<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	xmlns:georss="http://www.georss.org/georss" xmlns:geo="http://www.w3.org/2003/01/geo/wgs84_pos#" xmlns:media="http://search.yahoo.com/mrss/"
	>

<channel>
	<title>VentureBeat &#187; Diamond Dash</title>
	<atom:link href="http://venturebeat.com/tag/diamond-dash/feed/" rel="self" type="application/rss+xml" />
	<link>http://venturebeat.com</link>
	<description>News About Tech, Money and Innovation</description>
	<lastBuildDate>Sat, 25 May 2013 12:26:39 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.com/</generator>
<cloud domain='venturebeat.com' port='80' path='/?rsscloud=notify' registerProcedure='' protocol='http-post' />
<image>
		<url>http://0.gravatar.com/blavatar/c6d8c27ffa1c5a7f106f97e434437baf?s=96&#038;d=http%3A%2F%2Fs2.wp.com%2Fi%2Fbuttonw-com.png</url>
		<title>VentureBeat &#187; Diamond Dash</title>
		<link>http://venturebeat.com</link>
	</image>
	<atom:link rel="search" type="application/opensearchdescription+xml" href="http://venturebeat.com/osd.xml" title="VentureBeat" />
	<atom:link rel='hub' href='http://venturebeat.com/?pushpress=hub'/>
<copyright>Copyright 2013, VentureBeat</copyright>		<item>
		<title>2012 a very good year for casual game developer Wooga: It&#8217;s finally profitable</title>
		<link>http://venturebeat.com/2013/02/21/wooga-profitable/</link>
		<comments>http://venturebeat.com/2013/02/21/wooga-profitable/#comments</comments>
		<pubDate>Fri, 22 Feb 2013 00:04:02 +0000</pubDate>
		<dc:creator>Giancarlo Valdes</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[android games]]></category>
		<category><![CDATA[Diamond Dash]]></category>
		<category><![CDATA[game news]]></category>
		<category><![CDATA[iOS games]]></category>
		<category><![CDATA[Kindle Fire]]></category>
		<category><![CDATA[tablet games]]></category>

		<guid isPermaLink="false">http://venturebeat.com/?p=626543</guid>
		<description><![CDATA[<p>Wooga currently has 50 million active monthly users across its mobile and web&#160;games.</p>
<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=venturebeat.com&#038;blog=342986&#038;post=626543&#038;subd=venturebeat&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p><a href="http://venturebeat.files.wordpress.com/2012/12/games-2012-14.jpg" target="_blank"><img class="aligncenter size-full wp-image-596933" alt="German social game maker scores big on social network." src="http://venturebeat.files.wordpress.com/2012/12/games-2012-14.jpg?w=655&#038;h=445" width="655" height="445" /></a></p>
<p>SAN FRANCISCO &#8212; Today, <a href="http://www.wooga.com/" target="_blank" target="_blank">Wooga</a> revealed for the first time in its four-year history that it turned a profit. Revenues are split evenly between mobile and web games.</p>
<p>The Berlin-based developer is a private company, so it wouldn&#8217;t go into further detail about its financial situation. Chief executive Jens Begemann (pictured above) added that “we don&#8217;t want to be chased” by quarterly results. It&#8217;s investing the money back into the company to “innovate” in new genres and grow its audience.</p>
<p>“I&#8217;m focused on our 20-20 vision to make games available to [people who] play games every day,” he said.</p>
<p>Wooga targets devices with more than 1 billion users. When Begemann and his cofounders started in 2009, that platform was the PC. More specifically, it chose Facebook &#8212; since then, Wooga has become the third-largest social gaming company on the site. The company <a href="http://venturebeat.com/2012/11/01/wooga-expands-into-mobile-with-its-bubble-island-arcade-shooter-game/">shifted its focus to mobile</a> when smartphones crossed the 1 billion mark. And in just two years, Begemann believes that tablets will also join the club.</p>
<p>But the company isn&#8217;t waiting around, as some of its games are already available on the iPad. In March, it will release a version of the popular gem-matching game Diamond Dash to Amazon&#8217;s Kindle Fire.</p>
<p>Wooga currently has 50 million active monthly players across all of its platforms and products.</p>
<br />Filed under: <a href='http://venturebeat.com/category/games/'>Games</a>  <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=venturebeat.com&#038;blog=342986&#038;post=626543&#038;subd=venturebeat&#038;ref=&#038;feed=1" width="1" height="1" /><div class="post-meta-blurb post-meta-after blurb-cat-games"><hr />

<a href="http://venturebeat.com/events/gamesbeat2013/" data-vb-ga-outbound="GB2013boilerplate"><img class="size-full wp-image-616698 alignleft" alt="GamesBeat 2013" src="http://venturebeat.files.wordpress.com/2013/02/gamesbeat2013boilerplate.png" width="196" height="33" /></a>GamesBeat 2013 is our fifth annual conference on disruption in the video game market. You'll get 360-degree perspectives from top gaming executives, developers, and analysts on what’s to come in the industry. Our theme this year is “The Battle Royal.” Check out full event details <a href="http://venturebeat.com/events/gamesbeat2013/" data-vb-ga-outbound="GB2013boilerplate">here</a>, and grab your early-bird tickets <a href="http://gamesbeat2013-gb2013boilerplatebottom.eventbrite.com/" data-vb-ga-outbound="GB2013boilerplate">here</a>!

<hr /></div><style type="text/css">.blurb-cat-games hr {
margin: 10px 0 10px 0;
}</style>]]></content:encoded>
			<wfw:commentRss>http://venturebeat.com/2013/02/21/wooga-profitable/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	<enclosure url="http://venturebeat.files.wordpress.com/2012/12/games-2012-14.jpg" /><source url="http://venturebeat.com/2013/02/21/wooga-profitable/">2012 a very good year for casual game developer Wooga: It&#8217;s finally profitable</source>
		<media:content url="http://0.gravatar.com/avatar/0487bc16f4f7c7abc1c0aa015f6d4cdd?s=96&#38;d=http%3A%2F%2F0.gravatar.com%2Favatar%2Fad516503a11cd5ca435acc9bb6523536%3Fs%3D96&#38;r=G" medium="image">
			<media:title type="html">gjvaldes</media:title>
		</media:content>

		<media:content url="http://venturebeat.files.wordpress.com/2012/12/games-2012-14.jpg" medium="image">
			<media:title type="html">German social game maker scores big on social network.</media:title>
		</media:content>
	</item>
		<item>
		<title>Wooga founder: Touch is a bigger revolution for games than the mouse</title>
		<link>http://venturebeat.com/2013/02/12/wooga-founder-touch-is-a-bigger-revolution-for-games-than-the-mouse/</link>
		<comments>http://venturebeat.com/2013/02/12/wooga-founder-touch-is-a-bigger-revolution-for-games-than-the-mouse/#comments</comments>
		<pubDate>Tue, 12 Feb 2013 14:00:24 +0000</pubDate>
		<dc:creator>Dean Takahashi</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Gadgets]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[controllers]]></category>
		<category><![CDATA[Diamond Dash]]></category>
		<category><![CDATA[game interviews]]></category>
		<category><![CDATA[game news]]></category>
		<category><![CDATA[tablet games]]></category>
		<category><![CDATA[touchscreens]]></category>

