3）据All Things Digital报道，为了不影响公司2012年财报情况，新闻集团很有可能在本周四之前以2000万至3000万美元的价格出售表现不济的Myspace（游戏邦注：周四是新闻集团该财年的最后一天），但有可能仍保留在Myspace的一小部分股权。
据知情人透露，Specific Media和Golden Gate Capital是最有可能收购Myspace的公司，而Myspace联合创始人Tom Anderson、Chris DeWolfe和Criterion Capital Partners等投资集团也已被传出有可能成为Myspace新东家的消息。
4）休闲游戏发行商eGames日前收购社交游戏公司Heyday Games，并提名后者主管Gene Mauro担任新工作室总裁兼首席营销官。
位于宾夕法尼亚州的eGames成立于1992年，其代表作包括《Puzzle City》和《Boss Hunter: Revenge is Sweet!》等休闲游戏，该公司在2005年收购了经典电脑游戏开发商Cinemaware的资产，并推出了基于《Three Stooges》和《Defender of the Crown》的新作。
5）《日经新闻》最近调查了Tecmo Koei、Square Enix和Konami这三家主流视频游戏公司在社交游戏领域的表现情况：
Tecmo Koei目前的在线和手机游戏业务利润率达27%，几乎是传统包装零售游戏的两倍。它的社交游戏项目的利润同比上年增长66%，共达2500万美元，并计划于今年将其100人的社交游戏团队规模扩充至200人。Tecmo在这一领域的代表作是投放于GREE平台的策略类游戏《100 Man Shin Sangoku Musou》。
Square Enix在2010财年亏损1.2亿美元，但计划在本财年通过在线游戏（包括社交及手机游戏）实现双倍运营利润并创收3730万美元，代表作是运营于Mobage平台的《Traveling Fairy》。
7）云端优化服务供应商Akamai Technologies香港公司宣布向社交游戏发行商6waves提供Dynamic Site Delivery解决方案，通过缩短游戏加载时间和保证高水准的运行性能，提高后者用户的游戏体验。除此之外，Akamai平台还支持6waves在无需部署任何新硬件或软件的情况下，快速向新市场发布游戏。
1）Updated: Zynga might file for $2 billion IPO Wednesday
Social games maker Zynga may file to go public as early as Wednesday to raise up to $2 billion, according to the Wall Street Journal.
Zynga is expecting a valuation somewhere between $15 and $20 billion, sources familiar with the matter told the Journal. That would put the company well ahead of massive game publisher Electronic Arts, which currently has a market cap of $7.5 billion. Activision-Blizzard, which typically caters to console and hardcore gamers, has a market cap of around $13.3 billion.（source:venturebeat）
2）Why Google+ needs to succeed in the mobile space
by Marc Flores
Google tried its hand at social networking with Buzz, but ultimately failed at what seemed like an honest effort. It tried to buy Twitter and Facebook in the past, but couldn’t manage that, either. So, if you can’t beat ‘em, join ‘em. Again. That’s what the search giant is hoping to do with Google+.
At first glance, it looks a lot like a watered-down version of Facebook. However, instead of just passively sharing messages, updates and media online, you can also organize your friends, family and colleagues into groups so you can control who sees what content you share. Being a Google product, you can also chat and video chat with friends via Google+ in the “Hang out” section.
While the new social networking service will see a slow, gradual roll-out (which just might hurt it in the end), perhaps the most important key to its success is mobile adoption and execution. Much of our social networking is conducted on mobile devices these days, whether it’s a smartphone or a tablet, and the features that are key to Google+ have to be just as smooth and seamless on mobile devices.
An Android app for Google+ already exists, and the video demo shows what you can do with the mobile application. Aside from location-based search and sharing, along with what your friends are sharing on their streams, you can also instantly upload photos as you shoot them and choose which photos to share with whom later. But since Google+ is still invite-only, you’ll need an invitation in order to log into the app. An iOS version is coming for iPhone, iPad and iPod touch users soon.
While the desktop client looks pretty good from the screenshots and video demos we’ve seen so far, smartphone is where this new service will be made or broken. In order to compete with the likes of Twitter, Facebook and Foursquare, the folks in Mountain View really need to focus their efforts into making sure this isn’t just another reactive, copycat service that no one will care about after a year or so.（source:intomobile）
3）News Corp. finalizing $30M sale of Myspace
Myspace’s parent company News Corp. is in the final stages of selling the under-performing social network for $20 – $30 million, reports All Things Digital.
News Corp. is apparently in a rush to complete an acquisition deal by Thursday — its fiscal year-end. The media giant probably doesn’t want MySpace to blemish its 2012 financial records, especially given the lackluster revenue predictions.
Backing up earlier information, the report indicates that significant cuts in staff and operating costs will be made to Myspace depending on who the buyer is. News Corp. might also retain a small minority stake in the company, according to the report.
Specific Media and Golden Gate Capital are at the top of the list of companies that could acquire Myspace. Both companies would focus Myspace on music, sources told All Things Digital.
