic data to computers with 3D cards for dynamic rendering. Displays at 15 frames per second on minimum spec computers, but can optimize up to 50 FPS. Can display in full screen.

With Web 2.0 fever finally starting to wane, the investor community has been pumping some serious dollars into virtual worlds and MMOGs — about $345 million in 39 virtual worlds in the first six months of 2008. And the third quarter has started off with a bang, with veteran (it was started in 2003) virtual world/online community Gaia Online announcing that it has raised $11 million in Series C funding from Institutional Venture Partners. Gaia raised $12 million last year from DAG Ventures, Benchmark Capital and Redpoint Ventures; its funding now totals $32 million. Interestingly, none of the older investors participated in the latest round. The new money indicates that the San Jose, Calif.-based company might not be profitable just yet.
Last year, when Disney acquired Club Penguin for about $700 million, the conventional wisdom was that Gaia would be the next one to get snapped up. Since then, we’ve heard rumors that the company was talking to quite a few suitors.
The reason there has been an increased investor interest in virtual worlds is because the sector captures a highly lucrative younger demographic, notably teenagers. eMarketer expects the number of teen Internet users visiting virtual worlds to rise to 20 million by 2011 — from just 8.2 million in 2007. And unlike the demographic of the traditional gaming business, which is facing a crisis of attention, teens tend to be a more engaged audience, and are more likely to participate in virtual economies and newer forms of advertising.
Gaia’s attempts at commercialization have met with some resistance from its community — read the comments in response to one of our previous posts. Nevertheless, it still has a thriving community and continues to grow at a rapid clip.

With so much venture funding going into web-based, ad-driven casual games (both the companies that create them and those that monetize them), you’d think the gaming industry as a whole was moving in that direction. I certainly did, at least until today. But Yahoo Games just told me that starting this week, they’re going to host free, downloadable casual games embedded with video ads. (Think games that play more like TV shows, with commercials in between breaks.) Fifty of them are available now; by end of the year, according to division head Kyle Laughlin, they plan to have 400 of these ad-wrapped games online.
This is no small play, and has the potential to reshape the game industry. Just look at the numbers:
Yahoo’s game sub-domain averages 18 million unique monthly visitors from the U.S. alone, according to Laughlin, and 49 million worldwide. This audience is already downloading tens of millions of games from their download page, but they’ve largely been poorly monetized, 60-minute trials that require you to pay to play further (something few do).
With this new distribution system, Yahoo and its partners can target ads according to game player demographics: action games for young dudes, puzzle titles for older players, and so on. Each game is an average of 100 megs, which means downloading will take just few a minutes using decent broadband, but you end up with a more robust, engaging game experience than a (much) smaller, Flash-based web game. (Laughlin claims play time for their casual web games is around 15-20 minutes, but 160+ minutes for their downloadables.)
The advertising itself will be delivered by NeoEdge, which we wrote about last November, and Double Fusion, which we wrote about in 2006. Originally intended to deliver ads for hardcore gamers, Double Fusion has been shifting its focus over the last year, concentrating instead on casual games, which have more players and broader demographics than the 18-34 guy cohort that makes up most of the hardcore base. As CEO Jonathan Epstein put it to me in a joint conference call with Yahoo and NeoEdge, “The nature of the game market is changed.” With this move, I’d say it’s about to change even more.
Imaged credit: games.yahoo.com

Ever since Apple put out its Software Developer Kit in March, game developers have been racing to create titles for the presumed market victor. But how much of a demand for them is there really? Based on the data from Cellufun, AOL’s designated mobile game portal since April, quite a lot. The company just told us that compared with other phone owners, iPhone gamers are generating four times the number of page views on Cellufun titles and double the time playing. (That’s an average of 21 minutes of game play and 65 page views per iPhone player session, compared to 11 minutes and 15 page views for sessions on other phones.) Pretty impressive, given Cellufun’s 5 million monthly uniques and 70 million page views. If the numbers are just as good for other game developers, expect to see the iPhone game catalog get a lot bigger soon.
Image credit: www.Cellufun.com
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The other virtual shoe finally dropped today– after a year and a half of rumors, Google (GOOG) now brings us Lively, a web-driven mini-virtual world. Not a contiguous, immersive, fully user-created metaverse like Second Life, as it turns out– so it’s not really a direct competitor– but a series of virtual world chatrooms more akin to IMVU. (However, IMVU has a virtual economy of user-created content, while Lively does not, least not yet.)
On first glance, Lively seems too similar to several existing (and very large) MMOs, making it an also-ran without a key market distinguisher to be truly compelling (besides being from Google). You can stream YouTube videos in these rooms and embed rooms on websites, and it’s got appealing cartoon visuals and a fairly intuitive interface, but that’s true of numerous online worlds already out there.
Of course Google is the Net’s dominant force, but then, that probably won’t matter to the tens of millions already happy in existing virtual worlds. Without some special magic that I’m not seeing as yet, it could easily wind up being a virtual world version of Google Video, easily eclipsed by the YouTube-level dominance of Habbo Hotel/Club Penguin/Gaia Online/etc.
Of course, all this doesn’t answer the most salient question: why would a search engine company create a virtual world in the first place? Does it even fit into their larger plans? As Mel Guymon, Google’s Head of 3D Operations, suggests to Virtual World News, the real takeaway is to validate a growing market for this space. “We’re basically saying this is a real space and everyone is doing this.” Sounds like the 800 lbs. gorilla is just saying, “Me too.”
Lively image credit: Metaverse analyst Dusan Writer, who has some interesting thoughts.

