‘Homefront: The Revolution’ Goes Interactive With Map Promotion

Deep Silver’s first-person shooter Homefront: The Revolution has been building up major steam over the last few months with a live Twitch stream that included a number of online personalities and a lucrative campaign that delved more into the war story revolving around the game, as senior manager of marketing and communications Will Powers previously discussed with us.

Now a new promotion has appeared where gamers can actually win prizes as they unlock more secrets behind the game’s storyline, thanks to the introduction of an interactive map.

By visiting the official Homefront map page, fans can explore across a map of Philadelphia, unlocking new parts of the city and gaining intel on the villainous Korean army that has overtaken the territory. Through a series of mini-games, users can not only unlock more information about the game, but earn additional entries into the sweepstakes, which features prizes from Astro Gaming, Loot Crate, Hyperkin, Razer and Sumo Lounge, as well as copies of the game.

Deep Silver prepared a video that thoroughly explains the promotion, which allows users to earn rewards as they search through the city, including badges and promotions—on top of the prizes that they can win. It’s a unique—and fun—way to get them more drawn into this visceral game world, prompting them to dig a little deeper.

https://www.youtube.com/watch?v=dqpOJVdvUOc

Those who pre-order the game through the site (either via GameStop or EB Games) will also gain access to a special underground subway zone with even more mini-games and videos to partake in.

Homefront: The Revolution arrives for Xbox One, PlayStation 4 and PC on May 17.

 

‘Minecraft’ And Mario Are Mashing Up On Wii U

We’ve seen Nintendo’s Mario character cross over with characters before, like Sonic the Hedgehog in Sega’s bi-annual Olympic Games releases. However, his latest crossover could be his most popular to date.

Nintendo has announced that it has joined forces with Mojang to bring the Mario universe to the Wii U version of Minecraft. A new Super Mario Mash-Up Pack will be introduced on May 17 as a free update to the game, allowing users to access a number of new skins and textures, along with a pre-made Super Mario world and themed music.

In addition, a special retail version of the Minecraft: Wii U Edition will be made available on June 17 for $29.99, with all of the Super Mario content included on the disc.

“Both the Super Mario franchise and Minecraft embrace the magic of exploration and discovery,” said Steve Singer, vice president of publisher and developer relations for Nintendo. “Players will have a great time adventuring and creating in this free game update that embraces the unique and memorable elements of both franchises.”

This is huge news for both companies. Mario, of course, has become a popular icon for Nintendo for well over 30 years, selling millions of copies of games across the board, including Wii U releases like Super Mario 3D World and Mario Kart 8. Meanwhile, Mojang has sold more than 70 million copies of Minecraft worldwide, including top-sellers on consoles that continue to rank in the top ten.

It’s a huge business move that brings two massive universes together into one collective product—and that business potential could possibly continue with versions of the game for the New Nintendo 3DS and Nintendo’s much-anticipated NX console, set to debut worldwide in March 2017. These have not been confirmed yet, but considering the series’ best-selling nature, a deal shouldn’t be far off.

In the meantime, Minecraft: Wii U Edition is available now.

‘Ready Player One’ Author Ernest Cline Explains Why VR Is The Future

The paperback version of Ernest Cline’s second novel, Armada, is now available. After exploring virtual reality gaming in Ready Player One, Cline adds long-range drone combat using a virtual reality game to the mix in his second page-turning bestseller.

Hollywood is adapting both of these Random House books into big screen adventures. Steven Spielberg is directing Ready Player One, which will star Simon Pegg, Olivia Cooke, Ben Mendelsohn, and Tye Sheridan., and Universal Pictures is adapting Armada for a film adaptation, based on a script written by Cline.

Ready Player One has become required reading at Oculus VR, literally. Cline has seen his fictional universes blend with reality after the consumer launches of Oculus Rift and the HTC Vive (with Sony’s PlayStation VR slotted for an October debut). Here, Cline explains to [a]listdaily why he’s all-in for virtual reality in this exclusive interview.