		<guid isPermaLink="false">http://venturebeat.com/?p=620675</guid>
		<description><![CDATA[<p>Developers should design their games for touch from the ground up, not port them from the&#160;consoles.</p>
<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=venturebeat.com&#038;blog=342986&#038;post=620675&#038;subd=venturebeat&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p><a href="http://venturebeat.files.wordpress.com/2013/02/jens-begemann.jpg" target="_blank"><img class="alignnone size-full wp-image-620679" alt="jens begemann" src="http://venturebeat.files.wordpress.com/2013/02/jens-begemann.jpg?w=655&#038;h=436" width="655" height="436" /></a>The touch screen is going to create a bigger revolution in games than the computer mouse did &#8212; so says Jens Begemann, the chief executive of Berlin-based casual game maker <a href="http://www.wooga.com/" target="_blank">Wooga</a>.</p>
<p>That&#8217;s saying a lot since the mouse drove PC gaming for decades. Begemann made the assertion today in a speech at the opening of <a href="http://europe.casualconnect.org/content.html" target="_blank">Casual Connect Europe</a>, a casual game conference in Hamburg, Germany. Of course, since his company makes touch-screen games such as Diamond Dash, he is a little biased in their favor. Begemann said, &#8220;It&#8217;s ridiculous to try to add game controllers to a tablet, to make it more like an Xbox.&#8221;</p>
<p>Adding such controls to a touch-screen device ignores the innovations that are possible with the touch interface, and it represents an effort to bring tired game mechanisms over to a new platform. It&#8217;s like the old &#8220;light guns&#8221; created for Nintendo consoles for games such as &#8220;Duck Hunt.&#8221;</p>
<p>Such devices were limited and perfect for just one game, Begemann said.</p>
<p>Companies such as Nvidia, PowerA, and controller makers are creating controllers for Android gaming on tablets or smart TVs. But Begemann isn&#8217;t a fan of the smart TV because he thinks the games created for it will be very similar to those on consoles. On top of that, the TV manufacturers and controller makers would have to band together to come up with a common format in order to attract more game development. That&#8217;s not really happening, and it&#8217;s one of the reasons that Begemann is a big advocate of games on smartphones and tablets but not smart TVs.</p>
<p>&#8220;If every smart TV is a different platform, then you won&#8217;t see high-quality games on it,&#8221; Begemann told GamesBeat after his talk.</p>
<p>Every once in a while, a new platform comes along that draws innovation and game developers like a magnet.</p>
<p>Doom, launched by id Software in 1993, revolutionized mouse-based control with the first-person shooter genre. The mouse led to new genres of games like hidden-object games. It enabled titles like Minesweeper, Solitaire, and Bejeweled. Likewise, Begemann believes the touch screen will trigger new genres for today&#8217;s generation of players.</p>
<p>&#8220;The new options are either a new mechanism will be invented for first-person shooter games on the touch screen, or the genre will go away,&#8221; Begemann said.</p>
<p>Begemann said that Temple Run is a perfect example of designing for a smart device. If it had been ported from a console,  it likely would have been a landscape-mode sidescroller rather than a 3D-portrait-mode endless runner.</p>
<p>&#8220;The creators were able to rethink it from the ground up,&#8221; he said.</p>
<p>The advantages of touch screens include direct control. You make movements directly by tapping the world. It feels more personal. Also, gestures are easy to do with your finger. And multitouch lets you control multiple things at once.</p>
<p>Drawbacks include no ability to &#8220;mouse over&#8221; something. You can&#8217;t see through your fingers. You get no tactile feedback.</p>
<p>By the end of this year, there were be 1.4 billion smartphones and 217 million tablets in active use. By the end of next year, that will be 2 billion touch devices. About 40 million consoles sell each year.</p>
<p>&#8220;This will become the games platform of the future,&#8221; Begemann said.</p>
<p>People who are buying smartphones and tablets are using their PCs less. Within a few product generations, the PC will go away, he said.</p>
<p>&#8220;We have reached a peak, and it will decline for consumers,&#8221; Begemann said. &#8220;What can we do to be prepared? Build games for touch devices. We have to rethink game design. And reinvent existing genres for the touch device. If we do that, this era of touch will be the best era we ever have as a game industry.&#8221;</p>
<p><em>Disclosure: The conference organizers paid my way to attend the event as a speaker for it. Our coverage remains objective.</em></p>
<br />Filed under: <a href='http://venturebeat.com/category/business/'>Business</a>, <a href='http://venturebeat.com/category/gadgets/'>Gadgets</a>, <a href='http://venturebeat.com/category/games/'>Games</a>, <a href='http://venturebeat.com/category/mobile/'>Mobile</a>  <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=venturebeat.com&#038;blog=342986&#038;post=620675&#038;subd=venturebeat&#038;ref=&#038;feed=1" width="1" height="1" /><div class="post-meta-blurb post-meta-after blurb-cat-games"><hr />

<a href="http://venturebeat.com/events/gamesbeat2013/" data-vb-ga-outbound="GB2013boilerplate"><img class="size-full wp-image-616698 alignleft" alt="GamesBeat 2013" src="http://venturebeat.files.wordpress.com/2013/02/gamesbeat2013boilerplate.png" width="196" height="33" /></a>GamesBeat 2013 is our fifth annual conference on disruption in the video game market. You'll get 360-degree perspectives from top gaming executives, developers, and analysts on what’s to come in the industry. Our theme this year is “The Battle Royal.” Check out full event details <a href="http://venturebeat.com/events/gamesbeat2013/" data-vb-ga-outbound="GB2013boilerplate">here</a>, and grab your early-bird tickets <a href="http://gamesbeat2013-gb2013boilerplatebottom.eventbrite.com/" data-vb-ga-outbound="GB2013boilerplate">here</a>!

<hr /></div><style type="text/css">.blurb-cat-games hr {
margin: 10px 0 10px 0;
}</style>]]></content:encoded>
			<wfw:commentRss>http://venturebeat.com/2013/02/12/wooga-founder-touch-is-a-bigger-revolution-for-games-than-the-mouse/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	<enclosure url="http://venturebeat.files.wordpress.com/2013/02/jens-begemann.jpg?w=160" /><source url="http://venturebeat.com/2013/02/12/wooga-founder-touch-is-a-bigger-revolution-for-games-than-the-mouse/">Wooga founder: Touch is a bigger revolution for games than the mouse</source>
		<media:content url="http://1.gravatar.com/avatar/4869c34dce444c8aec85429171927244?s=96&#38;d=http%3A%2F%2F1.gravatar.com%2Favatar%2Fad516503a11cd5ca435acc9bb6523536%3Fs%3D96&#38;r=G" medium="image">
			<media:title type="html">vbdeantakahashi</media:title>
		</media:content>

		<media:content url="http://venturebeat.files.wordpress.com/2013/02/jens-begemann.jpg" medium="image">
			<media:title type="html">jens begemann</media:title>
		</media:content>
	</item>
		<item>
		<title>Adobe launches new cloud-based game development tools</title>
		<link>http://venturebeat.com/2012/12/03/adobe-launches-new-cloud-based-game-development-tools/</link>
		<comments>http://venturebeat.com/2012/12/03/adobe-launches-new-cloud-based-game-development-tools/#comments</comments>
		<pubDate>Tue, 04 Dec 2012 02:30:29 +0000</pubDate>
		<dc:creator>Dean Takahashi</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Cloud]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Adobe Creative Cloud]]></category>
		<category><![CDATA[Adobe Flash]]></category>
		<category><![CDATA[Adobe Gaming SDK]]></category>
		<category><![CDATA[Angry Birds]]></category>
		<category><![CDATA[Crystal Conquest]]></category>
		<category><![CDATA[Diamond Dash]]></category>
		<category><![CDATA[FarmVille 2]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[game news]]></category>
		<category><![CDATA[Incredipede]]></category>
		<category><![CDATA[Ruby Blast]]></category>
		<category><![CDATA[SongPop]]></category>

		<guid isPermaLink="false">http://venturebeat.com/?p=582785</guid>
		<description><![CDATA[<p>Software giant Adobe is working hard to win over game developers to its Flash&#160;platform.</p>
<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=venturebeat.com&#038;blog=342986&#038;post=582785&#038;subd=venturebeat&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p><a href="http://venturebeat.files.wordpress.com/2012/12/adobe-game-tools.jpg" target="_blank"><img class="size-large wp-image-583017 aligncenter" alt="Adobe game tools" src="http://venturebeat.files.wordpress.com/2012/12/adobe-game-tools.jpg?w=558&#038;h=330" height="330" width="558" /></a></p>
<p><a href="http://www.adobe.com"title="Adobe"  target="_blank" target="_blank">Adobe</a> is <a href="http://adobe.ly/TpBt1y" target="_blank">announcing</a> today a set of <a href="http://gaming.adobe.com/getstarted/"title="Adobe gaming tools"  target="_blank" target="_blank">cloud-based tools for game developers</a>.</p>
<p>The tools take advantage of the new cloud-computing trend, where web-connected data centers host subscription-based software. Hosted in the Adobe Creative Cloud service, the tools enable developers to access a centrally located suite of tools for making their titles. The aim is to streamline the game-development process from creation to final deployment.</p>
<p>Adobe says that developers who use its tools can access an audience of 1.3 billion worldwide on PCs and more than 500 million on smartphones and tablets, 20 times the reach of Microsoft&#8217;s Xbox 360 console.</p>
<p>Among the new tools is Adobe Scout (pictured below), a tool for profiling that &#8220;uncovers granular internal information in ActionScript-based mobile and browser content to unlock significant performance optimization opportunities.&#8221; In other words, it helps games run faster. Adobe Scout will be available for free to members of the Adobe Creative Cloud, a subscription service. Other tools include the Adobe Gaming SDK, Adobe Flash C++ Compiler, and trial versions of Flash Professional CS6 and Flash Builder 4.7 Premium.</p>
<p><a href="http://venturebeat.files.wordpress.com/2012/12/adobe-scout.jpg" target="_blank"><img class="aligncenter" alt="Adobe Scout" src="http://venturebeat.files.wordpress.com/2012/12/adobe-scout.jpg?w=558&#038;h=330" height="330" width="558" /></a></p>
<p>A year ago, <a href="http://money.cnn.com/2011/11/10/technology/adobe_flash/index.htm"title="Adobe CNN article"  target="_blank" target="_blank">Adobe acknowledged</a> that it would give up on a Web version of Flash for mobile devices. But Adobe allows developers to create native versions of their releases for those devices instead. More than 25,000 mobile versions of Adobe Air apps exist, and the majority are games.</p>
<p>In the past nine months, Adobe launched version 11 of its Flash Player, making the leap from 2D games to hardware-accelerated 3D games and its Stage 3D applications programming interface.</p>
<p>Diana Helander, group product marketing manager for Gaming Solutions at Adobe, said that 600 million people have chosen to opt in to a feature that updates Flash in the background. That means a game developer can issue an update for a title and get it to 600 million people within 48 hours.</p>
<p>&#8220;With these new tools, we&#8217;ve got a single work flow for game developers,&#8221; Helander said in an interview with GamesBeat. &#8220;The costs of developing games and acquiring new users are rising. We&#8217;re helping developers to deal with that.&#8221;</p>
<p>The Adobe Gaming SDK lets studios create and monetize both 2D and 3D ActionScript games on Web browsers and mobile devices.</p>
<p>The Adobe Flash C++ Compiler is a new tool that lets developers take a native game and recompile it for the Web. That is, it takes offerings coded for game engines on the PC, Xbox 360, PlayStation 3, and iOS and then converts them to run directly online across browsers using the Adobe Flash Player.</p>
<p>Meanwhile, Adobe Flash Professional CS6 is an authoring tool to create animations and games, and it includes support for delivering animated assets ready for use with the open-source framework Starling. Adobe Flash Builder 4.7 Premium adds support for the new ASC 2.0 compiler and the ability to test and debug apps directly on Apple iOS devices.</p>
<p>Those who pay for Creative Cloud memberships can use full versions of Flash Professional and Flash Builder, and they can use future versions of Scout following the introductory promotion.</p>
<p>Adobe argues that using Flash makes developers more productive when it comes to cross-platform experiences. Helander said that Flash has powered popular games on Facebook including SongPop, FarmVille 2, and Diamond Dash. Some of the top Flash implementors include Zynga, Wooga, Kixeye, Ubisoft, Northway, and Damp Gnat. Rivals (and occasional partners) include Unity Technologies, Epic Games, Microsoft&#8217;s Silverlight, and a variety of other game-development platforms.</p>
<p>Helander said some cool new users of Starling and Stage 3D include Incredipede and Smart Aliens. She said that Zynga used Adobe Flash and Air for its mobile version of Ruby Blast, and Rovio used Flash for the Facebook version of Angry Birds. Square Enix also released Crystal Conquest using Flash. Helander said Adobe is doing a series of game jams in different cities to support game developers.</p>
<span class='embed-youtube' style='text-align:center; display: block;'><iframe class='youtube-player' type='text/html' width='560' height='345' src='http://www.youtube.com/embed/NybbHVxfLLI?version=3&#038;rel=1&#038;fs=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;wmode=transparent' frameborder='0'></iframe></span>
<span class='embed-youtube' style='text-align:center; display: block;'><iframe class='youtube-player' type='text/html' width='560' height='345' src='http://www.youtube.com/embed/hJdrZeqqGZU?version=3&#038;rel=1&#038;fs=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;wmode=transparent' frameborder='0'></iframe></span>
<br />Filed under: <a href='http://venturebeat.com/category/business/'>Business</a>, <a href='http://venturebeat.com/category/cloud/'>Cloud</a>, <a href='http://venturebeat.com/category/games/'>Games</a>  <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=venturebeat.com&#038;blog=342986&#038;post=582785&#038;subd=venturebeat&#038;ref=&#038;feed=1" width="1" height="1" /><div class="post-meta-blurb post-meta-after blurb-cat-games"><hr />

