_gaq.push(['_trackPageview']); _gaq.push(['_trackPageLoadTime']); (function() { var ga = document.createElement('script'); ga.type = 'text/javascript'; ga.async = true; ga.src = ('https:' == document.location.protocol ? 'https://ssl' : 'http://www') + '.google-analytics.com/ga.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(ga, s); })();

Archive

Posts Tagged ‘Candy Crush Saga’

Good to be King: Candy Crush Saga developer plans IPO

June 18th, 2013 No comments

candy crush saga big

At least one developer believes our future is a digital-candies-based economy. Candy Crush Saga developer King is hiring banks to help it pursue an initial public offering (IPO) in the United States, according to the Wall Street Journal.

Candy Crush Saga is one of the most-played and highest-grossing social games on mobile platforms and Facebook. That success is leading King’s executives and its investors to consider taking the publisher public.

“King’s success and growth presents numerous opportunities for the business to develop further, and one option would be to take the company public,” a King spokesperson told WSJ. “However, while it’s an option for the future, we would not comment on when we could consider making such a decision.”

Social-game developer IPOs don’t have a stellar track record. In 2011, Zynga went public with a lot of attention from Wall Street. Zynga debuted its offering at $10 a share in December 2011. After shooting up to $11, the stock quickly shed its value.

Since then, Zynga’s shares have lost nearly 70 percent of their value. It is currently trading at $2.89. That drop is largely attributed to Zynga failing to re-create the success of its games, like FarmVille and CityVille.

King could face a similar issue. Candy Crush Saga is a gigantic success, but the company’s other releases haven’t duplicated that performance. Even with King generating a ton of revenue, Wall Street might not have a lot of confidence in another studio coming out of the volatile social-gaming sector.

Apax Partners, a private-equity firm, and Index Ventures, a venture-capital firm, invested nearly $50 million in King in 2005. Both would stand to benefit greatly from an IPO.


Filed under: Games

GamesBeat 2013GamesBeat 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 here, and grab your early-bird tickets here!
Tags: , , ,

Good to be King: Candy Crush Saga developer plans IPO

June 18th, 2013 No comments

candy crush saga big

At least one developer believes our future is a digital-candies-based economy. Candy Crush Saga developer King is hiring banks to help it pursue an initial public offering (IPO) in the United States, according to the Wall Street Journal.

Candy Crush Saga is one of the most-played and highest-grossing social games on mobile platforms and Facebook. That success is leading King’s executives and its investors to consider taking the publisher public.

“King’s success and growth presents numerous opportunities for the business to develop further, and one option would be to take the company public,” a King spokesperson told WSJ. “However, while it’s an option for the future, we would not comment on when we could consider making such a decision.”

Social-game developer IPOs don’t have a stellar track record. In 2011, Zynga went public with a lot of attention from Wall Street. Zynga debuted its offering at $10 a share in December 2011. After shooting up to $11, the stock quickly shed its value.

Since then, Zynga’s shares have lost nearly 70 percent of their value. It is currently trading at $2.89. That drop is largely attributed to Zynga failing to re-create the success of its games, like FarmVille and CityVille.

King could face a similar issue. Candy Crush Saga is a gigantic success, but the company’s other releases haven’t duplicated that performance. Even with King generating a ton of revenue, Wall Street might not have a lot of confidence in another studio coming out of the volatile social-gaming sector.

Apax Partners, a private-equity firm, and Index Ventures, a venture-capital firm, invested nearly $50 million in King in 2005. Both would stand to benefit greatly from an IPO.


Filed under: Games

GamesBeat 2013GamesBeat 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 here, and grab your early-bird tickets here!
Tags: , , ,

Good to be King: Candy Crush Saga developer plans IPO

June 18th, 2013 No comments

candy crush saga big

At least one developer believes our future is a digital-candies-based economy. Candy Crush Saga developer King is hiring banks to help it pursue an initial public offering (IPO) in the United States, according to the Wall Street Journal.

Candy Crush Saga is one of the most-played and highest-grossing social games on mobile platforms and Facebook. That success is leading King’s executives and its investors to consider taking the publisher public.