There are some analysts that believe augmented reality, or mixed reality as Microsoft and Magic Leap call it, will ultimately become the de facto technology in the coming years. You’ve been gung-ho about VR with your books. What are your thoughts about the future of AR?

It’s amazing. I’ve seen the Magic Leap demos and the way that it can turn your bedroom, your office space, or a room in your house devoted to using these devices that paint virtual objects over real surfaces that are there. I don’t know if that’s ever going to be as appealing as escaping into another world entirely. I think augmented reality is a turnoff to some people. Like anybody wearing Google Glass being at a party and all this information is popping up over people’s heads about each of them. That would be offensive to the people who knew it was happening, even if everybody was doing it. I don’t know if that would add to human relationships, or detract from them, or create a barrier between people if they knew that this person was seeing other things or ignoring them completely. It’s almost like somebody glancing down at their phone while they’re talking to you is a faux pas now. AR is like having your phone super imposed over everybody at all times.

Do you see any uses for AR in the future?

For applications of gaming it’s interesting and for teleconferencing too. You could sit around a table of empty chairs and see the people projected into those chairs and they would see the same thing on their end, but I don’t know how much more believable that would be and more useful that would be than just putting on goggles that shut out the real world entirely. They seem to be almost like apples and oranges to me. From what I’ve seen, virtual reality and shutting out the real world entirely in service of the whole other reality that’s created inside is more compelling and more immersive, but also has this impulse to not want to be around other people while you’re doing it because you know you look silly. It’s hard to look cool wearing VR goggles because nobody sees what you see. Whereas with augmented reality, everybody who had the glasses could see what you could see.

What are your thoughts about Magic Leap?

With Magic Leap you can look at your finger and a Tinkerbell fairy will land on your fingertip and you almost feel it there even though you know it’s not really there. It looks at you and you can move it around and see it from every angle. It adds to the light that’s already coming into your eye so it looks a little more realistic, but I feel like virtual reality goggles are going to catch up with that. And when you put on the virtual reality goggles it will look like you’re seeing reality, as opposed to seeing something drawn by a computer. It will be interesting to see. I think eventually you’ll have goggles that will do both. You’ll have see-through goggles that can either be AR or VR. Maybe it will be like those sunglasses that flip up and you’ll have augmented reality and virtual reality in the same device.

Some analysts believe VR will be like your home theater experience for big movie experiences and AR will be like your tablet for more day-to-day interactions.

What’s crazy about that Leap Motion controller, which is a flat infrared camera that they use epoxy to stick on the front of the Oculus Rift, is that there are already demos where you can use that as a pass-through camera and wave your hand in a certain way and it changes into a black and white camera. And that way you can see your desk and your office environment and reach out and take a drink of water and then put the glass back down and then turn virtual reality back on. I’m pretty sure within a few years Oculus will have cameras built into the front of it like that.

The Vive does it right now with its “chaperone” feature, which turns on the camera when you get close to a real-world object.

Yeah. They showed me the Vive when I was at Google when I was there and it showed the walls and everything as a wireframe outline so it didn’t completely disrupt the virtual surroundings, but it kept you from running into things. I think that will be a quick addition to the Oculus.

What are your thoughts on how quickly reality is catching up to the fiction from your books Ready Player One and Armada?

It’s startling. When you are playing a virtual reality simulation for a while and then you take off those goggles, it’s startling to look around and realize you’re in this room and not in that space that I was just in. Even if you know if the graphics in there are not photorealistic yet—it’s still a little jarring—but when you look around inside this other place it feels to some degree like you’re really there. There are people already developing haptic suits and haptic feedback gloves where you can kind of close your hand around a doorknob or a flight stick in the virtual world and it will feel like it’s really there.

We’re in the infant stages of that now. It’s like black and white televisions compared to the TVs that we have now, is how quickly this technology is going to evolve. Now we have all these big corporations (like Facebook, Google, Samsung, Microsoft) and everybody around the world focused on the problem of virtual reality and making it as engaging and as real as possible. It’s an exciting time and interesting time to be alive.

Radiohead’s Disappearing Act Gets Huge Buzz

Here’s one way to get attention from the Internet: remove traces of yourself from it.

