Social Music Gaming
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“How music should learn from the booming social gaming market? ”
Curated by Albin Serviant
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www.seetio.com - August 23, 2011 5:26 AM

MXP4 | El Zynga de los juegos sociales musicales

MXP4 es una empresa francesa de juegos sociales bastante peculiar, ya que su especialidad es la de crear títulos musicales, con el fin de promocionar o monetizar las canciones de artistas como David Geta o Nelly Furtado.

Los juegos mezclan todo tipo de géneros diferentes, aunque en la mayoría de casos todos están planteados desde un punto de vista arcade para atraer a los casual gamers y proporcionarnos unas cuantas horas de diversión con cada título.

Sin duda, una nueva prueba de que internet puede ser la salvación de la industria musical, pese a lo que creen las discográficas.

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www.businessinsider.com - May 9, 2:32 AM

Zynga Is A Flawed Company In Desperate Need Of A Breakout Hit

Zynga's decision to pay $210 million for Draw Something, and the game's subsequent rise and fall, appear to expose a fundamental flaw in the social gaming company that should frighten investors, and be setting off alarm bells in the company's headquarters.
As you can see in the chart on the right, Zynga's daily user count spiked to almost 70 million users, up from ~58 million users, after acquiring Draw Something developer OMGPOP.
However, the buzz for Draw Something has worn off, and now Zynga's total daily Facebook-connected users are back to around 58 million.

Read more: http://www.businessinsider.com/zynga-2012-5?nr_email_referer=1&utm_source=Triggermail&utm_medium=email&utm_term=Business%20Insider%20Select&utm_campaign=Business%20Insider%20Select%202012-05-08#ixzz1uLt3sulu

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www.gamasutra.com - May 2, 3:23 AM

King.com's hard-fought battle for Facebook games' second place

While it's going to be a long while before anyone gets within striking distance of Zynga's dominance when it comes to social games on Facebook, the fight for the number two position on that site is a fierce one, when it comes to daily active users.


Three companies are battling for the silver medal -- Wooga, Electronic Arts and King.com. EA's held the lead for a while, but earlier this month King.com broke away from the pack, largely on the strength of its Bubble Witch Saga game.

As it looks to extend that lead, the company is also focusing on what's next. And for now, the field is fairly wide open. The Saga series is likely to continue growing -- and there are other games the company can move over from its Web-based game series. Acquisitions aren't out of the question. And there's even some chatter about a possible IPO.

That 'going public' talk started around the top of the month, when the company's CEO and co-founder Riccardo Zacconi told Reuters he was "preparing the company" for a possible offering, even though it would be at least next year before it made that step.

Alex Dale, King.com's chief marketing officer, seemed to take a step back from that in a recent conversation with Gamasutra, however.

"We have done some internal reorganization to take that [IPO] option if we want to or need to, but there are no specific plans and that is not a focus for the company."

Right now, the focus for King.com is on growth, both in terms of daily and monthly average users, as well as financially. King.com bought its first external studio a little over a month ago -- Fabrication Games in Stockholm. And as consolidation becomes more common in the mobile and social space, prices are sure to rise.

EA's $750 million buyout of PopCap Games nine months ago (with incentives that could drive the price to $1.3 billion) and Zynga's recent $180 million purchase of OMGPOP have inflate the market -- and if it wants to keep its lead, King.com has to be able to compete with those sorts of bids.

Dale didn't discuss the size of the company's war chest, but said King.com is happy with its growth.

"The profitability is good," he says. "The business models are good. We are growing revenues fast -- and by that, I mean high double digits -- and we're investing in developing new games."

Profitable since 2005, King.com has diverse lines of income -- social games on Facebook and mobile (both of which draw from player microtransactions) and web-based skill tournaments, where player can make small wagers of 10-15 cents (which supplements the advertising income).

"We're coming from business model 'A' and we're adding both 'B' and 'C'," says Dale. "If you play Bubble Witch Saga on Facebook, that's a very relaxing experience. It's competitive, but in a gentle way."

But he adds, "The same game mechanic on the tournament side is different. If you play Bubble Witch on King.com and you're playing for a cash stake, it adds a competitive edge."

