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.

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

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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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.

Fueled by the purchase of Club Penguin and other success stories, the market for virtual worlds designed for children/teens keeps booming. Om just passed me word that Trinity Ventures is investing in Fluid Entertainment, a Mill Valley, Calif.-based developer now working on a “green kids world” with ecological themes. (Alert to Katie!) For Trinity, this adds another game property to a venture funding roster that includes casual/women-oriented game developer Play First.

Jay Gould, a former owner of pioneering social network and video-sharing site Bolt.com, has launched Gamers Media, an ad network for casual game sites. It is one of several other startups, such as NeoEdge and Mochi Media, which launched last year, seeking to monetize the hugely popular casual games market.
After the bankruptcy of Bolt.com last year, Gould said he was looking for his next opportunity. He’d noted an advertiser rush to gaming sites while at Bolt, and decided that should be his next endeavor. New York-based Gamers Media reaches 20 million uniques and has about 40 properties on which it can place ads, and it has signed a partnership with Adify to build out its publisher network. So far, Gamers Media is profitable, but Gould said he doesn’t disclose revenue.
He did say the CPMs on his site range from $10 to $20 for brand advertising, with tactics such as page takeovers and custom-built “advergames” netting a higher CPM. The site shares an average of 50 percent of its revenue with publishers that range from Big Fish Games to Lycos’ Gamesville property. I love that the company is making money, and is profitable, but the value of Gamers Media is only as good as its publishers. It needs to corner the market fast — or score some exclusive arrangements with big publishers — in order to compete.