That’s exactly what the band Radiohead did this week, as it managed to blank its official website on Sunday morning, following the removal of social media posts across its Twitter, Facebook and Instagram accounts.

Some fans showed concern as to why the band would do this, but it soon became clear that the act tied in with one of its previously released songs, “How To Disappear Completely.” In truth, there was no need for concern, as the band eventually returned to the Internet, and announced a new album in the process.

Radiohead debuted a new stop-motion music video, directed by Chris Hopewell, just two days after its vanishing act, titled “Burn the Witch.” So far, it’s gained huge social media buzz, and has garnered over eight million views on YouTube site in under a week.

The video was just a small piece of a much bigger picture for the band. It just announced today that it will release a new album through XL Recordings digitally on Sunday, followed by a physical release on June 17. Although the album remains unnamed, the band continued to build up hype for the new release with yet another new video, a live-action piece directed by Paul Thomas Anderson (Magnolia, Boogie Nights).

So, between its disappearing/reappearing act, and its sudden push for its first new studio album in five years (The King of Limbs released in 2011), Radiohead managed to pull off a unique social media trick: grabbing attention by quietly going away, then coming back with all-new material.

Live Nation Lines Up One-Two Punch With VR Promos

Live Nation is one of the leading companies behind promoting live concerts and other music events, and now it’s taking shows to an all-new level with virtual reality.

The company was involved in a pair of announcements this week could make the company a well-known name in the VR world by bringing concert viewers a “you are there” experience.

Its first partnership is with NextVR, in which it will broadcast a variety of concerts through virtual reality. The deal, which is expected to go for five years, will begin this summer with a yet-to-be-named act, according to Re/Code.

“This agreement actually spans from what you might consider an intimate performance to very large music festivals,” said NextVR co-founder Dave Cole.

The deal is expected to begin with free events, although pay-per-view concerts could be a possibility down the road. It could go a long way toward popularizing VR technology, depending on which artists Live Nation features.

The second partnership involves the streaming video service Hulu. The online channel recently announced that it’s working with Live Nation to create a new virtual reality series; one that recreates the feeling of walking out onto a concert stage for the first time.

No other details about the VR series have been revealed yet, but it be exclusive to the Samsung Gear VR headset (where Hulu recently launched its VR app), and will be separate from the company’s other services.

We’re likely to learn more about Live Nation’s VR initiatives over the summer, and then we’ll see who’s ready to take the virtual concert stage.

Image Source

Samsung Extends Mobile App Program To Promote Indie Developers

Samsung’s “Made For Samsung” program has been quite effective in promoting mobile apps for devices such as the Galaxy S7, and now it’s extending that brand power to help independent game developers.

As reported by Yahoo Games, Mihai Pohontu, vice president of emerging platforms for Samsung, announced the extension of the program during the GamesBeat Summit 2016 event this week. He stated that its service will reach beyond partners such as Weather Channel and CNN to assist indie developers in creating exclusive titles for the Galaxy App Store.

“We want to work with indie devs to launch their products exclusively on Samsung platforms,” said Pohontu regarding the program.

Samsung hopes to bolster its Galaxy App Store, which comes standard on all of its smartphones and tablets, so that it can better compete with digital stores like Google Play (which is on every Android device) and Apple’s App Store.

However, Samsung is taking a unique approach when it comes to appealing to indie developers. Rather than offering cash or investment deals, it’s going with non-cash services to assist developers, including product testing, promotion, operations, distribution, open platform and analytics, and the tools necessary to keep the developer ecosystem moving.

“Exclusivity for us can be time bound,” said Pohontu. “We can continue to promote an app or game even after the exclusivity program is over. In the game industry, developers would normally find it hard to obtain Hero image featuring in the other app stores.”

Pohontu stated that it wants gaming to be a vital part of its ecosystem, pointing out that an app can actually reach 40,000 installs per month based on the right promotional events. “That’s a reasonable performance level, and it doesn’t include preloads on other devices,” he noted. “We will push your game to a very good audience. We realize the biggest developers won’t do this. But we are thinking of under-served areas of the world.”

