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Posts Tagged ‘co:king.com’

bejeweled.jpgWhile the enthusiast gaming market is somewhat stagnant, the casual gaming market is on a spurt, growing 20 percent each year. Casual games are smaller and cheaper to develop than blockbusters like Halo, but also less lucrative. However, while the profits from casual games appear smaller, their low development costs and potentially high profit margins also provide a better opportunity for startups.

“Casual gaming” is loosely defined as anything easy to learn that doesn’t require a big time commitment, like Solitaire, Bejeweled or Diner Dash. Games like those have 200 million active players, and pull in $2.25 billion yearly, according to a new Casual Gaming Association report.

By contrast, enthusiast games — the Halos and World of Warcrafts of the world — have an audience of 20 million, but manage to pull in a cool $20 billion. Yet the report, issued today, suggests that casual gaming might have the most growth potential for companies.

Pinning down exactly who receives the profits from casual gaming is difficult. While Microsoft’s famed Solitaire franchise is the most played casual game ever, with more than 400 million people having spent time shuffling their own cards, Microsoft didn’t directly profit — the game is simply a long-running perk for owners of Windows computers. Free play is typically considered a cornerstone of the casual gaming market.

Yet there are a handful of gaming portals that do profit, and account for most of those billions of dollars, including AOL Games, Club Penguin, MSN Games, China’s QQ, and Yahoo Games.

Although some money comes in from advertising on gaming sites, there are other revenue models. PopCap, for instance, distributes Bejeweled for free on PCs, but sells the game on mobile phones. Other companies allow free play on the website but charge for downloads, limit the number of levels that can be played without paying, charge for multi-player versions or sell subscriptions.

Last week, we sat down with Robert Norton, the new VP of business development at King.com, to talk about how his company is approaching growth in the market.

King.com makes much of its money from “skill games” on its own site like Cartoon Shootout, which charge players small amounts (often around a dollar) to play in tournaments against others. King.com also powers games for Yahoo, RealNetworks and NBC, among others, and just opened a new site called MyGame.

However, Norton says that in the future, players will begin to embed games on their own pages, whether that’s a Facebook profile or a personal webpage, and that casual games will become much more personalized.

Imagine uploading a picture of yourself into a game and then playing your own character, as JibJab does with its video series “Starring You”, which places a picture of your head on various dancing cartoons. It may sound silly, but Norton says the actual implementation is more clever, and well disposed to virally spreading through social networks.

mygame.JPG

Of course, professional development is still a sought-after commodity for these companies. Kongregate, home to Desktop Tower Defense, the latest casual gaming craze, has been collecting independent developers. King.com’s new site, MyGame, also seeks to recruit skilled developers, along with reaching out to users to create some content of their own.

Although Yahoo Games is the 40 pound gorilla of the casual gaming market, these companies seem to believe that players will slowly move away from casual gaming portals, and towards some of the newer ideas they’re betting on.

A final opportunity is in broadening the group that actually pays to play. Although casual game players are evenly distributed through the population, women account for 74% of all paying players, just as young males dominate the hardcore gaming market. Both segments of the gaming industry would like to move into each other’s paying base.

For more on an upcoming casual game site, check out our post on Metaplace.

americanidol.bmpA raft of new online games are emerging, allowing you to play straight from your browser.

The quality generally remains weak — because of limits on interactivity posed by your broadband connection.

King.com, a European company with $43 million in financial backing from Apax and individuals, has just released one of the more expensively developed games so far: American Idol. It cost more than $250,000 to make (not much compared to full-fledged download games like WoW; remember, we’re talking pure Web-based games)

King has an exclusive commercial relationship with Fremantle Media, the producers of American Idol.

We reviewed the game early last week, and we weren’t that impressed — though this may say something about 1) our expectation that the quality of the latest online games would be better, or 2) own taste of games, or 3) our own dreadful performance at playing the game, or 4) finally, gender; 75 percent of King.com’s users are women. King.com targeted the game at women aged 25 and up, and we note some women find the game quite fun. Significantly, older women have become a target for similar games. It helps if there is some interactivity built in. King.com lets you play against others. It also gives you a profile page, where you can share gifits.

With King.com’s American Idol, you get to select an avatar, and then you click on your arrow keys to match the keys coming across your screen (sort of like Dance Dance Revolution). If you don’t do well, your avatar starts singing badly and the audience starts booing (happened to us). If you do well, the avatar starts to look better, and sing better. The prize is two tickets to the American Idol finale and a share of a $30,000 jackpot. King.com licensed real songs, such as “I heard it through the grapevine.” The basic version is free.

King.com was funded in 2004, back when online companies were having a hard time. It has since grown to 50-plus employees, from eight three years ago, says Toby Rowland, the co-founder of King.com.

Meanwhile, Winster, started by Jerry Kaplan, former chief executive of Egghead, is offering games oriented toward older woman, giving them ways to play very simple games, and socialize at the same time — but letting them work toward winning prizes, such as movie ticket, for example, after they earn enough game points. (We tried out Winster’s games a couple of weeks ago, and again, nothing about the experience to write home about).

We should mention ClubPenguin.com, a flash-based game, with millions of kids aged 6-11 hopelessly addicted. This game is a huge success, bootstrapped by its founders (see screenshot below). We tried it out, and loved it! (Thanks Susan Wu, for the tip).

clubpenguin.bmp

Here are some other games:

www.wildtangent.com
www.bigfishgames.com
www.pogo.com

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