“King’s success and growth presents numerous opportunities for the business to develop further, and one option would be to take the company public,” a King spokesperson told WSJ. “However, while it’s an option for the future, we would not comment on when we could consider making such a decision.”

Social-game developer IPOs don’t have a stellar track record. In 2011, Zynga went public with a lot of attention from Wall Street. Zynga debuted its offering at $10 a share in December 2011. After shooting up to $11, the stock quickly shed its value.

Since then, Zynga’s shares have lost nearly 70 percent of their value. It is currently trading at $2.89. That drop is largely attributed to Zynga failing to re-create the success of its games, like FarmVille and CityVille.

King could face a similar issue. Candy Crush Saga is a gigantic success, but the company’s other releases haven’t duplicated that performance. Even with King generating a ton of revenue, Wall Street might not have a lot of confidence in another studio coming out of the volatile social-gaming sector.

Apax Partners, a private-equity firm, and Index Ventures, a venture-capital firm, invested nearly $50 million in King in 2005. Both would stand to benefit greatly from an IPO.


Filed under: Games

GamesBeat 2013GamesBeat 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 here, and grab your early-bird tickets here!
Tags: , , ,

GamesBeat weekly roundup: Anita Sarkeesian conquers bullies, Candy Crush Saga rules mobile

May 31st, 2013 No comments

Star Wars Knights of the Old Republic

If you follow VentureBeat but don’t regularly check our GamesBeat site, here’s a list of the best video game stories we ran over the last seven days that you may have missed.

This week, EA announced that it is removing online pass requirements from games currently in stores, Tropes vs. Women creator Anita Sarkeesian overcomes Internet idiocy to get her YouTube show back online, and free-to-play darlings Candy Crush Saga and Puzzle & Dragons continue their revenue dominance on mobile platforms.

You’ll also find reviews for Fuse, Skyward Collapse, and CastleStorm, as well as previews for The Elder Scrolls Online, Rayman Legends, Wolfenstein: The New Order, and Infinite Crisis.


News


Mobile news


ouya hardware

Tech


Bad news


PS4 vs Xbox One


All t his funding


Interviews


Fuse 4

Reviews


Previews


Pieces of flair


Filed under: Games

GamesBeat 2013GamesBeat 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 here, and grab your early-bird tickets here!
    


Tags: , , , , , , , , , ,

The DeanBeat: King overtakes Zynga as the largest social gaming company

April 26th, 2013 No comments

king history

A sea change has happened in social gaming. The Zynga era is over. Long live King.

It’s not quite dramatic as that as the competition is still fierce for games on social networks and mobile devices. But Zynga’s earnings call revealed a big change in the standings. Zynga said it has 52 million daily active users of its social games on Facebook, Zynga.com, and mobile devices. London-based King says it now has more than 66 million daily active users. And the remarkable thing is that King has just 400 employees while Zynga has 2,902.

king 2Zynga has had a long run as the king of social games as it jumped on the platform as soon as Facebook opened itself up to third-party applications in May 2007. It grew quickly and, with the help of games like Mafia Wars and Zynga Poker, became the No. 1 company on Facebook in early 2009. It held that rank ever since. When Zynga launched FarmVille in mid-2009, the company’s users shot through the roof to nearly 83 million monthly active users in a single game. It started crushing rivals, who decided to flee to new platforms on mobile devices as a way to escape it.

Many contenders emerged, like Berlin’s Wooga and Electronic Arts. Just a year ago, it looked like EA would give Zynga a run for its money thanks to rapid growth of titles from its Playfish division, acquired for up to $400 million in late 2009. EA saw rocket-like growth for titles like The Sims Social and SimCity Social. It looked like, if anyone could do it, EA would supplant Zynga with its well-known gamer brands. Then, poof. EA’s audience evaporated as mobile devices grew in favor and the company failed to capitalize on its one-off successes. EA finally shut down Playfish this month.

But you can’t fully credit Zynga for EA’s defeat. Ten-year-old King played a role, too, and it was much more methodical in catching up in social games.