It’s hard to tell how far the Made For Samsung program will grow, but the company has an interesting ace in the hole with its Samsung Gear VR headset. Retailing for $100, the device can prominently showcase virtual reality experiences alongside other mobile games.

“Developers can get prime featuring on Gear-VR-compatible games,” noted Pohontu. “If you launch your VR app with us, you can also launch your mobile game and we’ll promote it.”

How The Lumi App Tailors News To Personal Tastes

At the same time that Yahoo is up for sale, and huge media companies are struggling to generate ad revenue from an audience uninterested in advertising, a small startup in London hopes to solve the issue of content aggregation. After all, there has never been more articles written on a daily basis about any topic that might interest you. But there’s also a tremendous amount of clutter and noise (especially through social media channels) that gets in the way when trying to find those stories.

Felix Miller and Martin Stiksel, two of the founders of data-driven music curation company Last.fm, have launched Lumi News. The free app launched today for iOS and Android devices, although a beta version of the Android app has been in testing for the past year with 120,000 users.

Although the app looks extremely simple, there’s a lot of technology behind it. Lumi has three data scientists in its office. And the technology is using search result optimization, retargeting, and click stream analysis to benefit and analyze a user’s interests. Much of this technology has previously been used to target advertising to users online.

Lumi_iOS+Android_color_RGB

Lumi News selects the top 100,000 articles every day from a social media feed of over 200 million articles. In addition to tapping into the social media feeds of its users, the app quickly ascertains the user’s personal interest by the swipe of a finger.

Miller and Stiksel officially retired from the tech space back in 2009, in part because they had sold Last.fm to CBS for $289 million in 2007. But ever the entrepreneurs, the partners re-entered the space in 2011.

“We started talking about browsing history, Miller said. “We dreamed of this search engine portal all based on the browsing history of things you liked. We spent two years of research on this, and at the same time refreshed ourselves on new data science technology. We learned a lot, and tried and failed a lot of times.”

Ultimately, the duo realized that the biggest need out there would be for people reading content. Specifically, connecting the right users to the right articles, which is what all the tech giants have been chasing.

“Twitter, Flipboard, and Facebook were all failing because they weren’t making it easier to find content,” Stiksel said. “We set out to bring our technology mainstream, so my Mom can be an online expert. She can read all the right bits from all the publishers and user-generated bloggers that gets produced and appears as noise online.”

Lumi News feeds whole articles to your device, and the user simply swipes right to read it or left to skip it. Another story is always right behind it for you to read. Within a matter of minutes, the data science kicks in, and relevant content procured from over 40,000 outlets of all sizes, is delivered to your smartphone or tablet.

“We see you spending time reading an article and it goes into a list,” Stiksel said. “The swipe action learns from that, so the next story will appear just behind it. The difference with our app is like a restaurant that’s new to you and you don’t know what you want, versus a local restaurant where they know your order when you walk in.”

Of the 120,000 beta downloads, Lumi built up 50,000 active monthly users. Miller said the content they were interested in had a technology slant, but the app already covered a breadth of topics from health to sustainability to music articles. As the app scales up with users, so will the variety of content.

Last.fm grew to 50 million unique tracks with metadata based on the listening histories of 40 million people. Stiksel said that technology auto-fingerprinted everything, creating a giant catalog and the most comprehensive relationships on top of that. The data science analyzed what was similar with every single track.

“People would expand their horizon very quickly within this ecosystem,” Stiksel said. “We expect the same to happen with Lumi News.”

Lumi_app_screens_perspective_color

The new app was built with more advanced data science than Last.fm, as technology is always evolving. Every article that enters the app is its own entity. Miller said if a story is great, it gets pushed to the right eyeballs. But it needs to cross that initial social media threshold to enter, although users can also select any story and enter it manually into the app.

“You have all these words in certain combinations that mean a certain thing,” Stiksel said. “The system is clever enough so that in news and articles, a word like ‘Donald Trump’ could be viewed as positive or negative by individual users. If it’s a negative association, all stories about that word will be deleted from your recommended feed.”