While King.com has been around the games world for nine years, it was the move to Facebook a little over a year ago that has caused it to see a major surge in popularity. Bubble Witch Saga's DAUs now top Zynga's Farmville by 1.4 million -- but that popularity hasn't come without criticism.

Some players have noted Bubble Witch Saga seems very reminiscent of Puzzle Bobble and taken the company to task for that. Dale dismisses those comparisons, however.

"We are 100 percent using our own IP," he says. "We've been taking the IP we like that has performed well [on the website] and launched that on Facebook."

While the company is regularly looking for new ways to expand its reach, don't expect it to broaden its focus to include resource management games like FarmVille. While they've been successful for other social gaming companies, King.com thinks they're too difficult for lapsed players to return to. Instead, casual titles (like it focuses on) always leave a door open for players to walk away -- and don't penalize them for leaving.

"It's a lot easier to reactivate in a causal game, whereas if you go to a resource management game after you haven't played for a couple months, your castle has been destroyed," says Dale.

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techcrunch.com - April 25, 4:39 AM

Facebook hints at flexibility over Facebook Credits rev-share

Social games companies - or, indeed, any Facebook application developer - using the social network's Facebook Credits virtual currency have to give up 30% of revenues to Facebook. That's a business model that works for games like FarmVille, but presents more problems for, say, selling music. However, it seems Facebook may be flexible going forward, as it tries to get different kinds of companies to use Facebook Credits. "We receive a fee of up to 30% when users make such purchases from our Platform developers using our Payments infrastructure. In the future, if we extend Payments outside of games, the percentage fee we receive from developers may vary," explains a quietly-amended section of its S-1 IPO filing. How it might vary remains unexplained, but if the terms are good, we could see more bands starting to sell songs for Facebook Credits.
Source: TechCrunch - http://tinyurl.com/c89z67u

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musicindustryblog.wordpress.com - April 11, 8:43 AM

Facebook Timeline for Artists (When Platforms Forget Their Responsibilities)

Facebook Timeline for Artists (When Platforms Forget Their Responsibilities)


Regular readers will know I’m a big advocate of content platforms and ecosystems. Indeed device based ecosystems such as iTunes, Kindle and xBox are the success stories of paid content. More recently these platforms have been complemented by a new wave of ecosystems by the likes of Facebook and Spotify, that depend upon software and user data for walls instead of hardware. Both sets of ecosystems depend upon 3rd party developer and / publisher platforms for success. A thriving platform is one which is defined as much by 3rd parties as it is the host company. But just as a blossoming garden requires careful tending so does an ecosystem. The host has a responsibility to ensure that developers and publishers have the support, processes and transparency necessary to instill the confidence necessary for them to invest their time and resources into the platform. It is a responsibility that does not always come cheaply to the hosts and isn’t always respected to the full, as we have seen with the impact of Facebook’s Timeline on a number of artist app developers.


Artist Timelines are Throttling Artist Apps

Facebook’s Timeline feature is looking like a great innovation from the social networking behemoth and there are many examples of artists, music services and music publications using the feature to great effect. (Take a look at Spotify’s Facebook Timeline for a super cool implementation). However the way in which Timeline was implemented on artist pages has had a dramatic cooling effect on what was beginning to shape up to be a vibrant community of Facebook artist app developers. Latest data from AppData.com and reported on Digital Music News shows that Band Page (formerly Root Music), Reverb Nation and FanRX (formerly BandRX) all saw a steady decline in usage in the lead in to the Timeline switchover date and then a ‘falling off a cliff’ drop on the date itself. All three apps have remained stuck at their decimated levels.


The key reason for the collapse in user numbers is that as part of the Timeline feature Facebook prevented these apps being able to act as the landing page for artist profiles. There is very well thought out reasoning for this move: Facebook remembers only too well the anarchic chaos of MySpace artist pages, indeed the pared-down minimalism of Facebook’s UI was an intentional antidote to MySpace messiness. But none of this detracts from the fact that Facebook has failed to fulfil its duties as platform host. It should have done more to accommodate the concerns of artist app developers and would be well advised to work with them now to improve their lot. Although it would be stretching credulity to claim these apps were responsible for artists switching from MySpace to Facebook, they certainly played an important role in easing the transition for many.


