2）DeNA日前与韩国游戏公司Nexon达成合作协议，将把后者《冒险岛》游戏最新版本《MapleStory: Bokurano Boken 》（日语意为“我们的冒险岛”）推向在日本的Mobage平台。
7）分析公司Robert W. Baird & Co.最新报告预测，2011年全球电子游戏市场规模（包括硬件和软件销售额）将超过600亿美元，到2014年将创收至少800亿美元。
8）GfK Chart Track最近调查发现，自从有了平板电脑，用户对传统游戏设备的使用率正在下降。在接受调查的3000名平板电脑及电子阅读器游戏玩家中，59%受访者表示在拥有平板电脑之前，他们经常在主机和其他手持设备玩游戏。
10）社交游戏公司6waves Lolapps日前宣布推出《Ravenwood Fair》继集游戏《Ravenskye City》，该游戏外观与原来的Raven系列游戏颇为相似，要求玩家重建并复兴一座废墟之城。
据AppData数据显示，6waves Lolapps目前MAU已超过1700万，其主打游戏《Ravenwood Fair》当前MAU在450万以上，它在全盛时期的MAU曾高达1190万。
12）据GDC China报道，iPhone游戏《屋顶狂奔》（Canabalt）开发者、Semi Secret Software联合创始人Adam Saltsman，将于11月12日-14日期间在GDC China 2011的“独立游戏”峰会现场分享题为“小公司、小团队及个人游戏开发者的商业与开发机会”的演讲。
1）DeNA Buys Atakama Labs, Makes First Move To Latin America [Social Games]
by Dr. Serkan Toto
DeNA just announced the acquisition of yet another startup, social games maker Atakama Labs from Santiago, Chile. It’s the first time for DeNA to expand to South America, but Atakama also has an office in San Francisco (where ngmoco is based, too).
Financial terms of the deal weren’t disclosed, but Venturebeat reports the prize could be in the US$6 million range. The Atakama team of 30 people is supposed to support ngmoco in the US with developing Mobage Global.
Atakama Labs will primarily provide engineering support for ngmoco’s first-party and third-party games, as well as the Mobage platform itself. The companies already have an established relationship through previous work commissioned to Atakama to port third-party mobile social games to Mobage Global.
What’s also interesting is that DeNA plans to aggressively add foreign employees in the future:
Currently DeNA Group has a staff of nearly 400 worldwide, working on social games for smartphones, and the Group plans to expand the team to 1,000 in the near future. The acquisition of Atakama Labs will add a team of 30 to DeNA’s global staff.
GREE is planning to open an office in South America, too, namely in Sao Paolo, Brazil, in February next year.（source:serkantoto）
2）Nexon and DeNA team up to bring mobile social RPG MapleStory to Mobage in Japan
DeNA has been anything but shy when it comes to spreading its social base around the globe of late.
In the last few months alone, the Japanese firm has been on an acquisition spree, moving for Punch Entertainment in Vietnam and Chile-based Atakama Labs.
Its operations closer to home haven’t been neglected either, however, with an expansion to its operations in China and Korea quickly followed by a deal with MapleStory studio Nexon.
Based in Korea, the studio has agreed a partnership with DeNA that will see the latest game in its series launch on the firm’s Mobage platform in Japan for free.
Dubbed MapleStory: Bokurano Boken (Japanese for Our Adventures), DeNA’s claims new title was built from the ground up for mobile and, though no specifics have been given, could well make the leap to smartphones in the west in the future.
“The original MapleStory is a PC-based side-scrolling action MMORPG where players develop their characters and explore a beautiful world full of thrilling combat and mystical, colourful enemies,” says DeNA of the franchise.
“In the new title, players create characters and venture into the MapleStory-themed world and battle against monsters in collaboration with other players.”
Nexon claims more than 100 million users have signed up for the original game in 60 different countries. 18 million of those registered are based in South Korea, with a further 4 million playing out of Japan.（source:pocketgamer）
3）Discoverability On Mobage And GREE: How Japanese Players Find Social Games [Social Games]
by Dr. Serkan Toto
With tens of thousands of games to choose from, “discoverability” is a big problem for gaming companies offering on Facebook, in the App Store or on the Android Market. But how about Japan, on DeNA‘s Mobage or GREE?
Mobage and GREE offer “only” over 1,000 games each currently, so it’s easier for individual titles to stand out than on Facebook, for example, but it’s not simple.
Here are the main ways of how Japanese players discover games (exemplified on GREE for smartphones and feature phones):
This is pretty straight-forward: users who know the name of a game can simply enter it in the search box on the GREE home page. The search box is located at the top on the feature phone version and on the bottom of the screen on iOS and Android (available on Mobage, too).
Much like Facebook, for example, GREE offers different categories for games to make it simpler to discover titles. Categories are only available on GREE for feature phones at the moment.
