Showing posts with label Games. Show all posts
Showing posts with label Games. Show all posts

Tuesday, 17 March 2015

Nintendo Partners With DeNA To Bring Its Games And IP To Smartphones

Rakuten To Put Its Bitnet Investment To Work And Accept Bitcoin WorldwideNintendo is finally bringing its games and characters to mobile after the company surprised the tech world with an alliance with Japanese mobile gaming firm DeNA.
The duo announced a collaboration that will see them jointly develop games for “smart devices.” Secondly, a service that lets users play games across a variety of devices, including mobile devices, PCs and Nintendo’s own consoles like the 3DS and Wii U is slated to launch “in the fall of 2015″.
Nintendo said that it will create new titles from the ground up, rather than porting existing games from its consoles so as to “ensure the quality of game experience that consumers expect” from the coming together.
In what may be music to Nintendo fans — like this one — the companies said that “all Nintendo IP will be eligible for development and exploration by the alliance.” That said, the duo will not flood the market with vast numbers of games, the approach appears to be qualitative rather than quantitative.
At a joint-press conference, Nintendo President Satoru Iwata revealed that talks began as early as the summer of 2010, but became more concrete last year. Iwata admitted that Nintendo wasn’t able to transition to its handheld consoles “as smoothly as expected.” He denied that the growth of mobile means that the business of dedicated games consoles is dead but said it would be a waste to not look at opportunities with smartphones.
“We have come to hold a stronger passion and vision for the video games console” with this decision, Iwata said. Essentially, he believes that compelling mobile games can act as a “bridge” that pushes more consumers to buy dedicated Nintendo games consoles.
The alliance will see both sides make 22 billion yen ($181 million investments) in each other. That corresponds to around 10 percent of DeNA stock for Nintendo, while DeNA is picking up 1.24 percent of Nintendo.
Founded in 1999, DeNA may be less known outside of Asia, but it is a multi-billion dollar mobile games firm in its own right. It initially emerged with the growth of web-based mobile games in Japan and its Mobage service, but over the past few years it has transitioned into apps making acquisitions along the way, including the $400 million purchase of Ngmoco, and social games maker Punch.
That transition hasn’t been easy for the company, particularly with competition from the growth of new, dedicated mobile gaming firms that have focused on apps from day one. DeNA’s most recent financials saw revenue dip 17 percent year-on-year to $287 million. Operating profit was down 55 percent to $43 million, so it’s fair to say that this tie-in with Nintendo could be a very important turning point.

Thursday, 26 February 2015

Chat App Viber Opens Its Games Service To All Users Worldwide

Messaging app Viber has quietly made its games service available for all users worldwide following a two month pilot in five countries.
The company, which was bought by Rakuten for $900 million a year ago, initially launched three games for users in Belarus, Malaysia, Israel, Singapore and Ukraine in December 2014. The titles — Viber Candy Mania, Wild Luck Casino and Viber Pop, links to which popped up in my app today — are standalone apps that link up to Viber to let users share scores, battle and generally interact with friends on the service.
The theory is that they can increase some users’ engagement with the service, and — most importantly for Viber — make money via in-app purchases for power-ups, additional lives, etc.
Viber CEO Talmon Marcos told TechCrunch that he is excited to bring the titles to more of Viber’s international userbase, which currently stands at 236 million active monthly users. Marcos declined to provide specific details about the pilot, but he did say that initial engagement data was “encouraging”.
Marcos added that Viber users can expect to see new games arrive soon, but for now the company isn’t giving away precise details of its plans.

Viber will be hoping that games can become a significant revenue stream in the same way that they have for other messaging app companies. In-app purchases from games account for more than half of Line’s revenue, while Tencent has seen its mobile revenues surge thanks to WeChat’s games catalog. Games have also helped Kakao Talk, which is dominant in Korea but has a weak global footprint, turn in profit since 2013.
Gaming harbors much promise for messaging app services, but there is some caution to be noted. Naver, Line’s parent company, missed its most recent earnings expectations after several key games on the Line platform underperformed. Line has since spread its focus and doubled down on its online-to-offline services with a new investment fund, and a series of initiatives including a Tokyo taxi service, a grocery delivery pilot and a TV service.
Viber currently draws revenue from games, sticker sales and its Skype-like international calling plans. Last year, it introduced a social network-like platform for public figures which could potentially make money further down the line.
One more certain expectation is that it will introduce commerce services, powered by Rakuten’s business, sometime this year. Viber’s userbase has grown steadily — it added 17 million monthly active users over the last quarter — but the service continues to run at a deficit.

 

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