<a href="http://venturebeat.com/events/gamesbeat2013/" data-vb-ga-outbound="GB2013boilerplate"><img class="size-full wp-image-616698 alignleft" alt="GamesBeat 2013" src="http://venturebeat.files.wordpress.com/2013/02/gamesbeat2013boilerplate.png" width="196" height="33" /></a>GamesBeat 2013 is our fifth annual conference on disruption in the video game market. You'll get 360-degree perspectives from top gaming executives, developers, and analysts on what’s to come in the industry. Our theme this year is “The Battle Royal.” Check out full event details <a href="http://venturebeat.com/events/gamesbeat2013/" data-vb-ga-outbound="GB2013boilerplate">here</a>, and grab your early-bird tickets <a href="http://gamesbeat2013-gb2013boilerplatebottom.eventbrite.com/" data-vb-ga-outbound="GB2013boilerplate">here</a>!

<hr /></div><style type="text/css">.blurb-cat-games hr {
margin: 10px 0 10px 0;
}</style>]]></content:encoded>
			<wfw:commentRss>http://venturebeat.com/2012/12/03/adobe-launches-new-cloud-based-game-development-tools/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
	<enclosure url="http://venturebeat.files.wordpress.com/2012/12/adobe-game-tools.jpg?w=160" /><source url="http://venturebeat.com/2012/12/03/adobe-launches-new-cloud-based-game-development-tools/">Adobe launches new cloud-based game development tools</source>
		<media:content url="http://1.gravatar.com/avatar/4869c34dce444c8aec85429171927244?s=96&#38;d=http%3A%2F%2F1.gravatar.com%2Favatar%2Fad516503a11cd5ca435acc9bb6523536%3Fs%3D96&#38;r=G" medium="image">
			<media:title type="html">vbdeantakahashi</media:title>
		</media:content>

		<media:content url="http://venturebeat.files.wordpress.com/2012/12/adobe-game-tools.jpg?w=558" medium="image">
			<media:title type="html">Adobe game tools</media:title>
		</media:content>

		<media:content url="http://venturebeat.files.wordpress.com/2012/12/adobe-scout.jpg?w=558" medium="image">
			<media:title type="html">Adobe Scout</media:title>
		</media:content>
	</item>
		<item>
		<title>Game designer crosses over from making Halo games to Zynga&#8217;s social games &#8212; he&#8217;s never going back (interview)</title>
		<link>http://venturebeat.com/2012/08/06/game-designer-crosses-over/</link>
		<comments>http://venturebeat.com/2012/08/06/game-designer-crosses-over/#comments</comments>
		<pubDate>Mon, 06 Aug 2012 15:30:21 +0000</pubDate>
		<dc:creator>Dean Takahashi</dc:creator>
				<category><![CDATA[Dev]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[33 Variations]]></category>
		<category><![CDATA[Bubble Safari]]></category>
		<category><![CDATA[Casual Connect]]></category>
		<category><![CDATA[CityVille]]></category>
		<category><![CDATA[Diamond Dash]]></category>
		<category><![CDATA[Flash 11.4]]></category>
		<category><![CDATA[Gears of War]]></category>
		<category><![CDATA[Half-Life]]></category>
		<category><![CDATA[Halo 3]]></category>
		<category><![CDATA[Ruby Blast]]></category>
		<category><![CDATA[Slingo]]></category>
		<category><![CDATA[Viva Pinata]]></category>