GREE offers three types of rankings (as does DeNA, by the way). One ranking shows the most popular games on GREE as a whole, while two others show which titles are played the most by male and female users, respectively. Rankings aren’t available on GREE for smartphones at the moment.
4.New games section
New games uploaded on GREE are shown in a special section (for both feature phones and smartphones) for a while.
5.Recommended games section
Very much like in the App Store, for example, this is the most sought-after spot to get their games exposed to users for all GREE developers (available on both feature phones and smartphones). Mobage also reserves a section for recommended games – and as on GREE, first party games tend to be overrepresented (not too surprising, as both GREE and DeNA double as platform and game providers).（source:serkantoto）
4）91 per cent of recruiters use social networks to screen applicants
by Zen Terrelonge
Facebook is the most popular stalking channel despite LinkedIn’s professional purpose.
Social network monitoring service Reppler has compiled the report, which explores recruiters hiring habits.
Amazingly, figures have come back to reveal 76 per cent of hiring managers will use Facebook to examine the applicants profiles, while Twitter is second with 56 per cent.
This leaves LinkedIn to take third place with 48 per cent, which is surprising because the site’s purpose is to allow users to provide recruiters and peers alike with a professional profile anyway.
The report shows that employers prefer Facebook because they want to see the type of person they are going to hire.
The social stalking method goes as far back as 2006 when CareerBuilder.com found results showed that 22 per cent of hiring managers checked social networks when looking for potential hires.（source:mobile-ent）
5）NPD: $4.5B Total Video Game Spending In U.S. During Second Quarter
by Mike Rose
A new report from market research firm The NPD Group shows that the total amount spent by consumers on gaming hardware, content and accessories in the second quarter of the current fiscal year in the U.S. is estimated at $4.5 billion, up 1 percent year-on-year.
NPD’s Q2 2011 Games Industry: Total Consumer Spend report stated that $1.44 billion was spent in the U.S. on new physical video and PC titles, while consumers spent $1.74 billion total on used games, game rentals, subscriptions, digital full-game downloads, social network games, DLC and mobile games. Hardware and accessories made up the rest of the quarterly total.
Anita Frazier, industry analyst at The NPD Group, noted, “While the new physical retail channel still generates the majority of industry sales, our expanded research coverage allows us to assess the total consumer spend across the growing number of ways to acquire and experience gaming, including mobile apps and downloadable content.”
In a report yesterday, the NPD noted that digital spending on video games by kids has increased by 17 percent over the last two years. （source:gamasutra）
6） NPD: Kids’ Digital Game Spending Up 17% In Last Two Years
by Mike Rose
A report released Tuesday from market research company NPD Group has found that digital spending on video games by kids has increased by 17 percent over the last two years.
The Kids and Entertainment Content report noted that the overall retail/digital spending split for kids — classed as children between the ages of 2 and 14 — is currently 79/21, with digital spending up compared to last year’s 85/15 split.
The majority of kids’ entertainment spending is on music and movie content, followed by video games, television shows, books and apps.
However, digital video game content has seen the fastest growth in kids’ spending, up 17 percent in the last two years, compared to 14 percent for music and 13 percent for movies.
According to the report, in general kids start downloading digital content from an early age, with around 50 percent of kids having downloaded some form of digital content by the age of 7.
Anita Frazier, industry analyst for The NPD Group, noted, “Kids are not skittish to use technology that is available to them, and the convenience and instant gratification afforded by downloading content is alluring to them.”
“The ease and short downloading times associated with music downloads means that this is often the gateway activity to downloading for kids, but the large increase in digital games acquisition over the last two years points to how this is becoming a more mainstream way of acquisition across all types of entertainment content.” （source:gamasutra）
7）Analyst: Video Game Market Worth $60B Worldwide In 2011, $80B By 2014
by Mike Rose
A new analyst report suggests that the worldwide market for video games will exceed $60 billion this year, over both hardware and software sales.
Colin Sebastian, newly moved to analyst firm Robert W. Baird & Co. also noted that the company expects the video games industry to generate more than $80 billion in 2014.
For the next 3-5 years, he suggested that online game revenues will increase by around 15-20 percent each year, with DLC and mobile titles the biggest factors, along with social network games.
Concerning the next few months, Sebastian believes that the industry will see positive growth following a slow summer, thanks to a barrage of “drive titles” such as Modern Warfare 3, Battlefield 3 and Uncharted 3.
Overall, he noted that the video game industry is the only segment of the entertainment sector that is showing “clear growth.”
“Unlike newspapers, magazines, TV and radio, video game sales have accelerated since the advent of online and mobile platforms,” he said. “And yes, we believe another video game cycle is likely, with Sony already in development on a next-generation PlayStation.” （source:gamasutra）
8）Survey: Tablet Users Report Playing Less On Consoles
by Kyle Orland
A survey of tablet owners finds that a slight majority report using traditional game consoles less since getting the device.