“King now has more than 66 million daily players of our games, and in Candy Crush Saga, we have a global hit on Facebook and on mobile,” said Riccardo Zacconi, the chief executive of King, in a statement. “Our players love being able to switch from mobile phone to tablet computer to PC without losing their progress in the game — the cross-platform synchronization that makes that possible is a big reason for our popularity. Our bite-size games are perfect for coffee breaks, bus journeys, or any spare few minutes in your day.”

Born on the web in 2003, King focused on tournament games and web-based casual titles for years. But by 2011, it was clear the audience was shifting. Rather than dump its 300 games from the web onto Facebook, King experimented for a while to see what worked.

King launched its first Facebook game, Bubble Saga, in April 2011. That title hit the top 10, and King’s ranking was No. 45. In September 2011, the company launched Bubble Witch Saga on Facebook. By October 2011, King became a top-10 Facebook developer. In March 2012, King acquired mobile-game developer Fabrication Games.

In April 2012, King came out with its most triumphant game, Candy Crush Saga, on Facebook. The success of that title catapulted it ahead of EA, Wooga, and Disney-Playdom. King kept bulking up its studios. It figured out that gamers were growing up and out of the simple simulation games that they first embraced on Facebook. They were increasingly playing arcade-like games that could generate outcomes in a minute or two. They were short, fun, frenzied, and addictive. Zynga was slower to recognize this shift.

The smart thing that Zacconi did was that he viewed social networking and mobile as the same platform. He drove King to design games that could be played on a PC or Mac on Facebook, or on a mobile device. You could log into the game on any platform and find your progress and scores synchronized. That allowed consumers to “consume our content in a seamless, ubiquitous way,” Zacconi said.

It did this first with the mobile version of Bubble Witch Saga, launched as King’s first real push into mobile games in July 2012. By January, Candy Crush Saga became the No. 1 game on Facebook. It was joined in the top 10 by Pet Rescue Saga and Bubble Witch Saga. Last month, King launched Farm Heroes Saga and Papa Pear Saga. Zacconi said recently that, after the mobile version of Candy Crush Saga launched, King saw a big increase in demand for the PC version as well. It is also leveraging Facebook’s fast growth on mobile to find new users for its games.

king 3During the past year, as King was on the rise, Zynga was hurting. It missed its earnings targets as Facebook’s growth slowed. The company lost money for a couple of quarters, and it has had to retrench. In the past two quarters, Zynga has returned to breakeven results. But it has shrunk its staff and seen a lot of executive churn.

David Ko, Zynga’s chief operations officer, said in an interview that he isn’t overly concerned about losing the top spot in users to King as he doesn’t see the competition as a zero-sum game.

“The way I look at it is, we have a belief that social gaming is a huge opportunity,” Ko said. “Not only from the estimate that it is a $9 billion market but also from what we’re seeing in the marketplace. Competition like this just reinforces the opportunity. My biggest thing is, I want to make sure that we’re confident that you’re going to see more of our franchises in that mix.”

There are a lot of metrics where Zynga is still No. 1 in social games, such as revenues. But King is on the march. It will have to defend its ground and extend its lead, or the King era may be very short.


Filed under: Business, Games

GamesBeat 2013GamesBeat 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 here, and grab your early-bird tickets here!
    


Tags: , , , ,

King.com saw its Facebook desktop players for Candy Crush Saga blossom after mobile launch

March 26th, 2013 No comments

riccardo zacconi

Two years ago, King.com wasn’t on Facebook and its web-based games were in danger of becoming ghost towns on the web. But the London-based company now has the largest game on Facebook in Candy Crush Saga, and it is growing quickly on mobile platforms as well.

Since Candy Crush Saga launched in November on mobile, the number of users has surpassed 10 million daily players. And the amount of activity on Facebook desktop has increased since the launch of mobile. Riccardo Zacconi (pictured above), chief executive of King.com, said today that was because the cross-platform nature of the game made it more appealing to play the game on multiple platforms, including desktop. He made the comments at Facebook’s seminar on games at the Game Developers Conference today in San Francisco.

King.com’s mobile games are architected so that you can play the same game both on mobile and Facebook desktop, or canvas. That means you can play on mobile and continue in the same spot in the game on desktop.

“We let them consume our content in a seamless, ubiquitous way,” Zacconi said.