		<guid isPermaLink="false">http://venturebeat.com/?p=497236</guid>
		<description><![CDATA[<p>Jim Veevaert has crossed over from making games like Halo 3 to Zynga's social games like Ruby Blast. He says he's never going&#160;back.</p>
<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=venturebeat.com&#038;blog=342986&#038;post=497236&#038;subd=venturebeat&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p><strong><a href="http://venturebeat.files.wordpress.com/2012/08/jim-veevaert.jpg" target="_blank"><img class="alignnone size-full wp-image-501731" title="jim veevaert" src="http://venturebeat.files.wordpress.com/2012/08/jim-veevaert.jpg?w=655&#038;h=532" alt="jim veevaert" width="655" height="532" /></a></strong></p>
<p><a href="http://www.zynga.com"title="Zynga"  target="_blank">Zynga</a> has lots of veterans like Jim Veevaert, a general manager of the social game company&#8217;s studio in Seattle. An 18-year pro, Veevaert was previously cofounder and president of production at Jerry Bruckheimer Games and an executive producer at Microsoft. He led the production of of big budget games, such as Halo 3, Viva Pinata, and Gears of War. In 2011, he gave up hardcore games and joined casual game maker Zynga, which is often <a href="http://venturebeat.com/2012/08/03/ea-sues-zynga-alleging-the-ville-is-a-blatant-clone-of-the-sims-social/"title="EA sues Zynga, alleging The Ville is a blatant clone of The Sims Social" >accused</a> of being a copycat. Now he&#8217;s leading teams that create social games like Ruby Blast. Veevaert says now that he&#8217;s had a taste for designing games as a service, with daily updates and analytic feedback, there&#8217;s no going back. He has kissed the console development world goodbye. We caught up with him for a cup of coffee at the <a href="http://seattle.casualconnect.org/"title="Casual Connect"  target="_blank">Casual Connect</a> game conference in Seattle. Here&#8217;s an edited transcript of our interview.</p>
<p><strong><a href="http://venturebeat.files.wordpress.com/2012/08/veevaert-1.jpg" target="_blank"><img class="alignright size-full wp-image-503088" title="veevaert 1" src="http://venturebeat.files.wordpress.com/2012/08/veevaert-1.jpg?w=400&#038;h=293" alt="veevaert 1" width="400" height="293" /></a>GamesBeat: Tell us about your early days.</strong></p>
<p><strong>Jim Veevaert:</strong> At Vivendi, I was the executive producer on the Half-Life franchise. We were starting this thing called the Mod Pack, which I wanted to do. I was a big proponent of it. [The company] said, &#8220;We don&#8217;t need to do a Mod Pack. They&#8217;re all free.&#8221; I said, &#8220;No, I think this is a really good idea. We could use Counter-Strike, and it would be really cool.&#8221; They said, &#8220;Nobody&#8217;s going to buy that.&#8221; I ended up having to convince Vivendi. They said, &#8220;Nobody in sales is interested in something like Counter-Strike.&#8221; I thought it was really going to catch on. I pushed it and pushed it. I had to shove it into the retail channel. They loaded in maybe 100,000 units, and it was just like, whoosh! Like that. Never looked back. It was amazing.</p>
<p>We even helped start Gearbox. When we did the first add-on pack for Half-Life, Opposing Force, that was the beginning of Gearbox. That&#8217;s how we got them started. It was pretty cool. Good days. What I like about this industry now &#8212; what&#8217;s so great &#8212; is that it&#8217;s so reminiscent of the way the industry felt back in the early &#8217;90s: small teams and getting games done quickly. Being really close to the product. Making progress on a day-to-day, week-to-week basis. It&#8217;s amazing. We can sit down, brainstorm out a design, and have a prototype of that design in two to three days. On Halo, it would be like&#8230;. We had to have a meeting. We had to have a conversation, talking about design and environmental art. We&#8217;d have meetings about how we would execute pulling the systems together. It would take a lot longer. The results were great, but it was a huge operation pushing Halo 3 forward.</p>
<p><strong>GamesBeat: Mark Pincus mentioned that they had more than 100 developers working on CityVille. I thought, &#8220;That sounds like the team for a console game to me.&#8221;</strong></p>
<p><strong>Veevaert:</strong> I know. We&#8217;re operating on a much smaller scale, but we&#8217;re looking at&#8230;. Ruby Blast &#8212; what we just did. We&#8217;ve already got a mobile version of it running right now. It&#8217;s working on iPhone. We&#8217;re going to be doing it on iPad and iPhone. We&#8217;re looking at how we&#8217;re sort of cross-developing. We&#8217;re doing a new IP, as well, the same way. We&#8217;re developing platforms and connectivity at the same time. That&#8217;s what&#8217;s really fun. Working with a handful of developers and just figuring out what&#8217;s the best way to make the game work. How fun can we make it? How will the PC connect with mobile? What is a unique experience or gameplay mechanic that we can apply in mobile that&#8217;s linked, in case somebody never connects to the web? We&#8217;re also finding that there&#8217;s not necessarily a great process for that. People who play one game don&#8217;t always go and play on mobile, as well. We need to make sure the experiences are stand-alone enough on mobile and the PC.</p>
<p><strong>GamesBeat: Do you have the same developers on social and mobile?</strong></p>
<p><strong>Veevaert:</strong> Absolutely, absolutely. That&#8217;s what&#8217;s fun. Having to design for the smaller screen and make it more&#8230;. Like in Ruby Blast&#8217;s case, we had to collapse it, shrink it down, and experiment. How far can we push the visual effects on the iOS? If it&#8217;s not iOS, what if we start working with Adobe Air? So we work within the technology some way or another and see. That&#8217;s what&#8217;s been fun: leveraging technology.</p>
<p><strong><a href="http://venturebeat.files.wordpress.com/2012/08/veevaert-3.jpg" target="_blank"><img class="alignright size-full wp-image-503089" title="veevaert 3" src="http://venturebeat.files.wordpress.com/2012/08/veevaert-3.jpg?w=400&#038;h=305" alt="veevaert 3" width="400" height="305" /></a>GamesBeat: The Kixeye guy, <a href="http://venturebeat.com/2012/07/11/kixeye-rival-hardcore-games/"title="Browser developer Kixeye: We will absolutely rival hardcore games" >Will Harbin</a>, was getting really excited about Flash 11.4. It&#8217;s using more hardware acceleration to make really fast 3D games.</strong></p>
<p><strong>Veevaert:</strong> Oh, it&#8217;s incredible. It&#8217;s actually getting to the point where you can do that. You can bring in 3D games and start pushing it. But Flash 11 adoption isn&#8217;t as high just yet. Most of the audience is still on Flash 10. We&#8217;re being very mindful of that. We&#8217;re looking at it with Ruby. It was the case with Ruby Blast that we had to do two versions. We did a Flash 11 version and a Flash 10. Flash 11 is catching up, but Flash 10 is clearly the dominant one.</p>
<p><strong>GamesBeat: Making two versions sounds difficult to do.</strong></p>
<p><strong>Veevaert:</strong> Well, what&#8217;s interesting is you have a certain amount of people who just have software renderers. No hardware acceleration in their computers. So we have to make the game fun for people who&#8217;ve got a 4-year-old computer and still want to play. They won&#8217;t have any hardware-accelerated effects, but for people who have great laptops and great computers, why not leverage all that technology? That&#8217;s the thing that&#8217;s interesting. In console, you had a unified platform. You knew exactly what you were developing to. Here we have to scale high and low. It&#8217;s like back in the PC days, when you had to support everybody. Windows 95 and 98, remember that?</p>
<p><strong>GamesBeat: So does choice of technology also matter? Like when Mark did that demo of four players on the Bubble Safari game. If you start moving to synchronous multiplayer like that, then technology matters again?</strong></p>
<p><strong>Veevaert:</strong> Well, I think it does matter. It matters that you have a good chain. I think it will still work in software mode, but if you take advantage of hardware acceleration, then yeah, it&#8217;s absolutely going to be better. Loading times are still great, so that&#8217;s not the issue. It&#8217;s just a playable framerate. That&#8217;s what we can find out, depending on what people&#8217;s connection speeds or processors are like. It&#8217;s a matter of how it scales.</p>
<p><strong><a href="http://venturebeat.files.wordpress.com/2012/08/veevaert-5.jpg" target="_blank"><img class="alignright size-full wp-image-503094" title="veevaert 5" src="http://venturebeat.files.wordpress.com/2012/08/veevaert-5.jpg?w=400&#038;h=258" alt="veevaert 5" width="400" height="258" /></a>GamesBeat: Do you wish you had your Halo multiplayer developers to go to work on that?</strong></p>
<p><strong>Veevaert:</strong> I should! I should talk to Bungie and see if they want to do it. The thing that&#8217;s interesting to me is I&#8217;ve been thinking a lot about the casual gamer. What is a casual gamer anymore? Is this somebody who plays on their phone for a few minutes a day? You were talking about CityVille, where somebody can spend way more time playing a game like CityVille than they could a &#8220;hardcore&#8221; game. Up to 300 hours a year playing it &#8212; that&#8217;s far more than somebody might put into a game like even Oblivion or Halo 3, depending on how much they want to spend. So I&#8217;m curious as to your thoughts. What is a casual gamer? Is it someone who just plays for a short period of time? Or is it the style of game? And then what denotes a casual game?</p>
<p><strong>GamesBeat: It seems like everybody has some kind of split personality these days.</strong></p>
<p><strong>Veevaert:</strong> I mean, aren&#8217;t you playing some games on your phone? I&#8217;m sure you are.</p>
<p><strong>GamesBeat: Yeah. And if I don&#8217;t have enough time to play hardcore games, then I&#8217;m only playing these smaller games. So am I still a hardcore gamer?</strong></p>
<p><strong>Veevaert:</strong> Yeah! If you haven&#8217;t done your routine 14 hours a week, then you have to give up your status as a hardcore gamer. It&#8217;s funny because all the guys on my friends list who are core gamers, and all the guys I work and develop with &#8212; we&#8217;re all playing the same casual games together. I just think that now, the persistence of entertainment has spread so far with mobile that it&#8217;s sort of leveled the waters across the board.</p>
<p><strong>GamesBeat: Do you see it as a question like, &#8220;If you had infinite time, what games would you play?&#8221; And you could sort people out better that way. I would go back to a lot of these console games if I had 60 hours to kill, but then there&#8217;s a lot of people who would never get there even if they had all that time. They&#8217;re only going to play casual titles.</strong></p>
<p><strong>Veevaert:</strong> So I&#8217;ll challenge you again because I like going back and forth. I don&#8217;t have the time I used to have five years ago to sit down in front of the TV, throw a game in a console, and get invested in it. Because I know, even in something like Dead Space 2, I had to finish that game. I had to go from start to finish. Or Red Dead Redemption. I had to put my 23 hours in and finish the game. I didn&#8217;t feel like playing it incrementally: half a level today and come back to it next week. You have to be on it every night to stay in the experience of it. I found that, as far as my own lifestyle, that just doesn&#8217;t fit anymore. I&#8217;m curious about you. Does that still work for you?</p>
<br />Filed under: <a href='http://venturebeat.com/category/dev/'>Dev</a>, <a href='http://venturebeat.com/category/games/'>Games</a>  <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=venturebeat.com&#038;blog=342986&#038;post=497236&#038;subd=venturebeat&#038;ref=&#038;feed=1" width="1" height="1" /><p id="pages">Pages: 1 <a href="http://venturebeat.com/2012/08/06/game-designer-crosses-over/2/">2</a> <a href="http://venturebeat.com/2012/08/06/game-designer-crosses-over/3/">3</a></p>]]></content:encoded>
			<wfw:commentRss>http://venturebeat.com/2012/08/06/game-designer-crosses-over/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	<enclosure url="http://venturebeat.files.wordpress.com/2012/08/jim-veevaert.jpg?w=160" /><source url="http://venturebeat.com/2012/08/06/game-designer-crosses-over/">Game designer crosses over from making Halo games to Zynga&#8217;s social games &#8212; he&#8217;s never going back (interview)</source>
		<media:content url="http://2.gravatar.com/avatar/88807eed4a4993c8dc8a277adca49c6c?s=96&#38;d=http%3A%2F%2F2.gravatar.com%2Favatar%2Fad516503a11cd5ca435acc9bb6523536%3Fs%3D96&#38;r=G" medium="image">
			<media:title type="html">davidfca23</media:title>
		</media:content>

		<media:content url="http://venturebeat.files.wordpress.com/2012/08/jim-veevaert.jpg" medium="image">
			<media:title type="html">jim veevaert</media:title>
		</media:content>

		<media:content url="http://venturebeat.files.wordpress.com/2012/08/veevaert-1.jpg" medium="image">
			<media:title type="html">veevaert 1</media:title>
		</media:content>

		<media:content url="http://venturebeat.files.wordpress.com/2012/08/veevaert-3.jpg" medium="image">
			<media:title type="html">veevaert 3</media:title>
		</media:content>