Iminlikewithyou, a New York-based dating game start-up has raised $1.5 million in Series B round of funding from Spark Capital, and a bunch of influential angels including Marc Andreessen. Baseline Ventures and Betaworks, also had previously invested in the company joined this round of capital. Bijan Sabet, who recently made news for investing in Twitter is joining the board of Iminlikewithyou.
I wrote about Iminlikewithyou at the time of their launch and found their dating-gaming platform very compelling and addicting. Over a period of time, I made many friends because of that platform. The gaming focus didn’t quite turn Iminlikewithyou into a web-sensation. Co-founder Charles Forman, refocused Iminlikewithyou as a way to build casual games.
That strategy seems to be working for the company, as it has gained some popularity for its four games - Blockles, Dinglepop, Drawmything, and Gemmers. Blockles looks like a clone of Tetris, but with a realtime multiplayer twist. Competing against many people in realtime makes these variants of old classics exciting and very social.
Iminlikewithyou, while keeping its dating site alive, will offer this real time casual gaming platform to third party developers who can develop games that can be played anywhere on the web. The move comes at a time when there is a growing interest in casual games, especially among investors who see ad-supported games and virtual goods as the next big pot of gold. Maybe!. I say that because these games and gaming start-ups need to get a big audience before they hope to crank up the money engine.
As part of this new round, Pooj Preena, former Skype executive who till recently worked for Betaworks is joining the company as Chief Operating Officer, hoping to build the basic infrastructure of the company. While I am happy for Pooj, it sucks because he is one of my best friends in San Francisco and he is going to move to New York. Maybe Pooj can calm down Forman, who is “mercurial” to put it mildly. (For a detailed litany of his antics, check out Valleywag). His co-founder, Dan Albritton has left the company.
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Based on publicly available data, it looks like an Internet milestone will be passed by the end of next month: World of Warcraft will lose its undisputed status as the most popular massively multiplayer online world. It’s struggling to defend that title as Habbo Hotel, the web-based, social MMO from Finland’s Sulake Corp., is nipping at its heels. Habbo just sent me news that it has logged its 100 millionth registered avatar (pictured at left), and more crucial, that Habbo “attracts close to 10 million monthly visitors to its services worldwide.”
Currently 9.5 million active monthly users, to be exact, compared to Warcraft’s last-reported 10 million subscribers — but at current growth rates, it’s easily within striking range.
“Habbo expects to exceed 10 million unique monthly users within the next 30 days given current growth rates in Habbo and in virtual worlds as a whole,” Habbo Executive Vice President Teemu Huuhtanen told me through a publicist. (In the last six months, the company reports adding 20 million new avatars through a major site redesign and waves of new content, including avatar-based celebrity appearances by “American Idol”’s Jordin Sparks and others.)
“The users want to focus on Habbo’s core,” explained Huuhtanen. “[T]hat is, being in the [virtual] hotel — as opposed to extraneous material on the home page.”
Of course, the battle may not be over: Blizzard/Vivendi might have added more subscribers since reaching 10 million last January, so stand by for updates. Meantime, check out my write-up on “The How of Habbo Hotel,” in which a Sulake executive explains how it gained Warcraft-level numbers with a much smaller budget.
Image credit: www.habbo.com. LOL embellishment by WJA.