Here’s the elevator pitch I’ve heard most often this year: “It’s casual gaming meets social network meets X.” The number of startups and new launches that are being framed that way — with “X” being virtual items, or user-created content, among many other features — has been overwhelming, so much so that my fellow gaming editor, Jane Pinckard, and I decided to start compiling them in ongoing, round-up posts. Last month, Jane tackled iWon, Kickplay, Moola, and Wipido. Here are three more:
• The Pitch: The blockbuster casual game of heroic waitressing adds a social network (pictured) and a quasi mini-MMO in which players can run restaurants and buy virtual items.
• The Money: From PlayFirst, the casual game publisher backed by venture funding from Mayfield Fund, Trinity Ventures and Rustic Canyon Partners.
• The Take: Over the years, Flo’s adventures have been downloaded over 200 million times, yet 45 percent of the buyers of the most recent spinoff, Diner Dash: Hometown Hero, were new customers of the franchise (a PR rep tells me). This one looks like a sure hit.
• The Pitch: The popular avatar-powered chat network is now adding a game platform for developers, so online users can invite friends to engage in bouts of quick gaming. (Sort of live chat meets Facebook-style apps.)
• The Money: Launched in September 2005, gained backing from Sequoia Capital in December of that year and Draper Fisher Jurvetson this January.
• The Take: Currently boasting 6.5 million unique monthly users with an average use time of 2.5 hours, this is fertile ground for advertising revenue. Unsurprisingly, Meebo PR reps tell me they’ve already attracted 200-plus developers to create casual game titles.
• The Pitch: Habbo Hotel meets Sim City: a Flash-driven casual MMO in which players build cities and socialize. (Set to be released in the first quarter of 2008.)
• The Money: Developed by Linking People Ltd., a small company founded in 2006 in Hong Kong by three veteran German web developers.
• The Take: Visually appealing with an inventive concept, this has a good chance of attracting the same creative teen gamers that made Gaia Online such a hit, as well as older gamers with less time for the hardcore strategy games they used to love. Here’s an interesting Gamasutra interview with the developers. It will be launched first in China and Germany, regions heavy with virtual world players.
We’ll keep an eye on all of them in the coming months. Chances are that a few will reach escape velocity — though just as surely, most will go defunct or be consolidated with a bigger player.
Outspark, a San Francisco-based casual games publisher with offices in Seoul, South Korea, launched its North American games portal yesterday. Like Nexon’s South Korean-developed MapleStory, Outspark games will be free to play — in addition to advertising built into the games and the portal, the company will rely on micro-transactions of virtual goods sales to generate revenue.
Their first game, Fiesta, published by OnsOn Soft in Asia, is an MMO currently in open beta. Outspark, which secured $4 million in funding earlier this spring from Altos Ventures and Doll Capital Management, plans to work with other developers to publish community-oriented multiplayer casual games as well.
I put a few questions to CEO Susan Choe and Chief Studio Officer Nick Foster yesterday to get a better sense of the company’s plans.
The micro-transaction model has been shown to be very successful in South Korea, where Outspark also has experience, but has been slow to take off in North America. Why do you think that is and why do you think it’s time to launch this revenue model here?
SUSAN: The micro-transaction model was slow to gain traction in North America due to a lack of payment solutions like those readily available in Asia. The response of North American gamers, however, to this type of game and item sales model has been tremendous and forms the basis of Outspark’s initial releases. Our expertise in running global portals like Yahoo (YHOO) and leading game product management at companies including EA (ERTS), Nexon, Blizzard and NHN will help us continue to deliver great results.
What demographic do you see as your primary target and how will you reach it?
NICK: Outspark’s initial target demographic is the youth market, specifically those between the ages of 13 and 24. Friendly, socially driven games appeal to all ages, however, and we’re attracting a diverse community of people looking for a different style of play than can be found in conventional console or hardcore games.
Your competition, in my view, is not necessarily World of Warcraft but socially rich Web 2.0 apps like Facebook and YouTube (GOOG). How will your products compete — or integrate — in that space?
SUSAN: Outspark’s goal is to provide a socially active virtual playground for online gamers. By providing games that players genuinely want to spend time in and building a community around that shared experience, Outspark can be a good partner for socially rich Web 2.0 companies by providing their communities with additional engaging activities.
You talked [in the release] about Outspark as a “platform.” Can you tell us more about that?
NICK: Outspark understands online gaming and the human drivers that make game communities successful. We’re combining our expertise in global entertainment with an understanding of virtual item sales and good game design. Outspark’s goal is to find media partners and work with them to apply this holistic “platform” approach to help build additional channels for their IP, around which online communities can grow.
First the good news: virtual worlds are experiencing their own dot com boom. Now the bad news: virtual worlds are experiencing their own dot com boom. Tomorrow and Thursday, the second Virtual Worlds Conference and Expo launches in San Jose; the first one went off last March in New York, when just nine worlds/MMOs were showcased. Six months later, thirty of them will be on hand, many you’ve probably never heard of, and if past history is any guide, just as many you’ll probably not hear much about, afterward.
Seven slated for the show are kid-oriented, including Zwinktopia, Gaia Online, and Habbo Hotel, all of which have been featured on GigaOM; with the continued growth of MMOs for minors, this isn’t surprising. But then, four of them are virtual worlds designed for enterprise solutions, including Forterra, Unisfair, Project Darkstar from Sun Microsystems, and something called VT&T, a stealth project from a team of developers formerly of AT&T.