		<media:content url="http://venturebeat.files.wordpress.com/2012/08/veevaert-5.jpg" medium="image">
			<media:title type="html">veevaert 5</media:title>
		</media:content>
	</item>
		<item>
		<title>A leader on Facebook, Germany&#8217;s Wooga makes its move into mobile games</title>
		<link>http://venturebeat.com/2012/07/30/a-leader-on-facebook-germanys-wooga-makes-its-move-into-mobile-games/</link>
		<comments>http://venturebeat.com/2012/07/30/a-leader-on-facebook-germanys-wooga-makes-its-move-into-mobile-games/#comments</comments>
		<pubDate>Mon, 30 Jul 2012 16:00:12 +0000</pubDate>
		<dc:creator>Dean Takahashi</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[Brain Buddies]]></category>
		<category><![CDATA[Bubble Island]]></category>
		<category><![CDATA[Casual Connect]]></category>
		<category><![CDATA[casual games]]></category>
		<category><![CDATA[Diamond Dash]]></category>
		<category><![CDATA[Happy Hospital]]></category>
		<category><![CDATA[html 5]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[javascript]]></category>
		<category><![CDATA[Magic Land]]></category>
		<category><![CDATA[Monster World]]></category>
		<category><![CDATA[Pocket Island]]></category>
		<category><![CDATA[Zynga Unleashed]]></category>

		<guid isPermaLink="false">http://venturebeat.com/?p=498146</guid>
		<description><![CDATA[<p>Jens Begemann still believes in Facebook, but the CEO of Wooga is also expanding into mobile social&#160;games.</p>
<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=venturebeat.com&#038;blog=342986&#038;post=498146&#038;subd=venturebeat&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p><strong><a href="http://venturebeat.files.wordpress.com/2012/07/jens-begemann.jpg" target="_blank"><img class="alignnone size-full wp-image-499199" title="jens begemann" src="http://venturebeat.files.wordpress.com/2012/07/jens-begemann.jpg?w=655&#038;h=546" alt="jens begemann" width="655" height="546" /></a></strong></p>
<p><a href="http://www.wooga.com/"title="Wooga"  target="_blank">Wooga</a> (pronounced &#8220;voo-ga&#8221;) came out of nowhere as a major force in social games. Now we&#8217;ll see if the company can reproduce some of that magic in mobile games. This crossover strategy is the same kind of move that rivals like Zynga and King.com are making. Those who execute this transition strategy well will be on the top of the game industry, and those who fail&#8230;. We won&#8217;t say, but Wooga&#8217;s chief executive, Jens Begemann (pictured), has plenty to talk about.</p>
<p>He cofounded the Berlin, Germany-based company in 2009 with Philipp Moeser and Patrick Paulisch with the goal of making games for everyone. Now it&#8217;s the fourth-largest social game publisher on Facebook, with more than 38.6 million monthly active users according to <a href="http://www.appdata.com" target="_blank">AppData</a>.</p>
<p>The company has created addictive, simple, and high-quality games, such as Bubble Island, Brain Buddies, Monster World, Happy Hospital, Magic Land, and Diamond Dash. With that portfolio, the developer has grown to more than 200 employees and raised <a href="http://venturebeat.com/2011/05/30/germanys-wooga-raises-24m-for-social-games-on-facebook/"title="Germany's Wooga raises $24M for social games on Facebook" >$24 million</a> in venture capital. The company&#8217;s mobile version of Diamond Dash alone has had more than 20 million downloads.</p>
<p>We caught up with Begemann at the Casual Connect game conference in Seattle. Here&#8217;s an edited transcript of our interview.</p>
<p><strong><a href="http://venturebeat.files.wordpress.com/2012/07/wooga-1.jpg" target="_blank"><img class="alignright size-full wp-image-499225" title="wooga 1" src="http://venturebeat.files.wordpress.com/2012/07/wooga-1.jpg?w=400&#038;h=368" alt="wooga 1" width="400" height="368" /></a>GamesBeat: How would you describe the last year and the games you have made?</strong></p>
<p><strong>Jens Begemann:</strong> A year ago, we decided that mobile would be a very, very important part of our strategy, and that in addition to the PC games on Facebook, we should also try to make mobile games social. Because I think if you look at the biggest successes on mobile &#8212; the biggest mobile games &#8212; they all have been single-player, even though these devices are really communication devices. We believe all mobile games should be social. So one year ago, we started investing a lot. Now we&#8217;re a bit over 200 employees, and half of them work on mobile games. We made quite a big shift. We continue to invest in our PC games on Facebook, but mobile is extremely important to us now.</p>
<p><strong>GamesBeat: Is the mobile game market catching up with the level of Facebook interaction, in terms of the number of mobile game users or how much they play games? </strong></p>
<p><strong>Begemann:</strong> Facebook is now so huge that virtually everybody uses it on their PC. There are very few people left who don&#8217;t. On mobile and smartphones, and especially on tablets, we see a super-strong growth in users. While on Facebook, revenues are still growing, but user numbers not so much. [The number of] Facebook users on mobile is growing insanely. That&#8217;s what we try to take advantage of: more and more mobile users using Facebook to be social on mobile.</p>
<p><strong>GamesBeat: Did a lot of your mobile activity also coincide with Facebook growing on mobile?</strong></p>
<p><strong>Begemann:</strong> We don&#8217;t have exact data on the usage of Facebook&#8217;s mobile app. There is some public information, but we don&#8217;t know the exact details on that. We feel that the growth we have is because there are more devices. Facebook on mobile is growing. People want social games on mobile. That&#8217;s what we do now.</p>
<p><strong>GamesBeat: There were some interesting comments recently. At E3, Naoki Aoyagi from Gree International said that this whole mobile game dominance would be settled in the next 18 months or so. That&#8217;s why they&#8217;ve decided they want to spend so much money now. Mark Pincus responded to that and said, &#8220;I don&#8217;t think the market is quite ready because there&#8217;s so much more scale on Facebook.&#8221; You launch something, and pretty regularly they can make it to 10 million users in 90 days. If you invest, say, 10 million bucks, you can expect to get 50 million dollars in return. He says that they&#8217;re still waiting for that return rate to enable that on mobile. You may invest in mobile now, but you&#8217;re not going to get that return rate. It&#8217;s an interesting contrast.</strong></p>
<p><strong>Begemann:</strong> We&#8217;re extremely happy. Diamond Dash, which we launched in December for iPhone and iPad, went way beyond our expectations. We had 20 million downloads without spending money on advertising. That was all organic, but still millions of downloads every month and way beyond our expectations. I think what helped there was that the game is really cross-platform, right? In the morning you can play on the iPhone. At your lunch break you can play on your PC, and in the evening on your iPad. It takes your account from device to device. And you compete with your friends. That&#8217;s also extremely important. It&#8217;s a social game. On these devices &#8212; on the Android, like the Galaxy S3 and the Nexus 7 &#8212; it&#8217;s coming&#8230;in a few months. We&#8217;re still in development. But we&#8217;re excited to be on more platforms.</p>
<p><strong><a href="http://venturebeat.files.wordpress.com/2012/07/wooga-2.jpg" target="_blank"><img class="alignright size-full wp-image-499226" title="wooga-2" src="http://venturebeat.files.wordpress.com/2012/07/wooga-2.jpg?w=400&#038;h=158" alt="wooga-2" width="400" height="158" /></a>GamesBeat: Where do you think the line is right now for you as far as investing in mobile versus not trying to go too far ahead of the market?</strong></p>
<p><strong>Begemann:</strong> For us today, the importance is equal. We continue to hire super-fast; we grow by at least two employees every week. Half of them work on games for Facebook and Flash games for Facebook on the PC, and half on mobile. So for us it&#8217;s really 50/50. I can&#8217;t speak for others, but for us they have equal importance. I think that will also be reflected in user numbers and revenues very soon.</p>
<br />Filed under: <a href='http://venturebeat.com/category/games/'>Games</a>  <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=venturebeat.com&#038;blog=342986&#038;post=498146&#038;subd=venturebeat&#038;ref=&#038;feed=1" width="1" height="1" /><p id="pages">Pages: 1 <a href="http://venturebeat.com/2012/07/30/a-leader-on-facebook-germanys-wooga-makes-its-move-into-mobile-games/2/">2</a></p>]]></content:encoded>
			<wfw:commentRss>http://venturebeat.com/2012/07/30/a-leader-on-facebook-germanys-wooga-makes-its-move-into-mobile-games/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	<enclosure url="http://venturebeat.files.wordpress.com/2012/07/jens-begemann.jpg?w=160" /><source url="http://venturebeat.com/2012/07/30/a-leader-on-facebook-germanys-wooga-makes-its-move-into-mobile-games/">A leader on Facebook, Germany&#8217;s Wooga makes its move into mobile games</source>
		<media:content url="http://1.gravatar.com/avatar/4869c34dce444c8aec85429171927244?s=96&#38;d=http%3A%2F%2F1.gravatar.com%2Favatar%2Fad516503a11cd5ca435acc9bb6523536%3Fs%3D96&#38;r=G" medium="image">
			<media:title type="html">vbdeantakahashi</media:title>
		</media:content>

		<media:content url="http://venturebeat.files.wordpress.com/2012/07/jens-begemann.jpg" medium="image">
			<media:title type="html">jens begemann</media:title>
		</media:content>

		<media:content url="http://venturebeat.files.wordpress.com/2012/07/wooga-1.jpg" medium="image">
			<media:title type="html">wooga 1</media:title>
		</media:content>