Flying under the proverbial radar for the last four years, the web-based virtual world chatroom IMVU has released new jaw-breaking data: Since April 2004, it has amassed 20 million registered accounts, with 600,000 of those active monthly users. By comparison, Second Life took five years to acquire about 550,000 active users.
The company, well known to web surfers because of its ubiquitous ads, is now earning $1 million a month in revenue, 90 percent of that from the sale of virtual currency and 10 percent from banner ads embedded in its interface, CEO Cary Rosenzweig said. That works out to about $1.66 a month per active user. By VC Jeremy Liew’s estimate, market leaders Habbo Hotel and Club Penguin are earning $1.30 and $1.62 monthly average revenue per user, respectively. How did IMVU grow?
Most of IMVU’s massive catalog of avatar clothing, accessories and other objects available on its online catalog are made by the users themselves. They purchase those items from each other with IMVU credits. (A block of 1000 costs you $1.) IMVU then takes a cut of the profits for each virtual item sale, with the rest going to the individual user.
The result: fresh quality content produced on a regular basis by energized creators. “It’s my personal belief there’s maybe in the order of dozens who are doing this for a living,” Rosenzweig said. “Perhaps hundreds who are doing it for spending money.”
Some more notes:
While not yet profitable, the company plans to roll out pre-paid IMVU currency cards in Target, Blockbuster and other major retail chains in the next two weeks. With light 3-D graphics and cute-sexy cartoon avatars that appeal to girls and young women, it’s easy to see IMVU dominating its particular niche in the virtual world ecosystem, roughly dead center between Second Life and Barbie Girls.

Ah Vermont, that lovely New England state known for its maple syrup, Ben & Jerry’s ice cream…and now, limited liability corporations that only exist online.
On June 6th, Gov. Jim Douglas signed an inauspicious-sounding bill entitled “H.0888, Miscellaneous Tax Documents” that could revolutionize the way startup companies are formed and run. As New York Law School professor David Johnson explained to me, up until now, U.S. law required LLCs to have physical headquarters, in-person board meetings and other regulations that have little relevance in the digital age.
No longer. Under the new law, for example, a board meeting may be conducted “in person or through the use of [an] electronic or telecommunications medium.” A “‘virtual company’ will be, as a legal matter, a Vermont limited liability company,” said Johnson. And other states are required to recognize the corporation as a legitimate LLC. So while in the past many companies registered in Delaware to take advantage of that state’s business-friendly policies, with this law, Internet-driven startups may find Vermont even more ideal.
Johnson was instrumental to crafting the bill’s language; he, along with his NYLS students and a couple of professors at Vermont Law School, spent the last two years putting it together. He foresees virtual companies launched for countless reasons, such as the production of software or publications written by people across the country, even for corporations that exist only in Second Life.
As you may have guessed, this isn’t just an academic exercise for Johnson; he’s also developing software to manage virtual corporations through NYLS’ DoTank project. Since word of the Vermont bill’s passing got out, he said, “I’ve had two people beg me to be the first to get on the list” to start filing virtual incorporation papers. Indeed, it’s easy to see this becoming standard practice in coming years, with traditional office buildings being abandoned for dynamic companies that exist wherever its employees happen to crack open their computers.
Image credit: Vermont.gov