However, it’s unclear if prior music licenses will transfer with the sale.
An investment group that includes Myspace co-founder Tom Anderson, another separate investment group that includes Myspace co-founder Chris DeWolfe and Criterion Capital Partners have also been rumored as showing interest in purchasing the company, according to the report.
News Corp. purchased the California-based social network in July 2005 for $580 million. The company’s revenue peaked at over $900 million in 2008.（source:venturebeat）
4）eGames Acquires Social Game Maker Heyday Games
by Frank Cifaldi
Casual game publisher eGames, Inc. has acquired social gaming company Heyday Games, appointing studio head Gene Mauro to be its new president and COO in the process.
According to the company, Mauro will be in charge of “all aspects of future game products.”
Langhorne, Pennsylvania-based eGames was founded in 1992, and has developed casual games that include Puzzle City and Boss Hunter: Revenge is Sweet!.
In 2005 the company acquired classic computer game developer Cinemaware’s assets, and has since released new titles in its Three Stooges and Defender of the Crown franchises. （source:gamasutra）
5）3 Examples: How Are Japan’s Video Game Companies Doing In Social Games? [Social Games]
by Dr. Serkan Toto
One big trend in Japan’s social gaming industry is that local video game makers, from smaller developers to listed companies, are starting to produce more and more social games for GREE, DeNA, and Mixi.
Japanese business daily The Nikkei recently investigated how successful three major video game companies in particular are in the social gaming business, namely Tecmo Koei, Square Enix, and Konami.
Tecmo Koei currently boasts a profit margin of 27% in its online and mobile gaming business, which is nearly twice as high as the margin for “traditional” packaged software. Profit in the social gaming business grew 66% to $25 million year-on-year – so it’s no surprise Tecmo Koei wants to double its developer base for social games from 100 to 200 people this year.
One of the most famous Tecmo Koei social games is strategy game 100 Man Shin Sangoku Musou (on GREE).
Final Fantasy maker Square Enix lost US$120 million in fiscal 2010 but plans to double the operating profit from online games (social and mobile included) to $37.3 million this fiscal.
This company also plans to hire more social game developers in order to boost growth.
One recent example of a social game made by Square Enix is fantasy adventure Traveling Fairy (on Mobage).
Konami has been doing especially well in the social gaming field. Their card game Dragon Collection, for example, has been topping the popularity ranking on GREE for 35 weeks in a row (it’s still No. 1).
This fiscal year, Konami wants to double sales in its social games business to a whopping $373 million (10% of overall sales).（source:serkantoto）
6）Adknowledge lets developers move Facebook games to web portals
Adknowledge is announcing today a way to package Facebook games for monetization and launch them on web portals.
The goal is to enable game developers to easily expand their games from Facebook to the broader web without having to worry about doing all of the integration work for monetization.
Adknowledge calls its solution Social2Web, which lets game developers create stand-alone versions of their Facebook games on their own web sites.
Other companies such as Heyzap and Hi5 make it easy to convert Facebook games from one platform to the web as well. But Adknowledge can do a better job because it offers a full range of monetization options for its customers, said Bobby McFarland, director of Social2Web.
Social2Web allows developers to create web versions of their games that can be inserted into just about any game portal or web site. That helps expand a game’s distribution to a lot more users and it equips the game with the means to make money out on the open web. Social2Web allows developers to uses incentivized invites, social display monetization, direct payments, and access to Adknowledge’s monetization options such as offers or its ad network. Some of those options, such as incentivized invites, have been removed from Facebook.
Developers can expand their virality with incentivized game invites, such as sharing links via Twitter or email. They can also process transactions for credit cards at rates much lower than the 30 percent fee charged by Facebook for its Facebook Credits virtual currency. There are more payment options for gamers. And on the web, developers can earn money for display ads shown next to their games; on Facebook, the money for such ads goes into Facebook’s pocket.（source:venturebeat）
7）6waves Partners with Akamai To Enhance Social Game Experience
By Sebastian Sujka
Akamai Technologies Hong Kong Limited, provider of cloud optimization services, today announced that 6waves Inc., a leading international publisher and developer of gaming applications, is leveraging Akamai’s Dynamic Site Delivery solutions. These will enable 6waves to enhance the delivery of its social media games and applications to social networking platforms, including Facebook and Yabage in Japan. Akamai supports 6waves in the delivery of some of the most popular social games including Ravenwood Fair, Mystery Manor, Mall World, and Resort World, which attract 15.9 million monthly active users alone.With this partnership 6waves aims to improve the user experience by reducing the game load time and ensuring a high level of performance, regardless of where the user is located.