Being a Platform Means Looking Out for the Small Guys Too

If Facebook is serious about becoming a platform for music, it needs to ensure that it doesn’t just lay out the red carpet for Swedish streaming services. The value of Facebook as a music platform will come from the functionality, utility and experience delivered by 3rd party apps that help artists differentiate the way they engage with fans. Apps such as Band Page, Reverb Nation, Fan RX and Bopler Games. Ensuring that strategic priorities can be implemented without destroying the livelihoods of developers is a key responsibility of platform hosts. Of course sometimes hosts patently ignore the responsibility and use app developers as free R&D – just think about the number of times Apple has killed off app companies by integrating their functionality directly into iOS. But even Apple knows you can only do that so many times before you risk killing the proverbial golden goose.

I continue to maintain that Facebook’s platform strategy is subtly brilliant, and in the bigger scheme of things the artist app Timeline debacle is pretty small fry. But if Facebook is to establish itself as a genuine music platform it must learn from the lessons Band Page et al are painfully teaching.

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www.facebook.com - April 2, 5:38 AM

Spotify launches Facebook Timeline for music

Spotify launches Facebook Timeline for music
Facebook's recently introduced Timeline for brands has given someone at Spotify a good idea. The streaming service is using the feature to provide a history of music stretching all the way back to 1001. "We've decided to turn our fan page into a destination where you can discover and listen to the history of music," explains the company. "If you're looking to learn when Frank Sinatra released his first album, what year Monteverdi was born, when Britney released ...Baby One More Time, what were the biggest music stories in 1969, or just how old you were when L'il Wayne put out Tha Carter III then we've got you covered." So while the last couple of years on the Timeline has Spotify's posts to its Facebook fans, there are now landmarks for the last millennium, starting with the Organum Experiments in 1001. A clever idea.
Link - https://www.facebook.com/Spotify

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www.insidesocialgames.com - March 22, 4:17 AM

Zynga acquires OMGPOP

Zynga confirmed today that it has acquired OMGPOP, the developer behind hit mobile title Draw Something.


Zynga detailed the acquisition in a press call with OMGPOP CEO Dan Porter, who now serves as vice president and general manager of Zynga New York. This studio formed a year ago with the Area/Code acquisition.

During the call, Porter promised that Draw Something will not change now that OMGPOP is a part of Zynga’s game catalog. The game has surged to — and stayed at — the top of the paid app charts for the iPhone since its launch six weeks ago.

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techcrunch.com - March 16, 5:35 PM

Zynga No Longer Has The Biggest Game On Facebook By Daily Users

Here’s a crazy turn of events: Zynga no longer has the biggest game on Facebook by daily active users.


OMGPOP, the New York-based casual gaming company that has had a huge comeback in the last month, now has the top spot for daily usage with its Pictionary-like game Draw Something.


In the last couple of days, Draw Something just edged past Zynga’s Words With Friends to take the top spot for a game in terms of users on the AppData leaderboard, which is a tracking service for apps on the Facebook platform. Draw Something now has 10.8 million daily users who are logged in through Facebook, compared to Words With Friends, which has 8.6 million daily active users. (If you look at monthly usage, the picture is different with Zynga’s CityVille and Texas Holdem Poker on top. But game developers tend to focus on daily usage since it often correlates better with monetization.) The company told us a few days ago that it had just passed 25 million registered users and popped above 10 million daily active users a week ago.

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techcrunch.com - March 12, 3:47 PM

Chris DeWolfe Talks SGN And The Mobile Gaming Gold Rush

Chris DeWolfe is not resting on his laurels after his big-name success as a co-founder of Myspace.


For a lot of people, Chris DeWolfe is still best known as the co-founder of pioneering social network Myspace — but even with that big name success under his belt, it’s fair to say he is not resting on his laurels just yet. For the past two years he has been heads down building an increasingly powerful social gaming company SGN, which was recently previously known as MindJolt, that is aiming to give Zynga a run for its money by making games that bridge Facebook, mobile and the web.

We talked to DeWolfe this weekend at the South By Southwest Interactive conference. You can watch the interview in the video above to see him discuss the lessons he learned after selling Myspace to NewsCorp, why Zynga and Facebook could start to lose an edge post-IPO, SGN’s huge female following, and more.