If the app can reach critical mass with millions of active users, the Lumi founders believe it could help media companies. The startup has already begun showing its early results to some publishers. The app pulls directly from websites and blogs, complete with advertising, delivering those sites the traffic.

“If your whole company culture is about produce content, we’re here to make it easy to find the right stuff,” Miller said. “We only ever work with articles already published. We navigate the entire space and boil it down to one specific user. Our belief is everybody who has smartphone technology should be able to tap into this.”

The Lumi founders believe the smartphone will remain the where news article consumption is going to happen primarily for the foreseeable future.

“There are over 3 billion smartphones worldwide and the news business isn’t getting healthier,” Stiksel said. “Publishers are struggling, but the problem is in getting the content to the right audience. Home pages aren’t working, and social networks have too much going on and not enough coherence.”

Ultimately, Miller said Lumi News was built as a surefire way to deliver only satisfying articles to the right people.

“This is a hot space right now because of Apple News and Facebook Instant Articles, but the results are still the same in that they don’t solve discoverability,” Stiksel said. “We’re about getting into the user’s headspace and giving them something to read right away.”

Epson Explains Why It Joined Super Ventures’ Augmented Reality Incubator

Back in February, Super Ventures launched a $10 million incubator program in San Francisco focused solely on the emerging augmented reality (AR) market. The fund focuses on startups in the emerging AR field. Now Epson, which has developed its own Moverio AR smart glasses, has joined forces with Super Ventures.

Epson will provide entrepreneurs with pre-production versions of its Moverio device and work with Super Ventures in discovering new companies. Eric Mizufuka, product manager of new ventures for Epson America, talks about the opportunities in the augmented reality market for businesses in this exclusive interview.

What’s the latest on the development of the Moverio?

Having had its Moverio smart glasses on the market for more than five years, Epson identified two critical requirements for glasses to hit mainstream adoption: comfort and affordability. Weighing in at under 70 grams, the BT-300 is one of the lightest AR/VR systems available. Additionally, it is a stand-alone solution that can be purchased for under $800. Combining a breakthrough, silicon-based OLED digital display technology, the Intel Atom processor and Android OS 5.1, the Moverio BT-300 enables a truly transparent mobile AR experiences for business and consumers.

Why did you decide to enter into this partnership with Super Ventures?

Unlike most Venture Capital firms, Super Ventures was born from the AR industry. They have a network of more than 150,000 professionals, one of the largest AR and wearables communities in the world. Ori Inbar, Matt Miesnieks, and Tom Emrich are early pioneers in the space, and are well-connected to everyone in the industry, from end-users to platform partners. Epson has been making AR smart glasses for more than five years, and while there’s been great progress, we’d like to see things move even faster.

How will you work with them to target investment opportunities in AR?

Outside of hardware, Epson is helping by funneling top AR partners to Super Ventures for funding, mentorships and introductions. Epson is leveraging its more than 70 years in business and large existing network of partners – from robotics to projectors to printing solutions – to help accelerate the adoption of its partners’ solutions.

Will it be required for companies to support the Epson Moverio BT-300?

The Moverio BT-300 AR smart glasses run on a stock, Android operating system, and working with the platform requires no specific certification process or support. Android is widely adopted in the enterprise space and nearly all Fortune 500 companies support it.

How are enterprise companies using those smart glasses for business?

Below are a few examples of use cases of the Moverio AR glasses:

Automotive: Mercedes AMG Petronas Formula One Team enhances its garage tour guest experience using Epson Moverio and augmented reality. (video example)

 Retail: Online shop with in-store demonstrations – GoInStore (video example) is using Moverios to provide an option for online shoppers to experience real-time, in-store demonstrations of products, increasing sales conversions especially on high-ticket items.

Medical: Creating 3D dental prosthetics – iDent (More Information on iDent) is distributing Moverio units to thousands of dentists for its CAD/CAM systems for onsite dental prosthetics.