While Facebook gaming has its critics, Facebook has 250 million monthly active users playing games, or one out of every four Facebook users. That number is growing on the desktop as well as on mobile, said Sean Ryan, director of game partnerships at Facebook, in a talk today.

Zacconi said that Facebook gives game developers the advantage of knowing the identity of a user, the social graph of the user’s friends, and discoverability. That is especially important on mobile, where it’s easy for a game to get lost among hundreds of thousands of titles on app stores.

Zacconi said the web is still important, as it is where King.com has more than 300 games and lots of customers. Facebook desktop is also important because the company can launch social versions of its web games there and work out the bugs, using constant analytics and user feedback to tune the games so they work optimally. Then it launches a mobile version of the game.

George Lee, Facebook games product manager, said Facebook is making improvements to strike the balance between respecting non-game Facebook users and promoting virality of games. One example is that, starting tomorrow, Facebook will turn on a discovery feature called “game collections,” which shows a library of games at a glance for any given game-savvy Facebook user.

 


Filed under: Dev, Games, Mobile, Social

GamesBeat 2013GamesBeat 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 here, and grab your early-bird tickets here!


Tags: , , , , ,

Gaming consumes a great share of dollars spent on the Google and Apple app stores

February 1st, 2013 No comments

clash of clans

Mobile gaming is hitting its renaissance. In both the Google Play and Apple iTunes app stores, the percentage of money spent on games out of the total amount spent on apps is increasing, according to analytics firm App Annie, which released the data this week at the Mobile Gaming USA East event in New York.

The gaming industry and mobile device makers alike are putting their hopes in mobile games as the rocket to vast profits. While smartphone and tablet revenues are a small slice of the overall game market, the growth rates based on data from December are gathering momentum. Evidence collected by App Annie in December suggests that mobile gaming nirvana is not so far away.

The iOS app store continues to generate five times more revenue from games than Google Play, but Google Play is growing. In fact, in South Korea, the money spent on games is almost entirely on Google Play. In Japan, iOS is significantly bigger than Google Play. Apple generates more game revenue than Google Play in the United Kingdom, China, Australia, Canada, German, France, Russia, and Italy. Still, Google Play earns a higher percentage of its revenue from games compared to the Apple iOS app store.

“What was very telling was that December was the biggest increase we have ever seen for iOS, driven by device sales and promotions,” said Oliver Lo, vice president of marketing at App Annie, in an interview with GamesBeat.

app annie 1Google Play gaming grows

For games, the top three countries generating revenue in the Google Play store are Japan, South Korea, and the U.S. Together, they drove about three-fourths of the Google Play games revenue in December, said Lo.

These three countries also spend a higher percentage of app money on games than any other country. In data from the month of December, South Korea’s Google Play app revenues are 95 percent based on games. Japan’s Google Play app revenues are about 88 percent based on games, and the figure for the U.S. is 76 percent.

With Google Play, the percentage app downloads from games ranges from mid-20 percent to low-40 percent figures. Arcade, action, and casual games make up close to two-thirds of game revenue. Other popular categories in descending order are brain and puzzle games, cards and casino, sports, and racing. South Korea and Japan skew toward brain, puzzle, and casual games. In the U.S. and Australia, the more popular categories are card and casino games.

Japanese gamers are big spenders. With Google Play, Japan has the highest games revenue-to-download ratio by far. As a category, cards and casino games have a high revenue-to-download ratio.

On Google Play, the top app publishers in December in terms of downloads were Facebook, NHN, Rovio, Google, and GO Launcher. Japanese and South Korean game publishers dominate the revenue rankings for Google Play. The top revenue producers worldwide were NHN, DeNA, GungHo Online, Gree, and Colopl.

For games, the top revenue generators on Google Play in December were GungHo Online’s Puzzle & Dragons, DragonFlight for Kakao by NextFloor, NHN’s Line Pope, Anipang for Kakao by Sundaytoz, and a casual title from Patistudio. Of these top five, all were from Japan and South Korea.

“We’re seeing reverse globalization, where Japanese and Korean companies are dominating the store,” Lo said.