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company.zynga.com - March 2, 4:54 AM

ZYNGA UNVEILS NEW PLATFORM FOR PLAY

The Zynga Platform Delivers More Ways to Play and More People to Play with on Zynga.com

Zynga Welcomes Game Developers Mob Science, Row Sham Bow and Sava Transmedia as Inaugural Platform Partners

SAN FRANCISCO – March 1, 2012 – Zynga (NASDAQ: ZNGA), the world’s leading provider of social game services, today announced the Zynga Platform, a new platform designed to bring players what they’ve asked for: new ways to play and more people to play with. As part of the initial roll out, Zynga will debut the beta release of Zynga.com, the company’s new destination for social games. In addition to serving up popular Zynga games, Zynga.com will let players discover and play social games created by third party game developers. These Platform partners will be able to reach new audiences and make their games even more social.

“We built Zynga.com to give our players more ways to connect with each other and play great social games whether built by Zynga or other talented developers,” said Mark Pincus, founder and CEO, Zynga. “Together with our platform partners, we look forward to bringing more play to the world on our platform.”

Zynga.com – a playground for social games
Zynga.com is built with the goal of bringing players more ways to connect with more people on a new destination dedicated to social games. Zynga.com will enable players to meet and connect with other players who share a love for social games, ultimately giving them more friends to play with. Players will progress faster in their games by tapping the entire community to instantly get what they need to complete quests, obtain virtual items and advance to the next level. Zynga.com is one of the first sites to be totally integrated with Facebook as an extension of the companies’ strong and collaborative partnership. It will allow players to log in with their Facebook ID and easily play games with their existing Facebook friends, as well as other people who love to play the same games.

“Zynga.com was created based on listening to players and understanding what they want and need to make their play time more fun and meaningful,” said Manuel Bronstein, general manager of Zynga.com. “We are excited to give players a way to connect with other people who love to play the same games in a destination that is all and only about games. We will continue to listen to player feedback and provide even better ways for them to connect and play together.”

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games.premierpr.com - February 29, 3:26 AM

Music Game Experts Launch Echo Peak

BRIGHTON, UK: Announcing today, Echo Peak is a specialist games developer focusing on collaborative projects with top creative talent from the music industry and beyond. Led by the creative duo behind the critically acclaimed "Chime" - Game Director Ciaran Walsh and Creative Director Ste Curran - in partnership with Tenshi Ventures and former Zoe Mode Studio Head Ed Daly, the team brings together talent from doublesix, EA and Freestyle Games to create games for consoles and emerging digital platforms.

"We are passionate about working with talent outside our industry in ways that are smarter, more interesting and more audience-focused than just plugging songs into well-worn templates", says Ciaran Walsh. "Our experience in music games led us to this point, and music seems a natural place to start -- bringing these two worlds closer makes so much sense -- which is why we're working with leading artists and labels to develop a number of concepts."

Echo Peak's first title, a collaboration with a major global music star, is in development now. Interested parties-- whether they're in the music industry, games industry or just people who want to know more about how Echo Peak plans to build something new -- can get in touch via ep@echo-peak.com or @echospeaks on twitter.

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the-void.co.uk - February 20, 9:09 AM

David Guetta focus of iPhone game @mobileroadie @bopler_games

MXP4’s Pump It! application has been dominating Facebook’s gaming apps for some time now as part of their Bopler Games musical suite. Android and iPhone addicts will be pleased to know that MXP4 is teaming with Mobile Roadie to ‘bring the noise’ to mobile platforms this month.

The success has been fuelled by an addictive mix of core gaming traits (reaction times and hand-eye coordination) coupled with the ability of the user to apply the game to their own personal choice of music (their audio avatar, in effect).

For anyone unfamiliar with the concept, Pump It! will play your selected track over a virtual speaker whose four ‘quadrants’ light up and flash against various BPM changes and riffs within the musical track. The player simply hovers over the quadrant that is flirting for their pointer, thus building up a musical momentum gauge and charging the central Pump It! button of the app’s title.

All the while grooving to one’s favourite tunes, users then click like crazy to build up points during the ‘bonus’ section, before the quadrants effectively reset themselves and the rhythmic mouse-baiting begins again in earnest until the track has played out.

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venturebeat.com - February 15, 10:45 AM

MXP4 and Mobile Roadie take social music games to mobile devices (exclusive) | VentureBeat

MXP4 and Mobile Roadie have partnered to take social music games to mobile devices. Under the partnership, MXP4′s Bopler Games social music games will be integrated into Mobile Roadie artist apps.