		<media:content url="http://venturebeat.files.wordpress.com/2012/07/wooga-2.jpg" medium="image">
			<media:title type="html">wooga-2</media:title>
		</media:content>
	</item>
		<item>
		<title>At 2.5B games played a month, King.com reaps benefits from its casual Saga titles on Facebook</title>
		<link>http://venturebeat.com/2012/04/12/at-2-5b-games-played-a-month-king-com-reaps-benefits-from-its-casual-saga-titles-on-facebook/</link>
		<comments>http://venturebeat.com/2012/04/12/at-2-5b-games-played-a-month-king-com-reaps-benefits-from-its-casual-saga-titles-on-facebook/#comments</comments>
		<pubDate>Thu, 12 Apr 2012 12:00:43 +0000</pubDate>
		<dc:creator>Dean Takahashi</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Social]]></category>
		<category><![CDATA[Bubble Witch Saga]]></category>
		<category><![CDATA[Candy Crush Saga]]></category>
		<category><![CDATA[Diamond Dash]]></category>
		<category><![CDATA[game news]]></category>
		<category><![CDATA[social games]]></category>

		<guid isPermaLink="false">http://venturebeat.com/?p=415047</guid>
		<description><![CDATA[<p class="alignnone size-full wp-image-415436">
<p class="alignnone size-full wp-image-415436">London-based King.com is launching Candy Crush Saga on Facebook today as part of its bid to capitalize on the shift in audience tastes toward increasingly casual games. Since debuting its first social network title last fall, King.com has become the&#160;&#8230;</p>
<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=venturebeat.com&#038;blog=342986&#038;post=415047&#038;subd=venturebeat&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p class="alignnone size-full wp-image-415436"><a href="http://venturebeat.com/2012/04/12/at-2-5b-games-played-a-month-king-com-reaps-benefits-from-its-casual-saga-titles-on-facebook/candy/" rel="attachment wp-att-415835"><img class="alignnone size-full wp-image-415835" title="candy" src="http://venturebeat.files.wordpress.com/2012/04/candy.jpg?w=655&#038;h=516" alt="" width="655" height="516" /></a></p>
<p class="alignnone size-full wp-image-415436">London-based <a href="http://www.king.com" target="_blank" target="_blank">King.com</a> is launching <a href="http://apps.facebook.com/candycrush/" target="_blank" target="_blank">Candy Crush Saga</a> on Facebook today as part of its bid to capitalize on the shift in audience tastes toward increasingly casual games. Since debuting its first social network title last fall, King.com has become the fourth-largest publisher on Facebook.</p>
<p>In the past, players have been in love with Zynga&#8217;s simulation games such as FarmVille and CityVille. While those appeal to casual audiences, they often consume an increasingly large amount of time as players create their dream farms or cities. King.com, on the other hand, has launched six Saga titles that are appealing because they can be played in a minute or two. The trend is so strong that now King.com&#8217;s Facebook users are playing 2.5 billion matches a month. A year ago, that was just 300 million on King.com&#8217;s web site.</p>
<p>Candy Crush Saga is a candy-themed match-three switcher game like PopCap&#8217;s Bejeweled, where you line up three corresponding colored jewels within a larger patchwork puzzle. One of King.com’s most popular to date, it has 65 levels and provides several modes for players to test their skills against time, limited moves, collecting objects, and removing jellies. Your goal is to help Mr. Toffee and his daughter Tiffi to travel the world, meet fun characters, and get around &#8220;blockers.&#8221;</p>
<p>Candy Crush Saga competes with Berlin-based rival Wooga&#8217;s top game, Diamond Dash. King.com has <a href="http://www.appdata.com/" target="_blank" target="_blank">36.7 million monthly active users</a> on Facebook, making it the fourth-largest on the social networking site. But in daily active users, King.com has just edged out Electronic Arts with 9.44 million compared to EA&#8217;s 9.40 million. That makes King.com the third-largest developer on Facebook in this measure. That is a big change from a year ago, when King.com wasn&#8217;t even on Facebook.</p>
<p>Both King.com and Wooga are out to prove that Zynga does not in fact own the entire market on Facebook and that the market is a lot more competitive than others would have you believe. They are both jumping on the casual trend. Back in January 2010, there were no casual titles where play time was focused on a minute or so on Facebook&#8217;s top ten list. In January 2011, there was one title. And in January 2012, there were five titles, said Alex Dale, chief marketing officer at King.com, in an interview with GamesBeat.</p>
<p>Founded in 2003, King.com has had big advantages because it has had long experience running its own casual games website. Only recently has it adapted its strategy to cross over to Facebook. It started last September with the launch of Bubble Witch Saga, King.com&#8217;s most popular casual title. Now, King.com has a total of eight games on Facebook, and each one is generating more usage through strong cross-promotion, Dale said.</p>
<p>Compared to Wooga, King.com&#8217;s business model is a lot different. At its main website, King.com has tournament games where players put some real money down to enter. Its games monetize through both competition fees and advertising whereas Wooga&#8217;s title monetize mainly through virtual goods sales, said Dale. But King.com also monetizes through virtual goods sales, so it has more ways to make money.</p>
<p>&#8220;Our engagement numbers are high in both the U.S. and Europe,&#8221; Dale said. &#8220;We&#8217;re very bullish on Facebook.&#8221;</p>
<p>Riccardo Zacconi, chief executive of King.com, said in an interview with GamesBeat earlier this year that the company&#8217;s rollout on Facebook has been slow and deliberate. Now. Zacconi is rolling out more and more of King.com&#8217;s 150 titles, and in the past nine months, King.com has doubled its workforce to more than 200 people. It is hiring more than 100 people this year and will likely expand to mobile as well. <a href="http://venturebeat.com/2012/01/24/king-com-launches-first-game-on-google/" target="_blank">It has already expanded to Google+</a>.</p>
<p>&#8220;We had a disadvantage at the beginning because we had to figure out Facebook,&#8221; Zacconi said. &#8220;But now we understand it, and we can bring our assets from 150 games in eight languages to bear.&#8221;</p>
<p>Zacconi will speak at our upcoming GamesBeat 2012 conference in a case study on the crossover strategy of moving from the web to Facebook.</p>
<hr />
<p><a href="http://venturebeat.com/events/gamesbeat2012/"><img class="alignleft  wp-image-400399" title="GamesBeat 2012" src="http://venturebeat.files.wordpress.com/2012/03/gamesbeat2012_logo.png?w=240&#038;h=30" alt="" width="240" height="30" /></a><em><a href="http://venturebeat.com/events/gamesbeat2012/">GamesBeat 2012</a> is VentureBeat’s fourth annual conference on disruption in the video game market. This year we&#8217;re calling on speakers from the hottest mobile, social, PC, and console companies to debate new ways to stay on pace with changing consumer tastes and platforms. Join 500+ execs, investors, analysts, entrepreneurs, and press as we explore the gaming industry’s latest trends and newest monetization opportunities. The event takes place July 10-11 in San Francisco, and you can get your early-bird tickets <a href="http://gamesbeat2012.eventbrite.com/" target="_blank">here</a>.</em></p>
<br />Filed under: <a href='http://venturebeat.com/category/business/'>Business</a>, <a href='http://venturebeat.com/category/games/'>Games</a>, <a href='http://venturebeat.com/category/social/'>Social</a>  <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=venturebeat.com&#038;blog=342986&#038;post=415047&#038;subd=venturebeat&#038;ref=&#038;feed=1" width="1" height="1" /><div class="post-meta-blurb post-meta-after blurb-cat-games"><hr />

<a href="http://venturebeat.com/events/gamesbeat2013/" data-vb-ga-outbound="GB2013boilerplate"><img class="size-full wp-image-616698 alignleft" alt="GamesBeat 2013" src="http://venturebeat.files.wordpress.com/2013/02/gamesbeat2013boilerplate.png" width="196" height="33" /></a>GamesBeat 2013 is our fifth annual conference on disruption in the video game market. You'll get 360-degree perspectives from top gaming executives, developers, and analysts on what’s to come in the industry. Our theme this year is “The Battle Royal.” Check out full event details <a href="http://venturebeat.com/events/gamesbeat2013/" data-vb-ga-outbound="GB2013boilerplate">here</a>, and grab your early-bird tickets <a href="http://gamesbeat2013-gb2013boilerplatebottom.eventbrite.com/" data-vb-ga-outbound="GB2013boilerplate">here</a>!