In the U.S., the top revenue generators among games on Google Play were DeNA’s Rage of Bahamut, DeNA’s Blood Brothers, Ateam’s Dark Summoner, Playtika’s Slotomania, and Dragonplay’s Slot City.

app annie 2iOS app store gaming stats

App Annie found that the U.S. and Japan contributed over half of the total revenue for the iOS app store in December. Asian countries lead the way in percent of revenue coming from games on the iOS app store. China has more than 80 percent of its iOS app store revenue coming from games. It is followed by Japan, Macau, Singapore, and Canada.

Japan has the highest games revenue-to-download ratio on the iOS app store, followed by Switzerland, Australia, and Singapore. As a category, card games have the highest revenue-to-download ratio in the iOS app store, followed by role-playing games, casino games, and strategy games.

Apple’s store is still the cream of the crop, earning 350 percent more revenue than Google Play, and growing more in absolute dollar figures than the upstart Android store.

On iOS, Apple and Google are the top app store publishers in downloads during December. They were followed by EA, which had 958 apps, Rovio, which had 28 apps, and Disney, with 199 apps. But in revenue, EA was No. 1 in December, followed by Supercell, the Finnish publisher of Clash of Clans. It was followed by Gameloft, Gree, and GungHo Online. The rest of the top ten included Zynga, Kabam, NHN, Square Enix, and Rovio.

When it comes to games alone, Clash of Clans was the top worldwide revenue producer on iOS  for each month in the fourth quarter. It remained No. 1 in December, followed by EA’s The Simpsons: Tapped Out, Puzzle & Dragons by Japan’s GungHo Online, Supercell’s Hay Day, and King.com’s Candy Crush Saga.

app annie 3And in the U.S., the top revenue generators among games in the iOS app store were Supercell’s Clash of Titans, EA’s The Simpsons: Tapped Out, Supercell’s Hay Day, Backflip Studios’ DragonVale, and Kabam’s Kingdoms of Camelot: Battle for the North.

Putting mobile gaming in perspective

The amount of money associated with mobile apps is still relatively small. Electronic Arts reported $1.2 billion in revenues in the last three months of the year. But mobile games accounted for only $100 million of that amount. That was up 18 percent from a year ago. And EA said that  EA said that The Simpsons: Tapped Out was a top-grossing game on iOS in the quarter, generating $23 million in digital revenue. By comparison, a top hit on the consoles can generate hundreds of millions of dollars in sales.

Lo said that App Annie gathers its data using its analytics that are embedded in 108,000 apps. On top of that, it correlates this data with the top rankings lists published by Apple and Google.

VentureBeat Mobile Summit We’re holding our third annual VentureBeat Mobile Summit conference this April 1-2 in Sausalito, Calif. The invitation-only event gathers the top 180 executives from all segments of the mobile ecosystem to develop a blueprint for the industry’s growth in the coming year. For more information and to request an invitation, click here.



Filed under: Business, Games, Mobile, VentureBeat


Tags: , , , , , , , , , , , , , , ,

Gaming consumes a great share of dollars spent on the Google and Apple app stores

February 1st, 2013 No comments

clash of clans

Mobile gaming is hitting its renaissance. In both the Google Play and Apple iTunes app stores, the percentage of money spent on games out of the total amount spent on apps is increasing, according to analytics firm App Annie, which released the data this week at the Mobile Gaming USA East event in New York.

The gaming industry and mobile device makers alike are putting their hopes in mobile games as the rocket to vast profits. While smartphone and tablet revenues are a small slice of the overall game market, the growth rates based on data from December are gathering momentum. Evidence collected by App Annie in December suggests that mobile gaming nirvana is not so far away.

The iOS app store continues to generate five times more revenue from games than Google Play, but Google Play is growing. In fact, in South Korea, the money spent on games is almost entirely on Google Play. In Japan, iOS is significantly bigger than Google Play. Apple generates more game revenue than Google Play in the United Kingdom, China, Australia, Canada, German, France, Russia, and Italy. Still, Google Play earns a higher percentage of its revenue from games compared to the Apple iOS app store.

“What was very telling was that December was the biggest increase we have ever seen for iOS, driven by device sales and promotions,” said Oliver Lo, vice president of marketing at App Annie, in an interview with GamesBeat.

app annie 1Google Play gaming grows

For games, the top three countries generating revenue in the Google Play store are Japan, South Korea, and the U.S. Together, they drove about three-fourths of the Google Play games revenue in December, said Lo.