The net result should a lot of music listening and game playing on mobile devices. The companies hope that their partnership will help turn mobile phones into “total entertainment” devices.

Paris-based MXP4 launched Bopler Games as a music hub on Facebook in April 2011. The hub allowed users to create an original social music gaming experience by picking the songs that play in their favorite arcade-like games on Facebook. The plan was to create a music game category on Facebook. That effort succeeded, and now Bopler Games is moving to mobile.

Bopler Games for mobile will debut with an app that includes the popular Pump It! game embedded in music artist David Guetta’s official iPhone app. MXP4 essentially supplies the game for Mobile Roadie’s artist apps. So when you visit the artist’s app, you can play a music game that is integrated with six of Guetta’s songs.

Mobile Roadie’s apps have a gamification layer, where users can increase their overall ranking within the David Guetta app by scoring points in the Bopler game. The players can earn achievement badges and be featured in leaderboards. More apps for additional artists will be released in the future.

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www.washingtonpost.com - February 13, 1:59 PM

How Facebook could remake the entertainment industry

Two years ago, Hollywood talent agent Ari Emanuel made a remarkable statement about the future of media. He said he could see a time when certain movies premiered on Facebook instead of in theaters. “For the $150 million movie, you’ll still need to go to Warner Brothers, but for the $25 million movie, probably not,” he said at a San Francisco conference.

After a decade of war with Silicon Valley, big chunks of Hollywood’s establishment are thinking about technology differently. Instead of freaking out about how high-tech companies will drain their pockets, Hollywood executives are increasingly looking at deals with firms such as Facebook, Google, Apple and Amazon as a way to line them. As we spend more time online — almost as much time as we spend watching television, according to Morgan Stanley — these companies are becoming TV networks for the digital age. They are hugely valuable advertising and distribution engines for Hollywood content.

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m.techcrunch.com - May 2, 3:26 AM

OMGWHAT? GREE Acquires Mobile-Social Game Developer Funzio For $210M - TechCrunch

Japanese gaming giant GREE just acquired mid-core, mobile game developer Funzio for $210 million in an all-cash deal that should boost its ability to build games for Western audiences.

Funzio is behind Crime City, Modern War and Kingdom Age, which are graphical RPGs that have had more than 20 million downloads on Apple’s iOS, Android or Facebook platforms.
I had heard a few weeks back that Funzio was in a fundraising process at a $350 million post-money valuation and had also been loosely talking to various buyers in an auction-style process. Apparently, the fundraising efforts helped tip Funzio into a sale, but maybe not at the valuation I had originally heard about. Still, $210 million is not bad at all, considering that the company had raised about $20 million to date from IDG Ventures and Playdom co-founder Rick Thompson. For comparison, Draw Something-maker OMGPOP went to Zynga for $180 million in cash plus an undisclosed earnout.
Why did GREE buy Funzio? GREE is a multi-billion dollar mobile gaming company from Japan that is trying to break into Western markets. Its profit margins put Zynga to shame, but the company is running out of room to grow as its home country becomes saturated. GREE bought a gaming network OpenFeint for $104 million last year as part of that effort.
But the thing about GREE is that it is a dual platform provider and game developer, so OpenFeint only really addressed one side of its needs. OpenFeint was the platform and GREE needs in-house development capabilities, for which it has been hiring very aggressively in the Bay Area. Funzio should help with this after GREE scouted many targets over the past few months. Early-stage talks with at least two other game developers and platforms didn’t work out for various reasons. They had also looked at OMGPOP, but didn’t move fast enough because Zynga’s chief

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www.insidesocialgames.com - May 1, 7:01 PM

Zynga turns on Facebook cross-promotion for partner game Woodland Heroes

Zynga takes the first step in promoting games published through its partner programs today by adding Row Sham Bow’s Woodland Heroes to the Facebook cross-promotion bar that appears above Zynga games.