Like the original dot com boom, the Expo is an awkward convergence of traditional media corporations like Disney (new owner of Club Penguin), MTV/Nickelodeon (announcing eight virtual worlds), and Turner (which recently bought partnered with Kaneva), scrappy start-ups like Metaplace and Ogoglio, and lumbering into the proceedings like they always have, Microsoft with Virtual Earth and an unknown MMO set to be announced there.
And if the last boom’s trajectory of hubris and greed is followed, most of these are destined for obscurity– or acquisition by their wiser superiors. While kid-oriented MMOs have the most active users and thus seem like the safest bet, for example, as FoundRead editor Carleen Hawn suggests, they’re also fragile ecosystems that can fall apart with too much outside interference and commercialism.
In any case, I’ll be there to appear on a panel, and looking for GigaOM stories to file from the scene. If you see me, be sure to say hi; and if you miss me at this virtual worlds conference, you can still look for me at the one in London, later this month.
Disclosure: My Second Life blog New World Notes is a “media partner” with the Expo.
While visiting China to speak at an arts festival last month, I also filed a GigaOM story on HiPiHi, a start-up founded by one of the country’s top Internet entrepreneurs. Thanks to Om’s reputation, the article is easily the highest profile coverage yet for the upcoming “Chinese Second Life”, sure to be of great interest to investors and tech executives, most especially in China.
After it ran, however, I noticed one small problem with the piece. It can’t even be accessed in China.
I first noticed this in the business office of a hotel atop the legendary Huangshan Mountains. The story, along with all of GigaOM, was being blocked by The Great Firewall. Not only GigaOM, as it turns out, but apparently every Wordpress-driven blog has been banned in China starting in 2005. So if you’re in Shanghai, you can’t read Scobleizer. You can’t even visit I Can Has Cheezburger, for God’s sake. (Im in ur Interwebs, censoring ur LOLcats.)
Since I couldn’t post in China, I had to e-mail the article out of the country as a Word doc so Om and Carolyn could publish it — an extra hit to GigaOM’s resources directly attributable to the Chinese government. But even if I wrote the HiPiHi story on a non-prohibited blog system (I could access TypePad from China just fine) it would have gotten blocked anyhow, because it briefly mentioned the Falun Gong, China’s brutally repressed meditation sect.
I was expecting some level of political censorship when I went there, of course. At times, it’s pathetically obvious and inept. While watching a hotel broadcast of CNN International, for example, the anchorwoman mentioned an upcoming story on a Chinese dissident — and seconds later, the channel went black. The next night, CNN and all other Western channels had been replaced by CCTV (China State TV) programming. Other times, it’s more insidious. While reading Yahoo! News in the lobby of our Beijing hotel, my girlfriend Jennifer noticed that one of Yahoo’s top stories was about AIDS activists in China. But before she could even click on the link, the page auto-refreshed, and after it reloaded, the story was gone.
But the thing is, when interviewing HiPiHi’s execs, I didn’t even pursue the subject of Falun Gong for political reasons. It was first broached by Jen, who was there to take photos, but I was already planning to pose the question as an essential part of my business coverage. Since HiPiHi is competing with Second Life and other upcoming user-created metaverses, the issue of just what opinions its users can express is a basic matter of market distinction. And so now, a couple dozen high-tech/venture funding blogs are discussing the GigaOM article — but none, as far as I can tell, are based in China. Thanks to their own government, which claims to promote the nation’s burgeoning technology sector, the Chinese digerati are simply kept out of that conversation.
Much has been written about how Internet censorship, actively abetted by Yahoo! (YHOO), Google (GOOG), and other top companies in the tech industry, is bad for the Chinese people. Less has been said about how it’s bad for the tech industry itself. As my HiPiHi experience suggests, it prevents investors and executives in the country from getting the full range of information they need to discuss and make good decisions in a transparent and timely matter. (A couple Net-savvy Chinese friends were able to read the article, they told me later — but only after they’d run it through the EFF’s indispensable firewall breaker. And would they have even found it, had they not already known what to look for?) As a consequence, China’s participation in the global high tech economy is crippled and incomplete, and in any partnership with the free world, threatens to hobble us all.
At the same time, this also gives me great optimism that the Great Firewall is ultimately doomed. (Even if the government exploits U.S. accusations of hacking as a “national security” rationale to thicken it even further.) China continues to be rocked by disastrous trade scandals that might have been prevented, had their corporations and investors gotten fuller access to outside reports of internal corruption and mismanagement. For all the heroic efforts of Chinese free speech dissidents (ably reported by Rebecca MacKinnon and others), it may be China’s business people who push forward the final, irresistible demand: To make our country the global power it’s destined to be, the Wall must finally come down.
Photo of author on actual Great Wall by Jennifer Schlegel
Is having someone else to play against is what draws you to online gaming? What if you don’t have an XBox? Then, you are part of the target audience online gaming startup Power Challenge that just raised an $8 million from Silicon Valley VC firm Benchmark Capital.
Power Challenge, whose primary web-game Power Football allows for console-like soccer action, says it will use the cash infusion to expand its titles and improve marketing for the Sweden-based firm, which wants to use social networking among gamers as its primary lure.
Power Challenge CEO Johan Christenson said via phone last week that Benchmark’s previous investment experience in social-gaming entities like Second Life should provide a huge assist to Power Challenge’s attempt to build its reach via its built-in community aspects like online league play.
“Our main push [with the funding] will be to produce a wider range of sports games,” said Christenson, who said his site has an average of 1 million active users, but acknowledged it will need something more like Madden 2007 to really appeal to North American gamers, who use the term football for a sport played with helmets. Power Challenge’s game does require a software download, but Christenson said the experience works fine over connections as slow as a 28.8 K modem.