Gaming Startups Fail To Attract Large Venture Investments

April 21, 2009

Comparatively speaking, gaming startups tend to attract less VC fundings than other tech companies

Comparatively speaking, gaming startups tend to attract less VC fundings than other tech companies

Gaming is hot, but venture investments in the sector are still much lower than most other tech sectors.

Last year, gaming startups – mostly from Silicon Valley and some in LA/Orange county – raised a total of $315 million in 53 deals.

“It’s not a huge sector. Actually most of the big winners don’t have venture funding. And that’s because gaming is a hits business which gets a disproportionate influence despite its lack of investing,” said PwC managing director Steve Bengston at SDForum’s event on gaming investing.

In his retrospective of last year’s gaming investing, Bengston outlined the top 5 gaming venture investors (Silicon Valley’s Founders Fund, Redpoint Ventures and True Ventures and East Coast-based Columbia Capital and Greylock Partners).

Also speaking at the SDForum event were venture capitalists Ken Elefant of Opus Capital, Michael Kim of Rustic Canyon Partners and Ho Nam of Altos Ventures, who were sharing their experience in gaming investing which I will cover on a upcoming post.


Xbox Live Seen Generating $1 Billion In Online Revenue In 5 Years

April 9, 2009

Microsoft has been stoking its online gaming service – Xbox Live – for years.

Now it is poised to take the lead as gamers flock in mass to online game playing at the expense of stand-alone video games pitting one or two players against themselves or each other.

Game playing is moving online, says In-Stat

Game playing is moving online, says In-Stat

Video game console sales have declined during the recession, but online subscriptions are expected to be strong, says In-Stat. Sign-ups could rise 20 percent.

Vendors will generate hundreds of million of dollars in online revenue from subscriptions, downloads and advertising.

At the top of the heap will be Microsoft. “Microsoft’s Xbox Live service will clearly lead with projected revenue of over $1 billion in revenue annually by 2013,” In-Stat says.


[GDC'09] Zeebo Video Game Console Targets Emerging World

March 25, 2009
Zeebo brings mobile phone technology into the video game console market

Zeebo's $200 console brings mobile phone technology into the video game industry

Going after Nintendo, Sony and Microsoft’s Xbox is a challenge most companies – even very large ones – wouldn’t even think of doing.

Why bother indeed creating yet another video game console when the market is pretty clearly defined among the 3 leading brands and that the world is experiencing its worse economic downturn in almost a century!

But despite common sense, San Diego, Calif.-startup Zeebo did the unthinkable and launched its video console at the Game Developers Conference, here in San Francisco.

I’ve met with Zeebo CEO, John Rizzo, at GDC and here an excerpts of our conversation.

What is Zeebo?
It’s a new game console for the emerging first world. The 800 million individuals in the emerging middle class in Mexico, Latin America, Russia, China, India.

Do you stand any chance against rivals like Nintendo, Sony or Microsoft?
There’s no established console market of any scale in these markets because:

  1. consumers can’t buy local contents, because piracy is rampant and no developers – locally or in the U.S. – would want to develop content for these markets;
  2. consoles are expensive. In brazil the Wii is a $1000! The Zeebo will sell for less than $200, 5 times less expensive. In the markets that we try to serve, we benchmarked the console price at a discount to the consoles in that particular country. In Brazil, $200 is lower than a PS2 by a substantial amount. We expect that outside Brazil the console will be less than $179 this year. Well below $149 next year.

How can you be sure the games will not be pirated?
Because for the first time, we’re using 3G delivery networks as a content delivery mechanism, pirate proof, very secure. So what we did with Zeebo, is a low cost console hardware built on cellphone technology optmized for the local requirement of the culture.

What games will be available for the Zeebo?
We’ve been able to sign 15 of the top video game makers, EA, Activision… In these markets, they don’t generate any money or income, and it’s all upside to them. So they see us as a direct marketing channel of their old content in these existing and new markets.

Creating a game for a new console is expensive. How did you convince video game publishers to do it?
Porting a game is actually a small amount of work and money relative to the cost o developing a new game, which can cost tens of billons of dollars. It takes about 2 to 6 months and between $50,000 to $100,000 to do a port. It’s a very very small expense.


UK Threatens To Displace Japan As The Second Largest Gaming Market

February 2, 2009

Video games sales in 2008 rose 11 percent in the world’s three largest markets as strong growth in the United States and United Kingdom offset a slump in Japan.

The performance discrepancy was so great that sales in the U.K. (which are measured by units and which have doubled since 2003) last year overtook those in Japan for the first time, according to a Top Global Markets report. The report is put together by the NPD Group, GfK Chart-Track and Enterbrain.