Adding a game to the zBar, as Zynga called the tool, seems like a small thing compared to what Zynga wants to accomplish in publishing third party games on Zynga.com. Cross-promotion bars have been thoroughly explored by 6waves, Applifier and Tapjoy (which acquired AppStrip) on both social and mobile — and 6waves has a sizable head start on Facebook games publishing. But Zynga has two features that other cross-promotion networks lack: brand recognition and size (65 million daily active users and 292 million monthly active users on both social and mobile as of Q1 2012). Both of those are key factors driving interest from smaller developers in the Zynga publishing platform.

As detailed on Zynga’s blog today, publishing partner head Rob Dyer says that Zynga intends to drive traffic and test promotions during this early beta phase to see what impact it has on Zynga’s network as a whole — and what impact Zynga’s network will have on an individual game.

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blogs.wsj.com - April 21, 6:39 AM

A Race to Challenge Zynga’s Social-Gaming Dominance

Good news: European companies are in second and third places in social gaming on Facebook. Bad news: Zynga is first.


Both Wooga, based in Berlin, and King.com, based in London, are now slugging it out for second and third places, according to AppData, a service that measures the popularity of mobile apps and developers.

Riccardo Zacconi, CEO of King.com, says that while Wooga had already pushed EA into second place, King has stolen a lead on them both this week in the measure of daily active users (DAU) playing social games on Facebook.

Nor is this a case of the newcomers on the block beating some old-timer that doesn’t get it. While EA may be traditionally associated with games consoles—a totally different kind of gaming that appeals to a completely different kind of player (young adult males rather than older adult females)—remember that it bought its way into social gaming with the purchase of the London-based Playfish for $400 million in 2009, and of PopCap Games, the maker of Bejeweled and Plants Vs. Zombies, of Seattle for $1.3 billion last summer.

But—and it is a very big but —before popping the champagne corks, let’s not get too self-congratulatory. Anyone remember War Admiral? Or perhaps more recently, Richard Thompson? No? War Admiral was runner-up to Seabiscuit in the 1938 “match race of the century” at the Pimlico Race Course in Baltimore, and Mr. Thompson was the unfortunate silver medal to Usain Bolt’s iconic 2008 Beijing 100-meter gold run. No one remembers runners up.

So while these two European companies slug it out for second place, the behemoth that is the U.S.-based, publicly quoted Zynga Inc. utterly dwarfs them. According to AppData, King.com has 10.26 million daily active users; Wooga 10.17 million DAUs; and EA 9.07 million DAUs. But Zynga (65.14 million DAUs) is twice as big as the next three games makers combined.

But hang on, says Mr. Zacconi, we are comparing apples and oranges. “If you look at the actual social games that Zynga has —not, for example, poker games—then its lead is cut.”

He is right, but that still leaves Zynga way out in front, and still bigger than the next three combined. Both Mr. Zacconi and Jens Begemann, CEO of Wooga, point to one reason for Zynga’s dominance. “Zynga was there when social gaming really started to take off and were able to get that essential first foot in the door,” said Mr. Begemann. “That early start has been the key for them.”

Neither CEO said passing Zynga was a target for them. “I am not focused on passing Zynga,” said Mr. Zacconi. “My target is to build a company that is leading in casual and social games, making sure that every game we launch is the best game we can have in it is genre, and focus on revenue and profits.”

But according to Nicholas Lovell, CEO of the acclaimed Gamesbrief, a respected newsletter that covers the games industry, to focus on who is winning on Facebook is to look in the wrong place. “The Facebook battle has been won by Zynga,” he said. “Mobile is the battleground of the future.”

“No one is saying, ‘Guys if we don’t have a Facebook strategy we are dead.’ They are saying ‘if we don’t have a mobile strategy we are dead.’”

But he is keen to stress he is not writing off Facebook and its 845 million users; simply that the world’s largest social network has matured and as such it will attract different, and perhaps less exciting, companies.

“It is not to say that Facebook is not a viable platform for making real revenues and profits. But it is that the race to build a must-have, 10-times return, gaming business on a new and exciting platform, well if you were writing the business plan for that game business, Facebook might not even appear in it.”

And for companies looking to build a long-term future, the Zynga model—get big, quick and then look to exit on the public markets—may be a game plan to emulate.

It is a strategy not lost on Mr. Zacconi. King.com has certainly made no secret of that an IPO is a consideration and while Mr. Zacconi is keen to stress that nothing has been decided, he has put in place the changes needed should he decide to go that way. By way of an aside, he did say that his preferred market was not in Europe—it’s NASDAQ.