These three countries also spend a higher percentage of app money on games than any other country. In data from the month of December, South Korea’s Google Play app revenues are 95 percent based on games. Japan’s Google Play app revenues are about 88 percent based on games, and the figure for the U.S. is 76 percent.

With Google Play, the percentage app downloads from games ranges from mid-20 percent to low-40 percent figures. Arcade, action, and casual games make up close to two-thirds of game revenue. Other popular categories in descending order are brain and puzzle games, cards and casino, sports, and racing. South Korea and Japan skew toward brain, puzzle, and casual games. In the U.S. and Australia, the more popular categories are card and casino games.

Japanese gamers are big spenders. With Google Play, Japan has the highest games revenue-to-download ratio by far. As a category, cards and casino games have a high revenue-to-download ratio.

On Google Play, the top app publishers in December in terms of downloads were Facebook, NHN, Rovio, Google, and GO Launcher. Japanese and South Korean game publishers dominate the revenue rankings for Google Play. The top revenue producers worldwide were NHN, DeNA, GungHo Online, Gree, and Colopl.

For games, the top revenue generators on Google Play in December were GungHo Online’s Puzzle & Dragons, DragonFlight for Kakao by NextFloor, NHN’s Line Pope, Anipang for Kakao by Sundaytoz, and a casual title from Patistudio. Of these top five, all were from Japan and South Korea.

“We’re seeing reverse globalization, where Japanese and Korean companies are dominating the store,” Lo said.

In the U.S., the top revenue generators among games on Google Play were DeNA’s Rage of Bahamut, DeNA’s Blood Brothers, Ateam’s Dark Summoner, Playtika’s Slotomania, and Dragonplay’s Slot City.

app annie 2iOS app store gaming stats

App Annie found that the U.S. and Japan contributed over half of the total revenue for the iOS app store in December. Asian countries lead the way in percent of revenue coming from games on the iOS app store. China has more than 80 percent of its iOS app store revenue coming from games. It is followed by Japan, Macau, Singapore, and Canada.

Japan has the highest games revenue-to-download ratio on the iOS app store, followed by Switzerland, Australia, and Singapore. As a category, card games have the highest revenue-to-download ratio in the iOS app store, followed by role-playing games, casino games, and strategy games.

Apple’s store is still the cream of the crop, earning 350 percent more revenue than Google Play, and growing more in absolute dollar figures than the upstart Android store.

On iOS, Apple and Google are the top app store publishers in downloads during December. They were followed by EA, which had 958 apps, Rovio, which had 28 apps, and Disney, with 199 apps. But in revenue, EA was No. 1 in December, followed by Supercell, the Finnish publisher of Clash of Clans. It was followed by Gameloft, Gree, and GungHo Online. The rest of the top ten included Zynga, Kabam, NHN, Square Enix, and Rovio.

When it comes to games alone, Clash of Clans was the top worldwide revenue producer on iOS  for each month in the fourth quarter. It remained No. 1 in December, followed by EA’s The Simpsons: Tapped Out, Puzzle & Dragons by Japan’s GungHo Online, Supercell’s Hay Day, and King.com’s Candy Crush Saga.

app annie 3And in the U.S., the top revenue generators among games in the iOS app store were Supercell’s Clash of Titans, EA’s The Simpsons: Tapped Out, Supercell’s Hay Day, Backflip Studios’ DragonVale, and Kabam’s Kingdoms of Camelot: Battle for the North.

Putting mobile gaming in perspective

The amount of money associated with mobile apps is still relatively small. Electronic Arts reported $1.2 billion in revenues in the last three months of the year. But mobile games accounted for only $100 million of that amount. That was up 18 percent from a year ago. And EA said that  EA said that The Simpsons: Tapped Out was a top-grossing game on iOS in the quarter, generating $23 million in digital revenue. By comparison, a top hit on the consoles can generate hundreds of millions of dollars in sales.

Lo said that App Annie gathers its data using its analytics that are embedded in 108,000 apps. On top of that, it correlates this data with the top rankings lists published by Apple and Google.