I finally understand why Spore has been delayed for so long. Originally expected for a 2007 release, the simulated evolution game from Electronic Arts (ERTS) studio Maxis was suddenly withheld, much to EA’s chagrin. Maxis head Will Wright explained the delay, saying that the company wanted to make the follow-up to its wildly successful Sims franchise more accessible.
That turns out to be an understatement, as I found out yesterday at an advance press peek hosted at Maxis’ Emeryville, Calif. office. During the hold-up, Wright and his team (led by Executive Producer Lucy Bradshaw) re-tooled Spore into a Web 2.0 phenomenon designed to extend far beyond the actual game. A perfect example is the thumbnail pic above, from a YouTube video of the Spore monster I made with Maxis’ Spore Creature Creator, which is being released on June 17. (The full game won’t hit shelves until September.) The YouTube video creation and upload process is seamlessly embedded in the Creator software. As Bradshaw explained, the fan community’s ability to create and share Spore content is just as important as the game itself.
But that’s just the start.
By releasing the Creature Creator months before the game, Maxis is encouraging its fan base to develop a vast international ecology of user-created content. (It’s launching simultaneously on both Mac and PC, and the community sites will be available in 22 languages.) That includes a “MySpore” page for each player, which as the cheeky name suggests, is part of a social network for Spore creatures, and has similar functionality to MySpace and Facebook — your Spore Creature can friend other Creatures and share content across the system. (If the game becomes successful, it’s easy to imagine kids abandoning their real-world social networks for MySpore.) There’s an embeddable Spore web widget, and even an RSS feed, so you can track comments made on your MySpore page.
At the beginning of Spore’s development cycle, Bradshaw (pictured above) told me, “Sharing was intended to be under the hood” of the larger game. Instead, Maxis has made it the key feature — a testament to Web 2.0’s influence and a response to the what its passionate fan base has done with previous games. (The Sims games have a vast network of fansites featuring screenshots and machinima.)
Perhaps most ambitious, the content-sharing aspects of the Creature Creator can actually be integrated into Spore gameplay. While Maxis has made its own beastiary for the solo game, players can import their friends’ user-created creatures into it too, via a “Sporepedia” buddy list. The game tracks creatures’ meta data, and deposits them where appropriate in the game’s evolutionary timeline. You can even set preferences for the kind of creatures you prefer in your game, and Spore will search the player-made database for appropriate species and send them to your computer. (Sort of a TiVo for monsters.) Bradshaw told me Maxis is hoping to publish aggregated creature data on its site, showing which species are most popular and successful. It’ll be fun to see what creatures thrive in a kind of crowd-sourced simulation of Darwinian selection.
But will Spore appeal to a wide audience? The Sims succeeded so much because it was embraced by girls and women, who tended to enjoy its anarchic, virtual dollhouse quality — 60 percent of its player base is female. With its emphasis on spoogy, fanged creatures, by contrast, Spore seems more immediately appealing to boys. Bradshaw told me the game has tested well with girls, and anecdotally, even got her mom to enjoy it. Even more anecdotally, I challenged a nearby publicist named Katie (pictured left) to try her hand at the Creature Creator, and while hardly a hardcore gamer, she managed to whip up a scarily toothy snake-like beast as inventive as anything the dudes with the game press were making at nearby demo PCs.
“Making things,” as Bradshaw put it, “turns everyone on.”

Starting now, Mattel (MAT) is offering a premium subscription option to its phenomenally popular Barbie Girls web-based virtual world. Since beta launch April 2007, it’s amassed a record-breaking 13 million registered users, with over 2.3 million of those monthly active users.
At $5.99 a month, the new “Barbie Girls V.I.P” account gives girls a wealth of additional perks for their avatars, like a virtual pet, exclusive access to a “Extreme DreamPark,” and, of course, “a special virtual tiara.” Which that means starting this week, millions of parents will face a uniquely 21st century dilemma: Should they pay $72 a year so their little girls can enjoy playing with Barbies that don’t, in the strictest sense, exist?
That’s also a challenge for the virtual world industry, which often depends on low-cost virtual item sales (ala Gaia Online and Habbo Hotel) or pre-paid physical toys (ala Webkinz) for its revenue.
Mattel’s subscription plan is an aggressively priced alternative, and many will be watching to see if this name-brand toy company can attract a decent number of upgrades. That’s far from certain, for while millions of teens and adults happily pay $15 a month to play World of Warcraft, $5.99/month seems like a high price point for pre-teens. Then again, a Barbie 3-Story Dream House Playset will set parents back $275, so maybe they won’t mind paying a lot less for the virtual version.
Image credit: barbiegirls.com.

There’s a lot of VC money going into web-based, advertising-driven casual games, so here’s a wake-up call to investors: They may get better ROI with mobile phone-based gaming.
In 2006, mobile game platform Greystripe launched GameJump.com, a distribution site for free, ad-supported cellphone games; since then, consumers have downloaded over 65 million copies of Greystripe’s hundreds of titles. The company will publish an extended report of their user data later this week, but were nice enough to give me an advance peek. I’m looking at a lot of surprising numbers, but the most striking one to me is how gamers interact with the ads that appear before and after gameplay.
According to Greystripe, 10.1 percent of them click on the ads, a CTR that far outstrips web ads, which average some 1 percent to 2 percent. I strongly suspect at least some of these are accidental, fumble-thumb click-throughs, but even then, from the advertisers’ perspective, that’s not a bug, but a feature. And while mobile games are almost by definition casual, the demographic breakdown is markedly different from the web-based casual space, which is dominated by older women.
By contrast, 69 percent of the site’s U.S. users are aged 18-34, and 60 percent are male — roughly the same percent that own a PS3/360/Wii game console. So unsurprisingly, the top 20 titles are not just puzzle games, but arcade-flavored titles like Rollercoaster Rush and Bikini Pool Summer, from a studio called, appropriately enough, Guy Games. With data like this, I think we’re going to see a lot more money moving to mobile.
Image credit: GameJump.com