<hr /></div><style type="text/css">.blurb-cat-games hr {
margin: 10px 0 10px 0;
}</style>]]></content:encoded>
			<wfw:commentRss>http://venturebeat.com/2012/04/12/at-2-5b-games-played-a-month-king-com-reaps-benefits-from-its-casual-saga-titles-on-facebook/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	<enclosure url="http://venturebeat.files.wordpress.com/2012/04/candy-crush-saga.jpg?w=160" /><source url="http://venturebeat.com/2012/04/12/at-2-5b-games-played-a-month-king-com-reaps-benefits-from-its-casual-saga-titles-on-facebook/">At 2.5B games played a month, King.com reaps benefits from its casual Saga titles on Facebook</source>
		<media:content url="http://1.gravatar.com/avatar/4869c34dce444c8aec85429171927244?s=96&#38;d=http%3A%2F%2F1.gravatar.com%2Favatar%2Fad516503a11cd5ca435acc9bb6523536%3Fs%3D96&#38;r=G" medium="image">
			<media:title type="html">vbdeantakahashi</media:title>
		</media:content>

		<media:content url="http://venturebeat.files.wordpress.com/2012/04/candy.jpg" medium="image">
			<media:title type="html">candy</media:title>
		</media:content>

		<media:content url="http://venturebeat.files.wordpress.com/2012/03/gamesbeat2012_logo.png?w=300" medium="image">
			<media:title type="html">GamesBeat 2012</media:title>
		</media:content>
	</item>
		<item>
		<title>How Germany&#8217;s Wooga took Facebook by storm (interview)</title>
		<link>http://venturebeat.com/2012/03/17/interview-how-germanys-wooga-took-facebook-by-storm/</link>
		<comments>http://venturebeat.com/2012/03/17/interview-how-germanys-wooga-took-facebook-by-storm/#comments</comments>
		<pubDate>Sat, 17 Mar 2012 15:00:03 +0000</pubDate>
		<dc:creator>Dean Takahashi</dc:creator>
				<category><![CDATA[Dev]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Social]]></category>
		<category><![CDATA[Brain Buddies]]></category>
		<category><![CDATA[Bubble Island]]></category>
		<category><![CDATA[Bubble Witch Saga]]></category>
		<category><![CDATA[Diamond Dash]]></category>
		<category><![CDATA[editor's pick]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[Game Developers Conference]]></category>
		<category><![CDATA[game news]]></category>
		<category><![CDATA[GDC]]></category>
		<category><![CDATA[Happy Hospital]]></category>
		<category><![CDATA[Magic Land]]></category>
		<category><![CDATA[Monster World]]></category>
		<category><![CDATA[Words With Friends]]></category>

		<guid isPermaLink="false">http://venturebeat.com/?p=400671</guid>
		<description><![CDATA[<p><span class="post-label editors-pick">Editor's Pick</span> After Zynga, the second-biggest player on Facebook isn't Electronic Arts anymore. It's Wooga, a Berlin-based studio that has become Europe's largest social game publisher with more than 49 million monthly active users on Facebook.</p>
<p>Now Wooga has raised $24 million in venture capital and has grown to more than 150 employees.  The company now faces a number of strategic decisions, such as doubling down on Facebook or spreading out to platforms such as Google+ or Zynga.com. We caught up with co-founder Jens Begemann at the recent Game Developers Conference in San Francisco. Here's a transcript of our&#160;interview.</p>
<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=venturebeat.com&#038;blog=342986&#038;post=400671&#038;subd=venturebeat&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p><strong><a href="http://venturebeat.com/2012/03/17/interview-how-germanys-wooga-took-facebook-by-storm/jens-begemann/" rel="attachment wp-att-404233"><img class="alignnone size-full wp-image-404233" title="jens begemann" src="http://venturebeat.files.wordpress.com/2012/03/jens-begemann.jpg?w=655&#038;h=506" alt="" width="655" height="506" /></a></strong></p>
<p>After Zynga, the second-biggest player on Facebook isn&#8217;t Electronic Arts anymore. It&#8217;s <a href="http://www.wooga.com" target="_blank" target="_blank">Wooga</a>, a Berlin-based studio that has become Europe&#8217;s largest social game publisher with more than <a href="http://www.appdata.com//" target="_blank">49 million monthly active users</a> on Facebook.</p>
<p>The company was founded in 2009 by Jens Begemann (pictured above), Philipp Moeser, and Patrick Paulisch with the goal of making games for everyone, including the mass market and not just gaming die hards. Since then, it has only published six of them: Bubble Island, Brain Buddies, Monster World, Happy Hospital, Magic Land, and Diamond Dash. With that portfolio, the developer grew its monthly active users by 185 percent in 2011.</p>
<p>Now Wooga has <a href="http://venturebeat.com/2011/05/30/germanys-wooga-raises-24m-for-social-games-on-facebook/">raised $24 million</a> in venture capital and has grown to more than 150 employees.  The company now faces a number of strategic decisions, such as doubling down on Facebook or spreading out to platforms such as Google+ or Zynga.com. We caught up with Begemann at the recent Game Developers Conference in San Francisco. Here&#8217;s a transcript of our interview.</p>
<p><strong><a href="http://venturebeat.com/2012/03/17/interview-how-germanys-wooga-took-facebook-by-storm/wooga-2/" rel="attachment wp-att-404262"><img class="size-full wp-image-404262 alignright" title="wooga 2" src="http://venturebeat.files.wordpress.com/2012/03/wooga-2.jpg?w=400&#038;h=381" alt="" width="400" height="381" /></a>GamesBeat: What did you talk about at GDC?</strong></p>
<p><strong>Jens Begemann:</strong> The <a href="http://www.slideshare.net/wooga/growing-out-of-europe-wooga-postmortem" target="_blank">talk</a> was basically [about what we learned] from the first three years of Wooga. We were asked by the organizers here, because we now have nearly 50 million monthly active users. They wanted to know, &#8220;Where did you come from? How did this happen? Why this growth?&#8221;</p>
<p>We&#8217;re not doing anything magical. We&#8217;re just doing work. But I tried to sum up seven lessons that we&#8217;ve learned over the last few years. One of those is to focus on making our games very engaging in such a way that people come back often. We emphasize that instead of virality.</p>
<p>I think some other companies have been complaining that the virality of Facebook is not what it used to be. I think for us what has worked is focusing on engagement and making sure people come back. Every new user&#8230;you need to treat them like a small gold nugget &#8212; try to keep them. If you keep all of these new users, you&#8217;ve made a gold bar.</p>
<p><strong>GamesBeat: So how does something like Diamond Dash do that?</strong></p>
<p><strong>Begemann:</strong> In Diamond Dash, it&#8217;s many, many things that are in the small details that you don&#8217;t see. We spent months on fine-tuning. When you hit a group of diamonds, how long does it take for the new gems to fall down? How many points do you get? How difficult is it to get this in-the-row bonus when the whole game world is on fire?</p>
<p>Basically, if you know the theory of <a href="http://en.wikipedia.org/wiki/Flow_(psychology)" target="_blank" target="_blank">flow</a>, the game has to be challenging but at the same time can&#8217;t become too difficult. We ensure that people &#8212; from the very first moment on but also if they have played for a very long period of time &#8212; always feel challenged. They always have the feeling that they are under control, and they can create their own experience. It&#8217;s kind of similar to a triple-A title but obviously much more simple. It&#8217;s really about all these small little improvements that make sure people come back over long periods of time.</p>
<p>And then, of course &#8212; one element is using the social elements of competition in a good way. If you compete with your friends for a gold medal, that&#8217;s more interesting than playing alone or playing with strangers.</p>
<p><strong>GamesBeat: How does that game monetize? Are you buying energy to play longer?</strong></p>
<p><strong>Begemann:</strong> Yeah, you can buy energy to play longer. You can also buy boosts. If you want to beat your friends, you can buy some extra boosts and get a bigger chance to beat them. All of those things you can also can be earned inside the game, so there&#8217;s nothing that&#8217;s exclusive through paying money. But, like in core games, you pay for having that faster speed-up.</p>
<p><strong><a href="http://venturebeat.com/2012/03/17/interview-how-germanys-wooga-took-facebook-by-storm/wooga-1-2/" rel="attachment wp-att-404264"><img class="wp-image-404264 alignright" title="wooga 1" src="http://venturebeat.files.wordpress.com/2012/03/wooga-1.jpg?w=400&#038;h=158" alt="" width="400" height="158" /></a>GamesBeat: Do you think that one monetizes well relative to other social games?</strong></p>
<p><strong>Begemann:</strong> In terms of absolute numbers, we&#8217;re very happy, because the game is so big: 18 million monthly active users. Even if revenue per user is not so huge, overall that&#8217;s big. But yes, in terms of revenue per user, it obviously doesn&#8217;t monetize as well as Kixeye&#8217;s games. I think they have a very different model. Much less users, much more revenue per user. For us it&#8217;s truly mass market. That has also been our philosophy since the beginning. First, reach a huge audience, and then build monetization on top of that, instead of the other way around.</p>
<p><strong>GamesBeat: From observing that game, it seems so short to me that it&#8217;s really hard to monetize. I suppose you can find people who really just don&#8217;t want to stop. [<em>Laughs</em>] Normally I just stop when I run out of energy.</strong></p>
<p><strong>Begemann:</strong> Diamond Dash is just a minute. [You can visualize it like this:] It&#8217;s like a bag of chips, where each chip is just one bite, but if you don&#8217;t pay attention, you finish the whole bag.</p>
<p>Diamond Dash is similar. Each round is just one minute, but some people really play for lots and lots of time. People who play with their friends enjoy it more. Many groups of people play in their offices when they&#8217;re on their lunch breaks. Everybody during this half an hour plays Diamond Dash at the same time. This group of 10 people or so, they send free lives to each other. It&#8217;s a Facebook gifting feature, so they can play for longer. Some of them also spend money on buying power-ups. But a game like Diamond Dash is definitely super-mass market.</p>
<p><strong>GamesBeat: Zynga has started running a lot of ads in Words With Friends. Is that an opportunity for you guys as well, especially in these games that don&#8217;t monetize automatically?</strong></p>
<p><strong>Begemann:</strong> We don&#8217;t reveal detailed numbers. But overall, I think people underestimate it. Because of these huge user numbers, it&#8217;s possible to monetize quite well. And regarding advertising, I think that&#8217;s a potential growth opportunity for the future, but at the moment we&#8217;re very focused on doing a small number of things. There are tons of opportunities that we have, but for us, we really focus on growing on Facebook, growing our user base there, and improving our monetization there.</p>
<p>The second big focus is mobile. Advertising would be a good, additional growth opportunity, but at the moment, it&#8217;s too much of a distraction for us. It would take away the focus from our key growth.</p>
<p><strong>GamesBeat: You guys have become a strong company. There are a handful of strong companies out there, and they&#8217;re starting to pursue different strategies. Kabam&#8217;s is going onto six different platforms, while you guys are sticking with Facebook. You have moved onto Google+. Do you know how many platforms you want to be on?</strong></p>
<p><strong>Begemann:</strong> Our focus, really clearly, is Facebook, and on mobile it&#8217;s iOS [iPhone, iPad, iPod Touch]. We like being on a small number of platforms. We have a great relationship with Facebook, and we like the iOS platform a lot. And over time, especially on mobile obviously, there will be more. I think it&#8217;s quite natural to think of Android and potentially also Windows Phone &#8212; I think that&#8217;s quite natural, but on the PC, we&#8217;re really happy with Facebook. Other companies may go to other places, but for us, it&#8217;s the right platform to focus on.</p>
<br />Filed under: <a href='http://venturebeat.com/category/dev/'>Dev</a>, <a href='http://venturebeat.com/category/games/'>Games</a>, <a href='http://venturebeat.com/category/social/'>Social</a>  <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=venturebeat.com&#038;blog=342986&#038;post=400671&#038;subd=venturebeat&#038;ref=&#038;feed=1" width="1" height="1" /><p id="pages">Pages: 1 <a href="http://venturebeat.com/2012/03/17/interview-how-germanys-wooga-took-facebook-by-storm/2/">2</a></p>]]></content:encoded>
			<wfw:commentRss>http://venturebeat.com/2012/03/17/interview-how-germanys-wooga-took-facebook-by-storm/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	<enclosure url="http://venturebeat.files.wordpress.com/2012/03/jens-begemann.jpg?w=160" /><source url="http://venturebeat.com/2012/03/17/interview-how-germanys-wooga-took-facebook-by-storm/">How Germany&#8217;s Wooga took Facebook by storm (interview)</source>
		<media:content url="http://1.gravatar.com/avatar/4869c34dce444c8aec85429171927244?s=96&#38;d=http%3A%2F%2F1.gravatar.com%2Favatar%2Fad516503a11cd5ca435acc9bb6523536%3Fs%3D96&#38;r=G" medium="image">
			<media:title type="html">vbdeantakahashi</media:title>
		</media:content>