Research: Helping the blind see – The Moverios are being used in a university study to help the legally blind distinguish light from dark and discern people and obstacles. (See video here).

What separates the Moverio technology from the new Microsoft HoloLens Developer Edition that just shipped?

The Moverio BT-300 features a significantly different form factor than the HoloLens, and is offered at a much lower price point. Epson’s smart glasses are actual glasses that can be worn for a long period of time, crucial for mainstream adoption. While the HoloLens experiences are quite impressive, it’s still a developer kit. Mainstream applications of the technology will likely be years away. Epson, on the other hand, is focusing on current needs and targeting areas that are addressable today.

A lot of headlines and money has followed Facebook’s investing in VR over AR. What opportunities do you see for AR in business?

Epson agrees that 2016 will be the year of VR, specifically for entertainment and gaming applications. Facebook invested in this wave; but is also investing heavily in AR. In the long run, AR is the larger opportunity. Second screen applications are necessary for those who need hands-free applications, such as flying a drone safely, which allows the pilot to maintain line of sight with the drone but also see what the camera is seeing. The medical industry is also a field that uses this solution, which allows medical professionals like doctors and dentists to collect, update and recall patient and other medical data in real time. For successful enterprise adoption, AR platforms must be wearable, comfortable and offered at an affordable price.

And when and how do you see AR becoming a consumer application?

In the near-term, the majority of consumers will likely have their first introduction to an AR device in a rental scenario – at a museum, sports venue or amusement park. Movie theaters will also expose consumers to AR glasses. For example, the glasses will provide translations and subtitling, as well as allow the visually impaired to see better, as the glasses help to simplify visual data.  General adoption is still 3 to 5 years away and is highly dependent on key enhancements, including comfort, price, form factor, and usability.

What do you feel the AR industry learned from the Google Glass launch?

We’ve learned that not only do AR glasses need a killer application for the users, but this value needs to be understood by the general public. For example, drone pilots are able to fly drones more safely with the glasses, which Epson has had a lot of traction with through its partnership with DJI. Even pilots of small aircraft are looking for similar applications – an example is Aeroglass.

How do you see VR and AR living together as technologies five year from now?

Inherently, all AR devices are VR capable – you simply have to add an opaque shield that blocks out the real world. Today, the FOV (field of view) or digital screen size on VR devices is much larger than on AR devices.  This is a temporary, technical limitation. In five years, AR screen sizes will equal those delivered by VR. Once this happens, AR devices will dominate as a content delivery vehicle for both AR and VR experiences.

 

Asian ESports Startup Kek.tv Raises $2.5 Million For Streaming App

Hong Kong-based startup Kek.tv has raised $2.5 million in seed financing for its Kek eSports app. The free app, which is in public beta, is an eSports video aggregation platform that integrates multi­-source livestreams and game video replays, as well as news, statistics and tournament feeds into one socially-curated experience for the growing audience of Asian eSports fans.

Kek.tv founder John Lee
Kek.tv founder John Lee

The lead company in this funding was from German company Bitkraft Holding GmbH, the eSports seed investment vehicle of former ESL co-founder and board member Jens Hilgers. Other investors included Allen DeBevoise (Machinima), Kent Ho (Spectrum28), Jon Bond Jr. (Bond Ventures), Shukri Shammas (Initial Capital), Juha Paananen (Non­Stop Games), Daniel Shin (TMON), Shuji Honjo (500 Startups), Gregory Slayton (Slayton Capital) and Yitz Applbaum (prominent angel).

John Lee, CEO and founder of Kek.tv, talks about the growth opportunities for eSports in Asia and the expansion plans for this new app in this exclusive interview.

How big is the Asian market you’re targeting with Kek.tv?

Different research houses will give you different answers, but I tend to agree with this one from SuperData Research, which says Asia is a $374 million market (compared to North America’s $143 million market and Europe’s $72 million market). In short, Asia is the lion’s share of the global eSports market at the moment.

What’s different about the Asian eSports market compared to the U.S.?