None of the players in this battle are blind to the changes. Zynga acquired OMGPOP, makers of the viral (and mobile) game Draw Something; Wooga launched Diamond Dash last year for iOS last year, and King.com is to launch its first mobile game, Bubble Saga, next week, first on Amazon’s Kindle Fire tablet, and then on both iOS and Android two weeks later.

With the growth of mobile, and at the moment the lack of any clear champion, the gaming space has been thrown open once again. If European companies can repeat their belated success in social gaming in this new arena, then the race is on.

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www.hollywoodreporter.com - April 11, 7:53 AM

'Guitar Hero' Creator Reveals Details on the new 'Rock Band Blitz'

Harmonix is hard at work on its first downloadable "Rock Band" game as an independent developer.


It’s been a few years since Rock Band fans have had a new game to jam on with those plastic instruments. Developer Harmonix, which is now independently operated and no longer part of MTV Games, is readying its first self-published music title. Rather than going the disc-based route, Rock Band Blitz is a downloadable game for Xbox 360 and PlayStation 3 that will connect with the full line of Rock Band games that have been released over the years by Electronic Arts and MTV Games. Matthew Nordhaus, Project Director on Rock Band Blitz, talks with THR about what’s next in the bestselling music rhythm game franchise.


See Interview : http://www.hollywoodreporter.com/news/guitar-hero-rock-band-blitz-harmonix-309652

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www.hypebot.com - April 2, 5:36 AM

SoundCloud launches Wave Raid web game #socialmusicgaming

SoundCloud launches Wave Raid web game
There's a new musical web game to play this week, and it comes from SoundCloud. Launched by Lee Martin and subtitled 'Quest for the Timed Comment', it gets players to paste in the URL for any SoundCloud track, and then play the horizontally-scrolling game. The gameplay involves moving an arrow up and down to catch comments made on the track as its waveform scrolls past. Hypebot reports that the game has been launched to showcase a new 'ontimedcomment' event in SoundCloud's JavaScript SDK for developers. It's good fun: we'll be interested to see if any developers start making similar games for artists using the new feature and inspired by Wave Raid.
Link - http://waveraid.com
Source: Hypebot - http://tinyurl.com/84xfjee

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www.billboard.biz - March 18, 7:45 PM

Music Marketing Beyond the 'Likes'

Facebook's new Timeline features - cover photos for self-expression, pinning posts to the top of a page for a week, clearer friend activity so a user knows how many friends have liked a band and listened to its music - help the social interaction between artists and fans, but the more important features for an artist on Facebook comes through the use of third party apps.


BandPage serves as a one-stop shop for fans to find out everything they need to know about an artist, whether it be tour dates, album releases, or merch information, and the platform also rolled out new features such as the ability to favorite tracks (it also announced last week it hit the 500,000 user mark, making it the biggest music app on Facebook). Headliner.fm pairs artists with othe similar bands and asks them to share each others' posts, hoping to foster a cross-marketing community and gain new fans that might not have heard of a band but that might be of interest to them.

Bopler is a leading social game app that creates music-based games, allowing fans to listen while they play.

"It's great to have likes, but you need to engage fans, and games are a great way to do that," said Serviant. "People spend an average of 18 minutes at a time playing Facebook games."

Engagement was a point that came up again and again, as page posts only reach an average of 16 percent of fans who have "liked" a page. "Likes are great, but where is the engagement?" asked Sider when asked the importance of a Facebook like. "What you should really be focusing on is how to get more people listening."

"Offering a listen and engaging and keeping that fan afterward is the most effective," said Chin, noting that trying out creative posts - incorporating video, photos, and more than just links - and seeing which get the most fans to talk about it is the best way to decide which type of content to deliver. "Never be focused on just the likes."

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www.virtual-strategy.com - March 15, 12:42 AM

FanCake Debuts as First Live Social Gaming Experience for Sports Watching

Mobile Social Sports App Revolutionizes How Fans Watch Sports, Provides Live Social Games While Watching Televised Sporting Events 

As the first live mobile and social gaming experience for sports fans, FanCake is a free iOS app for the iPhone, iPod touch and iPad, which enables fans and viewers to participate in televised sports by competing with and against one another, showcasing their sports knowledge, and socializing with Facebook friends and fellow fans – all based on the action on TV.