VentureBeat Mobile Summit We’re holding our third annual VentureBeat Mobile Summit conference this April 1-2 in Sausalito, Calif. The invitation-only event gathers the top 180 executives from all segments of the mobile ecosystem to develop a blueprint for the industry’s growth in the coming year. For more information and to request an invitation, click here.



Filed under: Business, Games, Mobile, VentureBeat


Tags: , , , , , , , , , , , , , , ,

King.com’s Candy Crush Saga beats Zynga with top social-mobile game

January 17th, 2013 No comments

candy crush saga bigThanks to its success on social and mobile platforms, King.com’s flagship casual game Candy Crush Saga has become the most popular game on Facebook, beating out Zynga’s top titles, FarmVille 2 and Texas HoldEm Poker.

Measured in daily active users on AppData, King.com’s Candy Crush Saga has 9.7 million users while FarmVille 2 has 8.8 million and Texas HoldEm Poker has 7.1 million. In monthly active users, Zynga still has the top games with FarmVille 2 at 41.8 million and 35.2 million for Texas HoldEm Poker, compared to 25.8 million for Candy Crush Saga. The game is a simple one where you match three pieces of candy together, but it is played in a fast-action, arcade style. Such games have gathered huge momentum on Facebook in the past year.

Still, the daily active user count is significant because it means more when it comes to monetization of users, said Riccardo Zacconi, the chief executive of London-based King.com, in an interview with GamesBeat.

“We’ve seen tremendous growth on social and mobile,” said Zacconi. “Candy Crush Saga is doing well everywhere. We use our existing user base to launch our new games, and that helps each game grow bigger than the last one.”

King.com has been methodically gaining on Zynga for the past 18 months, and its users now play 5 billion game sessions a month, up from 3 billion just months ago. Its strategy is to launch a game or two a month on its web-based and social network platforms. It tweaks those games until it gets the gameplay and monetization right. And then it takes only the most successful titles over to mobile platforms such as iOS. That formula helped it boost revenues from ads in social games more than tenfold in 2012.

Candy Crush Saga, which was the company’s most popular game on Facebook, released on mobile platforms in mid-November. The title is fully social, with leaderboards, scores, and virtual goods synchronized between mobile and social networking platforms.

“People are playing their games on mobile devices even more than they have on their computers,” said Zacconi. “This complements our ‘play everywhere’ strategy.”

What is remarkable about King.com’s progress is that it has been able to create the top game on Facebook with a team of just 400 employees. By comparison, Zynga has more than 3,000 employees. Zynga is strong on Facebook, but King.com’s biggest gains have come on the mobile side. King.com is active on Facebook’s mobile network, and it uses a variety of mobile ad networks to market its games.

On the advertising front, King.com is running ad campaigns in its social games that have attracted major brands such as Samsung, Procter & Gamble, Macy’s, Nestle, and T-Mobile. The click-through rate on King.com’s ads (such as incentivized video, where a user gets something in exchange for watching a video) is more than 5 percent. About 85 percent of the people who start watching videos complete them. That’s higher than the industry average. King.com appeals mainly to women ages 25 to 55, a key demographic for advertisers.

Candy Crush Saga is listed in the top five grossing iPhone and iPad apps in 10 of the top markets, according to market research firm AppAnnie. King.com has three games in Facebook’s top 10 game apps, including Pet Rescue Saga with 3.2 million daily active users and Bubble Witch Saga with 3.6 million daily active users. Bubble Witch Saga launched in September, 2011, and it was in the top 10 through the whole year.

Julien Codorniou, the head of European gaming partnerships at Facebook, said, “In less than 18 months, King.com has become the second largest game developer on the Facebook platform with 70 million monthly active players. They also built what is the most popular game on Facebook right now: Candy Crush Saga, a game played by almost 10 million people every day, on Facebook.com and on mobile. Only a few technology companies in the world have reached so many people so quickly.”

Candy Crush Saga launched on the web in April 2012. Currently, the game is played over 55 million times a day across both Android and iOS (iPhone, iPad, and iPod Touch devices). King.com still has a long way to go before it is done converting its titles from its website to Facebook and mobile platforms. Altogether, it has 150 exclusive games in 12 languages. King.com launches a couple of mobile games a quarter.