“Although (the U.K. is) still behind on revenue, the gap has narrowed considerably and it will be interesting to see how things develop during 2009,” said Dorian Bloch, business group director at GfK Chart-Track.

Game sales in the three combined markets rose to 410 million units, with 15 percent growth in the U.S., 26 percent growth in the U.K. and a decline of 13 percent in Japan.

Japan’s decline came as sales of Sony’s PlayStation 2 tumbled 46 percent. However, several key titles that could improve sales are coming in 2009, including Nintendo DS’ Dragon Quest IX: Hoshizora no Mamoribito and the console games Monster Hunter 3 and Final Fantasy XIII.


Big Jump In Online Gaming

January 28, 2009

There has been a big increase in the number of Americans playing online games.

In the past year, the audience at online game sites jumped 27 percent to 86 million people, according to comScore. The growth is much faster than the 4 percent growth in overall Internet users, which comScore measured from December 2007 to December 2008.

More so, the time these gamers spent playing online climbed 42 percent.

Yahoo Games was the most visited site followed by EA Online and Disney Games. One hot site, Spil Games, saw traffic surge 268 percent.

Here are the top sites:


Virtual Worlds Company Releases Server To Interconnect 3D Worlds

December 22, 2008

3DNPVEI unveiled on Monday a virtual-worlds server designed to make it easier for developers to connect virtual worlds across the Net.

The Office Towers virtual world

The Office Towers virtual world

The beta release of the product has been expected since the company began talking about its efforts nearly a year ago. 3DNPVEI also on Monday expanded its Office Towers virtual world environment.

The X3Daemon Multiuser Network Server is a Unix-based product that will let developers add “shared” features to virtual worlds, such as doors, elevators and vehicles. It also supports chat.

According to a company Web sites, the product is a first step toward building “interconnected, open=standards-based virtual worlds.

The Office Towers environment is a business-focused virtual world where people can enter buildings and occupy office space to conduct business, the Hallandale, FL, company said.


Gaming Market Readying For Big Shift: Games Must Become Online Services Instead Of Retail Products

December 6, 2008

If the video game industry is to prosper over the next five years, it will need to follow the lead of business and consumer software and turn itself into an online service.

Todays business isnt attractive, says Lars Buttler

Today's business isn't attractive, says Lars Buttler

That may mean learning to survive on subscriptions, advertising and the micro-payments players shell out for in-game extras – instead of retail sales. And it may hinge on attracting a broader audience than the 18 to 35 year old males who are today’s typical gamer.

This was the prescription from “Gaming: The New Frontier,” a conference sponsored by the SDForum and designed to look ahead. Several gaming executives said they saw promise in games for mobile devices, such as Apple’s iPhone. Other said the industry needed to concentrate on fewer, better titles.

But most agreed big changes were necessary. “Quite frankly, right now the business is not particularly attractive,” said Lars Buttler, founder of Trion World Network, a startup building server-based games for online play. “The future should be software as a service: games as a service.”

Today, the gaming market is saturated with shrink-wrapped products, some not so good, others big budget titles that only the largest developers can afford to produce. While games allow players to compete against each other online, synchronizing play is difficult because the games are running on separate PCs or consoles instead of a central server.

People must move from packaged products, says Anne-Marie Roussel

People must move from packaged products, says Anne-Marie Roussel

“People have to move from this packaged goods stuff,” said Microsoft’s Anne-Marie Roussel, director of strategic and emerging business. “Gamers more and more want to be social.”

Building a server-based game puts competition on a level playing field, Buttler pointed out, since the server coordinates play. It also allows games to be updated and changed more easily, and makes collecting data about game play simpler.

In addition, hundreds or thousands of players can participate, instead of scores.

“We believe that’s the answer to where we are going,” said Buttler.


Consumers More Likely To Cut Spending On Dinning Out And Clothes Than Video Games Or Toys

November 11, 2008

A little bit of good news for the video game industry.

Consumers say they will spend less time at restaurants and resist buying that new outfit. But they won’t tighten the belt as much on video games, movies, music or toys, according to NPD Group.

A study released Tuesday said, “In October, consumers said they were most likely to cut back on dining out (with 57% saying they planned to spend less), followed by apparel at 54% and entertainment at 50%.  The least likely to be affected will be video games at 35%, toys at 39%, movies at 43%, beauty at 44%, and music 44%.”

The monthly study shows that consumers have steadily changed their spending habits over the course of the year.


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