With the NCAA Men's Basketball Tournament kicking off Thursday, FanCake will include all 67 games of the annual March Madness event and host a live, in-app tournament. Fans can play along while watching each game and compete for medals, trophies and win social challenges.

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March 2, 5:28 AM
2nd Annual SXSW MusicTech Meetup
2nd Annual SXSW MusicTech Meetup | Social Music Gaming | Scoop.it

SXSW 2012 is almost here, which means we’re excited to invite you to our 2nd Annual SXSW MusicTech Meetup! Stop on by for great networking, drinks, and to meet the teams from some of the leading music tech companies as we get together at The Belmont on Tuesday, March 13th from 3-7pm.


To RSVP for free, please click “Join” on our Facebook Event listing available here.

https://www.facebook.com/events/281932938547342/

Hope to see you there!


Partners:
Mobile Roadie- The most powerful self-service app platform in the world, powering apps for artists, brands, venues, and much more
Music One Live- An innovative ticketing and social tech company which effectively packages, markets, and promotes shows, tickets, packages and fan experiences
midem- The world’s largest music industry trade show attracting thousands of participants from across the world
Music Matters- Asia Pacific’s music and digital conferene
Next Big Sound- Music analytics company that tracks all behavior and activity happening for artists both online and off
Bopler (mxp4)- Creator of the best social music games with the vision that “people should not just play music, but play with it, share it and make it part of their world”
SoundCloud- The leading audio platform that makes it easy to transfer music online
Topspin- A tech-focused direct-to-fan marketing, management, and distribution platform


Venue Information:
The Belmont
305 West 6th Street
Austin, TX 78701

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www.sacbee.com - March 1, 4:35 AM

Polydor Teams Up With Inensu to Launch Official SuperFan App for Break-Out Artist Mindless Behavior on Facebook

LONDON, Feb. 29, 2012 is a social fan platform, developed by inensu. SuperFan has redefined music apps by combining social, game mechanics, location and fan clubs to create a platform for fans to feel closer to their idols. Universal Music has partnered with inensu to launch an official SuperFan App for the break-out US R&B/pop group Mindless Behavior.

Combining engagement mechanics from social games, location apps and fan clubs, SuperFan is an innovative platform built for the social and constantly connected fans of today. Fans can virtually travel around the world with Mindless Behavior and be part of everything they do in the real world every day, wherever they are.

SuperFans play trivia & games to prove that they truly are a Mindless SuperFan and compete to get on the country and friend leaderboards. SuperFan also mixes the real and virtual worlds, by awarding in-game points to those who attend real shows and check-in to the SuperFan Reporter (www.superfanreporter.com) via their mobile phones.

Read more here: http://www.sacbee.com/2012/02/29/4300406/polydor-teams-up-with-inensu-to.html#storylink=cpy

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www.businessinsider.com - February 22, 5:32 AM

The Social Gaming Market Will Explode To $5+ Billion By 2015

The US social gaming market will blow past $5.5 billion in 2015, according to a new report by BI Intelligence.
The social games market, including smartphones, will more than double from last year, where we estimate it was $2 billion.


Highlights:

1- Social games will disrupt the traditional gaming industry

2- Social games will break into the mainstream,

3- Monetization will improve



Read more ...

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www.gamasutra.com - February 15, 1:53 PM

Just Dance propels Ubisoft to $852M Q3 revenues

More than 13 million copies sold for Just Dance 3 and other dancing games last quarter (ending December) helped Ubisoft meet its third quarter guidance and grow its revenue to €652 million ($852 million).
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www.guardian.co.uk - February 15, 8:59 AM

Why studios need to think about the ethics of social gaming

Social and free-to-play games are the future of the video games industry. Long gone are the days where you have to pay £50 upfront in the hope that the product won't suck. Today you can start playing a game, for free, and only if you like it can you decide to spend a bit of money on it – you can improve gameplay, buy some clothes for your avatar, furniture for your digital house or acquire extra weapons for your digital hero.

Free-to-play is the dominant business model for most games on social networks, and increasingly so for mobile games and online games in general. Research firm Flurry found that over 65% of the top grossing game apps in Apple's AppStore are free to play. Only 6 months earlier, in January 2011, this figure stood at 39%.

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