Filed under: Business, Games, Mobile, Social


Tags: , , , , , ,

King.com’s Candy Crush Saga beats Zynga with top social-mobile game

January 17th, 2013 No comments

candy crush saga bigThanks to its success on social and mobile platforms, King.com’s flagship casual game Candy Crush Saga has become the most popular game on Facebook, beating out Zynga’s top titles, FarmVille 2 and Texas HoldEm Poker.

Measured in daily active users on AppData, King.com’s Candy Crush Saga has 9.7 million users while FarmVille 2 has 8.8 million and Texas HoldEm Poker has 7.1 million. In monthly active users, Zynga still has the top games with FarmVille 2 at 41.8 million and 35.2 million for Texas HoldEm Poker, compared to 25.8 million for Candy Crush Saga. The game is a simple one where you match three pieces of candy together, but it is played in a fast-action, arcade style. Such games have gathered huge momentum on Facebook in the past year.

Still, the daily active user count is significant because it means more when it comes to monetization of users, said Riccardo Zacconi, the chief executive of London-based King.com, in an interview with GamesBeat.

“We’ve seen tremendous growth on social and mobile,” said Zacconi. “Candy Crush Saga is doing well everywhere. We use our existing user base to launch our new games, and that helps each game grow bigger than the last one.”

King.com has been methodically gaining on Zynga for the past 18 months, and its users now play 5 billion game sessions a month, up from 3 billion just months ago. Its strategy is to launch a game or two a month on its web-based and social network platforms. It tweaks those games until it gets the gameplay and monetization right. And then it takes only the most successful titles over to mobile platforms such as iOS. That formula helped it boost revenues from ads in social games more than tenfold in 2012.

Candy Crush Saga, which was the company’s most popular game on Facebook, released on mobile platforms in mid-November. The title is fully social, with leaderboards, scores, and virtual goods synchronized between mobile and social networking platforms.

“People are playing their games on mobile devices even more than they have on their computers,” said Zacconi. “This complements our ‘play everywhere’ strategy.”

What is remarkable about King.com’s progress is that it has been able to create the top game on Facebook with a team of just 400 employees. By comparison, Zynga has more than 3,000 employees. Zynga is strong on Facebook, but King.com’s biggest gains have come on the mobile side. King.com is active on Facebook’s mobile network, and it uses a variety of mobile ad networks to market its games.

On the advertising front, King.com is running ad campaigns in its social games that have attracted major brands such as Samsung, Procter & Gamble, Macy’s, Nestle, and T-Mobile. The click-through rate on King.com’s ads (such as incentivized video, where a user gets something in exchange for watching a video) is more than 5 percent. About 85 percent of the people who start watching videos complete them. That’s higher than the industry average. King.com appeals mainly to women ages 25 to 55, a key demographic for advertisers.

Candy Crush Saga is listed in the top five grossing iPhone and iPad apps in 10 of the top markets, according to market research firm AppAnnie. King.com has three games in Facebook’s top 10 game apps, including Pet Rescue Saga with 3.2 million daily active users and Bubble Witch Saga with 3.6 million daily active users. Bubble Witch Saga launched in September, 2011, and it was in the top 10 through the whole year.

Julien Codorniou, the head of European gaming partnerships at Facebook, said, “In less than 18 months, King.com has become the second largest game developer on the Facebook platform with 70 million monthly active players. They also built what is the most popular game on Facebook right now: Candy Crush Saga, a game played by almost 10 million people every day, on Facebook.com and on mobile. Only a few technology companies in the world have reached so many people so quickly.”

Candy Crush Saga launched on the web in April 2012. Currently, the game is played over 55 million times a day across both Android and iOS (iPhone, iPad, and iPod Touch devices). King.com still has a long way to go before it is done converting its titles from its website to Facebook and mobile platforms. Altogether, it has 150 exclusive games in 12 languages. King.com launches a couple of mobile games a quarter.


Filed under: Business, Games, Mobile, Social


Tags: , , , , , ,

GameSpasm is Stephen Fry proof thanks to caching by WP Super Cache