ESports, like traditional sports, tends to be tribal and localized. In Asian eSports, you will find teams across the region as well as scattered across different cities in each country. This is both very local (hometown favorites) as well as highly nationalistic—Korea vs. China, China vs. Taiwan, etc. I liken eSports in Asia to FIFA and the World Cup, versus the NBA or NFL.

ESports in the U.S. hasn’t grown to the point where you have teams across the country. They are heavily concentrated on the West Coast, particularly Southern California and in Las Vegas. So at the moment, you won’t find fans in the Midwest rooting for any one team due to hometown roots, etc. It will get there though, but it’s too early.

Which countries are you targeting with Kek.tv and what’s the rollout plan?

We are currently focusing resources on South Korea, Taiwan and the Philippines. We’d like to expand to the rest of Southeast Asia and the Middle East, as well as China. We are in active discussions with companies from all the major geographies, and will balance our strategy with some markets going through partnerships, and other markets entering organically.

What separates this Kek.tv from anything out there today for the Asian market?

While there are some websites in different Asian countries covering eSports, they tend be highly siloed to that one market, and not adequately covering content from other regional or global markets. We take more of a global approach to our content aggregation and curation, whereas for example, a Korean competitor might focus well on Korean content, but poorly on non-Korean content. As eSports gets more and more global, users will want to know more about other markets, statistics, matches and trends. Already we see Korean users using our service to keep up with non-Korean related eSports statistics, and Taiwanese users using our app primarily to keep up with Korean and Western statistics, etc.

How are you dealing with localization of the streams and editorial content?

Right now, we essentially crowdsource it, where we work with a number of community volunteers and editors to do this. We can’t be in all markets at once, so at the moment, we focus on Korean, traditional Chinese and Tagalog for localization. We will build up similar community infrastructure for Thai, Bahasa and Arabic markets in the near future.

Does Twitch have the hold in Asia that it does in the U.S. and Europe for eSports?

Twitch does not have the same hold in Asia as they do elsewhere, mainly because they waited too long to have a dedicated organization focusing on Asia, and allowed strong local copycats in nearly every major market to spawn and have a similar business model.

This said, while there may be local ‘fiefdoms’ in different Asian markets, Twitch still is the undisputed king when it comes to international footprint and peering.

Is Twitch one of the feeds you’ll be providing?

Yes.

What role does the smartphone play as an eSports viewing device in Asia compared to other territories?

According to Taipei-based research company Appier, Asians are using smartphones, tablets, and PCs in very complex and interconnected ways. Among multi-device users in Asia, over half use three or more devices, a trend that has been recorded across the region in Australia (78 percent), Taiwan (77 percent), Philippines (74 percent), Korea (70 percent), Singapore (69 percent), and Japan (66 percent). Countries such as Vietnam (43 percent), Indonesia (44 percent), and India (42 percent) are also catching on in this matter.

Bitkraft is one of your investors. How will ESL be involved in this app either today or in the future?

While we have nothing official with ESL at the moment, we are very close to ESL and always brainstorming ways to work together. Watch this space.

How are you tapping into the global Bitkraft entrepreneurs with this app?

There’s lots of brainstorming going on at the moment. Watch this space.

How will you use the $2.5 million you raised?

Continue development of the platform and adding what we believe are key features, particularly making the app more engaging such as adding social features, etc.

Since eSports is a global phenomenon, would this app work in the U.S. or European markets?

While we could see ourselves someday getting a user base in the U.S. and Europe, Asia is a big enough market for us to win and not lose focus on.

Editor’s Note: This article previously cited Jens Hilgers as CEO of ESL. We have updated to reflect that Jens Hilgers is one of the founders of ESL.

How Analytics Helped ‘Blackjack’ Score Big

In 2008, MobilityWare released the free-to-play casino card game, Blackjack, on the Apple App Store and it became a success with a steady but stagnant user base for a number of years. Then, using new tools and technology, the developer decided to update the game, using analytics to make a few simple but effective changes that included:

  • Changing the amount of chips included in each tier of in-app purchase (IAP).
  • Redesigning of game lobby to better expose players to the different tables, in hopes of moving them up from lower to higher tables.
  • Segmenting, measuring and re-segmenting certain player experiences based on their spend behavior.
  • Increasing the frequency and sophistication of LiveOps campaigns—like the Halloween “Trick or Treat” and St. Patrick’s Day “Find the Leprechaun” promotions—that combine push notifications, in-app messaging, and sales.
  • Revamping the in-game achievement system to create both a sense of progression and a more robust set of goals for player to strive for.