GfK Chart Track found that, of the 3,000 tablet and eReader owners it interviewed who play video games, 59 percent said they had played more on consoles and handhelds before they had a tablet.
That’s more than the ratio of tablet owners who reported reduced use of other traditional media, like printed books, newspapers, television and movies.
Industry watchers have debated whether new platforms like mobile devices and social networks are taking audiences away from more traditional forms of gaming, or merely expanding the video game market to previously untapped audiences.
“The fact that a majority of game-playing tablet owners report using a video game console or a handheld video game less often as a result of owning a tablet does not necessarily mean they are playing video games less often,” Gfk research VP Risa Becker said in a statement.
“But it does suggest that tablet owners are moving their gaming from other devices to the tablet,” she added.
A recent survey of British game developers found most expecting declines or flat growth in PC and console game demand in the coming year, with large majorities expecting increased interest in mobile/handheld and casual games. （source:gamasutra）
9）Global social network advertising revenues to hit $10bn by 2013
by Zen Terrelonge
But LinkedIn’s growth has begun to slow with a three per cent share.
Data analyst eMarketer claims the majority of global social network advertising revenues will go towards Facebook, while Twitter comes in second place with a much smaller share.
The US market will generate just under half of the total at $2.74 billion.
Meanwhile business network LinkedIn will claim three per cent with $140.8 million, according to the report.
eMarketer also claims despite the LinkedIn’s ad revenues tripling in two years, the growth is now slowing down.
Clark Fredricksen, rep for eMarketer, said: “LinkedIn’s made it pretty clear that the horse they’re riding is their recruiting business. But they make a handy chunk from advertising for sure.”
The report reveals 8.8 per cent of US advertising dollars and 6.9 per cent of global advertising spending is going toward social networking sites, which will increase to 11.7 per cent and 9.4 per cent, respectively by 2013.（source:mobile-ent）
10）6waves Lolapps launches Ravenskye City social game (exclusive)
Hoping to extend a social game franchise, 6waves Lolapps is launching its new Ravenskye City game today.
The game is an expansion of the existing Raven series of games that have been a major hit for 6waves Lolapps. If it takes off, then 6waves Lolapps will have a more predictable way of maintaining its audience via franchise sequels. That’s very similar to the way console game companies extend the audiences for their games.
The expansion, which will be available for users today on Facebook, shows that the social game industry is evolving and becoming more mature. Other social game companies such as Zynga have followed the same tactic. By pursuing this strategy, Lolapps has been able to raise more money, double the size of its development team, and attract some key talent from traditional video game companies.
6waves Lolapps has more than 17 million monthly active users, according to market analyst Appdata. Its top game, Ravenwood Fair, has more than 4.5 million monthly active users. That’s down from its all-time high of 11.9 million monthly active users, so it’s time to give the game a shot in the arm.
Back in April, the company launched its Ravenstone Mine expansion for the original game. But Kavin Stewart, co-founder (pictured at top on the right) said in an interview that the development team is trying to make some big improvements in the game play for the new title. With the older games, you spend a lot of time “grinding,” or doing repetitive tasks to level up, such as chopping down 300 trees.（source:venturebeat）
11）The Sims Social: 50 Days In and Gunning for CityVille’s Top Spot
By AJ Glasser
As of figures tracked by our AppData traffic monitoring service today, The Sims Social enjoys 65.6 million monthly active users and 9.8 million daily active users. In the last seven days, the game has lost a little over half a million in DAU — which brings it down a total of 1.4 million from its all-time high in that category. Meanwhile, MAU has continued to grow, though at a much more modest 3% gain for the past week compared to the 9% growth experienced the week prior.
The Sims Social soft-launched in mid-August to a fairly large audience that was already aware of the game through extensive press coverage. Additionally, the game’s Page actively recruited fans by incentivizing its overall number of Likes with content reveals. By the game’s official August 19 launch date, The Sims Social already had 4.8 million monthly active users and 2 million daily active users. The first 30 days saw steady growth in MAU and overall growth in DAU punctuated by two sharp spikes in early September.
We cannot know for sure how much of The Sims Social’s early growth was due to advertising or user acquisition activities facilitated by Nanigans. We do know that while Nanigans is currently involved with the game, in early August EA Playfish denied that its partnership with the service provider included The Sims Social. We also know that EA updated its PC Sims series such that when users loaded up the game, an ad for The Sims Social appeared in the Game Launcher window.
If EA Playfish can keep MAU going and at the very least hold DAU steady throughout October, it has a real shot at toppling CityVille, assuming Zynga doesn’t do anything to flood its juggernaut with new traffic (e.g. launching an expansion or sequel, name-dropping the game in IPO announcements, etc.). The way things are going, however, it’s unlikely that The Sims Social will ever see the massive all-time traffic highs of 101.2 million MAU and 21.5 million DAU that CityVille enjoyed in its heyday. At best, The Sims Social can hope to take home the top spot in the leaderboards with just around half of that.（source:insidesocialgames）