In addition, Akamai’s platform gives 6waves the ability to scale quickly and enter new markets, without the need to deploy any new hardware or software. “Through partnerships with top developers, 6waves aims to publish the next generation of social games to cover every genre, language, and platform to reach a global audience,” said Rex Ng, Chief Executive Officer, 6waves. “With the rapid growth of game developers and many popular game titles, the social gaming industry is becoming increasingly competitive. Akamai’s support enables us to work with game developers to provide a fast, reliable and high quality social gaming experience to players around the world.” 6waves’ business model provides distribution and monetization solutions for developers by delivering high quality social games to its global network of 50 million monthly active players. Currently 35 per cent of 6waves users are in Asia, 30 per cent in the United States, 25 per cent in Europe and the remaining 10 per cent spread across the rest of the World.（source:socialgamesobserver）
8）AltEgo Set to Sell Cross-Platform Avatar Solution to Social Game Devs
By AJ Glasser
AltEgo has recently emerged as a cross-platform 3D avatar pipeline solution that allows players to integrate their in-game avatar into all parts of their digital life — Twitter, email, mobile and social games. It also could serve as a shortcut for developers looking to go cross-platform thanks to some services AltEgo provides to developer partners.
The way it works is AltEgo stores all avatar and avatar items within its system along with a marketplace feature. Game developers can import all their art — meshes, character models, animations, etc. — to the system. Once there, the developer can set parameters for individual avatar items; for example, making a set of fairy wings a giftable item or setting a turkey hat to be a limited edition item for sale. The developer can then use AltEgo to bring the avatar and avatar items into any platform on which the developer’s game runs, be it mobile or social. Any change a player makes to their avatar in-game is reflected across all platforms (except email) instantaneously.
AltEgo CEO Seth Gerson walked us through a product demo that spanned a social game, a blog, and an email thread. Using his wife’s Goth-themed avatar, he purchased a hat in-game that immediately appeared on the avatar’s head when he exited the store screen. Clicking over to her blog and refreshing reflected the updated avatar. Email was a slightly different matter with the avatar not updating until he’d actually sent a new email.
“The reason for that is we want [the avatar] to match your emotion [at the time the email was sent],” Gerson explained. “Like if you send an email that says ‘I’m happy,’ but you just bought a fist-pump animation, that wouldn’t make sense.”（source:insidesocialgames）
9）Hardcore games could battle social games on Facebook with OnLive
by Joe Osborne
But let’s not get ahead of ourselves. During an interview with MCV, OnLive founder and CEO Steve Perlman hinted that he’s interested in bringing his videogame streaming service to Facebook. What the OnLive service does is bring hardcore, graphics (and hardware) intensive games to gamers with low-to-mid level machines over the Internet in HD resolution.
This is thanks to how far streaming technology has come, and the service is already coming to iPads soon. But now, “OnLive will,” Perlman told MCV, “bring core gaming into a social space currently dominated by casual content.”
Perlman went on to say: “The thing about FarmVille and Mafia Wars is that they work on every device for every user. So when you invite someone to help you or play with you, they’re immediately there. With core games, you can’t do that. With OnLive you can do that.”
“So what’s really exciting was actually buried in the initial press release, and that’s the fact that all the Facebook interaction is exposed in the SDK, so developers can make games that are social games but are still high performance core games,” Roberts told MCV. “You’ll see the first of these round about the time of the UK launch.”（source:games）
10）FishHunt Explores Under-Developed Fishing Genre, Focuses on Expansion According to Player Feedback
By Pete Davison
FishHunt is a new Facebook game from developer HitGrab, Inc. The game launched in open beta on June 7 following a 30 day pre-release marketing strategy designed to engage early adopters and build a user base before launch. It turned up on our list of emerging Facebook games just last week.
According to our traffic tracking service AppData, FishHunt currently has 254,362 monthly active users and 18,234 daily active users.
FishHunt is a game that focuses on the life of a fisherman. Players can navigate their boat around various grid-based maps in a similar fashion to treasure-hunting games, and are able to fish water squares if they have the appropriate rod and bait. Fish can be exchanged for trophies (which provide hints on how to catch more of the same fish) or alternatively sold at the fish market, which uses a dynamic player-driven economy. Selling fish becomes necessary at times, as the player’s boat only has a certain amount of space. There’s a time limit before caught fish spoil, too, thanks to the player’s gradually-melting ice supply, which can be topped up in exchange for soft currency.
Players can acquire additional licenses and access to further regions and equipment by completing sets of quests rather than using a more traditional experience point-based leveling system. This allows casual players to make noticeable progress in a short time rather than having to “grind” for experience points.
HitGrab CEO Joel Augé feels that the actual sport of fishing has been under-explored, despite the many fish-themed games on Facebook. He also believes that the game has a number of features that set it apart from other titles on Facebook even beyond the fish genre.
“A few detailed traits include the fact that the whole map is animated (with waves and weather conditions being dynamic) and the fact that the marketplace and weather conditions are shared across all users,” he says. “With feedback from our players, we’ve innovated a number of features we plan to release to make the social side of FishHunt even more fun as well. We’ve built one of the fastest Flash game engines in the world called ‘Blitz,’ which is what powers the thousands of simultaneous animations in the game. That’s pretty unique in our space.”（source:insidesocialgames）