The results were astounding, as the game soon saw daily active users increase by more than 300 percent, and in-app purchases rose by over 400 percent. To ensure it wasn’t a fluke, a similar approach was applied to Hot Streak Slots, which is now seeing steady growth, while other previously released games are being reinvigorated.

Alex Tarrand, senior manager of Live Operations for MobilityWare, spoke to [a]listdaily about how analytics can be used to add a few new tricks to some old games.

Alex TarrandWhat convinced MobilityWare to revisit a 2008 game with new analytics data?

As a studio we wanted to experiment with freemium models as well as vet the value of a marketing automation tool. Blackjack was a simple ad-funded game that we felt had a lot more potential.

What were some of the trends you saw from reviewing analytics data?

The game employed only simple telemetry at first. When we decided to do the initial overhaul we added a marketing automation solution (push, IAM, A/B) and doubled the volume of event tracking to get a better sense of what our players were doing. We learned a ton! One of the biggest learnings was that our early retention wasn’t great. Our hypothesis was that players were not getting involved in our table system because it was too deep in the user interface (UI). We also suspected that players were dropping off as the game didn’t have a good sense of goals.

How were analytics used to improve Blackjack?

Once we added a dedicated data analyst and product manager, the game’s trajectory changed. We began diving into a few of the metrics that weren’t as healthy as we wanted them to be and enacting some real product change. In the case of early retention we implemented a new lobby that put the table system on the forefront, and immediately saw a jump in table engagement. We also added a robust achievement system and saw a baseline increase against all early retention metrics. Both features were arrived at, and later evaluated, using game data.

Does the approach also improve user acquisition for older games?

Absolutely, the market is so competitive that you need to have a polished offering to get players to install. Many of the changes have also positively impacted the player lifetime value (LTV), making it easier to continue to invest in the title.

In what ways did analytics help improve Hot Streak Slots?

So much! Slot games are surprisingly complex with hundreds of variables that can be employed to make individual machines more engaging. We read our machines weekly to make sure they are providing the expected results. Social casino, as a genre, needs more real-time analytical attention than most.

The results from Blackjack are quite impressive. Were you surprised by them?

Thanks! We knew that we had something special, but have been consistently surprised at the continued upward trajectory. Our live-ops team are always thinking of creative ways to engage the players through events, pairing these with new mechanics has enabled Blackjack to continue to exceed our forecasts and expectations.

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Does platform (iOS, Android, Apple TV, etc.) play a role in how players engage with games?

There are some subtle metric differences between the platforms; however, one of the biggest drivers is ecosystem offerings. Apple continues to provide new venues for our industry that can increase engagement. We recently ported Blackjack to Apple TV and have been studying the platform through our analytics. The daily active user base is modest, but having a TV SKU allows you to open up more player conversations. We engaged players on social, as well as in-app, to evangelize the TV game and definitely generated some interest. In fact, we had one player reach out to our customer service team to find out if they can receive special TV promotions!

Can a similar approach be applied to puzzle games like Sunny Shapes?

Some general key performance indicators are applicable to both casual puzzle and casino, such as retention, conversion, etc. Sunny Shapes is unique in that it started as a wearable watch game first, then grew to into a more robust experience after it generated a lot of internal buzz. We are going to be watching it closely, but the breadth of analysis is more shallow than a game like Blackjack.

Will you be reviewing these games again, with newer analytics data, at some point in the future?

I’m 100 percent positive we will. We examine our analysis daily and add additional tracking with every new mechanic. We have also done a lot of work around segmentation in order to make each player’s experience more relevant and tailored to them. We re-factor our segmentation on a regular basis; like most things, there’s always room for improvement.

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