		<media:content url="http://venturebeat.files.wordpress.com/2012/03/jens-begemann.jpg" medium="image">
			<media:title type="html">jens begemann</media:title>
		</media:content>

		<media:content url="http://venturebeat.files.wordpress.com/2012/03/wooga-2.jpg" medium="image">
			<media:title type="html">wooga 2</media:title>
		</media:content>

		<media:content url="http://venturebeat.files.wordpress.com/2012/03/wooga-1.jpg" medium="image">
			<media:title type="html">wooga 1</media:title>
		</media:content>
	</item>
		<item>
		<title>Germany&#039;s Wooga raises $24M for social games on Facebook</title>
		<link>http://venturebeat.com/2011/05/30/germanys-wooga-raises-24m-for-social-games-on-facebook/</link>
		<comments>http://venturebeat.com/2011/05/30/germanys-wooga-raises-24m-for-social-games-on-facebook/#comments</comments>
		<pubDate>Tue, 31 May 2011 06:51:16 +0000</pubDate>
		<dc:creator>Dean Takahashi</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Bubble World]]></category>
		<category><![CDATA[Diamond Dash]]></category>
		<category><![CDATA[Facebook games]]></category>
		<category><![CDATA[Monster World]]></category>
		<category><![CDATA[social games]]></category>

		<guid isPermaLink="false">http://venturebeat.com/?p=262428</guid>
		<description><![CDATA[<p>Wooga says it has become the fastest-growing social game developer on Facebook, and the company announced today that it has raised $24 million in a second round of funding.</p>
<p>The funding shows that social gaming is still hot and that&#160;&#8230;</p>
<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=venturebeat.com&#038;blog=342986&#038;post=297154&#038;subd=venturebeat&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p><img class="alignright size-full wp-image-262430" title="wooga 1" src="http://venturebeat.files.wordpress.com/2011/05/wooga-1.jpg?w=400&#038;h=211" alt="" width="400" height="211" /><a href="http://www.wooga.com/games/" target="_blank">Wooga</a> says it has become the fastest-growing social game developer on Facebook, and the company announced today that it has raised $24 million in a second round of funding.</p>
<p>The funding shows that social gaming is still hot and that it&#8217;s possible to raise money to compete with the likes of Zynga, as long as you&#8217;ve got a fast-growing company. Just last week, Facebook social game maker <a href="http://venturebeat.com/2011/05/26/kaboom-kabam-raises-85m-for-hardcore-social-gaming-business/">Kabam raised $85 million</a>.</p>
<p>The Berlin-based company has more than 30 million monthly active users on Facebook, with more than 70 percent of those women. Highland Capital Partners led the round and Tenaya Capital, Balderton Capital, and Holtzbrinck Ventures also participated. Fergal Mullen, general partner at Highland, will join Wooga&#8217;s board.</p>
<p>Wooga stands for &#8220;world of gaming.&#8221; Its popular titles include Monster World, Diamond Dash and Bubble Island. The company was founded by chief executive Jens Begemann two years ago and currently has 85 employees.</p>
<p>&#8220;When we started the company, everyone told us the competition was too intense, we would never make it. And now &#8212; two years later &#8212; we have three games in the top 20,&#8221; Begemann said.</p>
<p>Wooga is the only company besides Zynga with three games in the top 20 on Facebook. Begemann said the company plans to grow to 150 employees by the end of 2011 and that Wooga&#8217;s 10-year vision is to build one of the world&#8217;s largest game companies by 2020, with titles targeted at 100 percent of the population.</p>
<p>Millions of users play an average of 20 minutes a day with Wooga&#8217;s games.</p>
<p><em><img class="alignleft size-full wp-image-261884" title="gamesbeat" src="http://venturebeat.files.wordpress.com/2011/05/gamesbeat36.jpg?w=245&#038;h=64" alt="" width="245" height="64" />We’ll be exploring the most disruptive game technologies and business models at our third annual <a href="http://events.venturebeat.com/gamesbeat2011/" target="_blank">GamesBeat 2011</a> conference, on J</em><em>uly 12-13 at the Palace Hotel in San Francisco</em><em>. It will focus on the disruptive trends in the mobile games market. GamesBeat is co-located with our <a href="http://events.venturebeat.com/mobilebeat2011/" target="_blank">MobileBeat 2011</a> conference this year. To register, <a href="http://gamesbeat2011.eventbrite.com/" target="_blank" target="_blank">click on this link</a>. Sponsors can message us at <a href="mailto:sponsors@venturebeat.com" target="_blank">sponsors@venturebeat.com</a>. To participate in our <a href="http://events.venturebeat.com/gamesbeat2011/startup-competition/">Who’s Got Game? contest for the best game startup, click on this link</a>.</em></p>
<br />Filed under: <a href='http://venturebeat.com/category/business/'>Business</a>, <a href='http://venturebeat.com/category/games/'>Games</a>  <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=venturebeat.com&#038;blog=342986&#038;post=297154&#038;subd=venturebeat&#038;ref=&#038;feed=1" width="1" height="1" /><div class="post-meta-blurb post-meta-after blurb-cat-games"><hr />

<a href="http://venturebeat.com/events/gamesbeat2013/" data-vb-ga-outbound="GB2013boilerplate"><img class="size-full wp-image-616698 alignleft" alt="GamesBeat 2013" src="http://venturebeat.files.wordpress.com/2013/02/gamesbeat2013boilerplate.png" width="196" height="33" /></a>GamesBeat 2013 is our fifth annual conference on disruption in the video game market. You'll get 360-degree perspectives from top gaming executives, developers, and analysts on what’s to come in the industry. Our theme this year is “The Battle Royal.” Check out full event details <a href="http://venturebeat.com/events/gamesbeat2013/" data-vb-ga-outbound="GB2013boilerplate">here</a>, and grab your early-bird tickets <a href="http://gamesbeat2013-gb2013boilerplatebottom.eventbrite.com/" data-vb-ga-outbound="GB2013boilerplate">here</a>!

<hr /></div><style type="text/css">.blurb-cat-games hr {
margin: 10px 0 10px 0;
}</style>]]></content:encoded>
			<wfw:commentRss>http://venturebeat.com/2011/05/30/germanys-wooga-raises-24m-for-social-games-on-facebook/feed/</wfw:commentRss>
		<slash:comments>14</slash:comments>
	<enclosure url="http://venturebeat.files.wordpress.com/2011/05/wooga-1.jpg?w=160" /><source url="http://venturebeat.com/2011/05/30/germanys-wooga-raises-24m-for-social-games-on-facebook/">Germany&#039;s Wooga raises $24M for social games on Facebook</source>
		<media:content url="http://1.gravatar.com/avatar/4869c34dce444c8aec85429171927244?s=96&#38;d=http%3A%2F%2F1.gravatar.com%2Favatar%2Fad516503a11cd5ca435acc9bb6523536%3Fs%3D96&#38;r=G" medium="image">
			<media:title type="html">vbdeantakahashi</media:title>
		</media:content>

		<media:content url="http://venturebeat.files.wordpress.com/2011/05/wooga-1.jpg" medium="image">
			<media:title type="html">wooga 1</media:title>
		</media:content>

		<media:content url="http://venturebeat.files.wordpress.com/2011/05/gamesbeat36.jpg" medium="image">
			<media:title type="html">gamesbeat</media:title>
		</media:content>
	</item>
	</channel>
</rss>
