King Entertainment Shares Rise Past IPO Price

King Digital Entertainment isn’t just a “one and done” story when it comes to the mobile market, even if Candy Crush Saga continues to be its nest egg.

Following a skeptical investment in an IPO back in March with a public offering, the company has since seen a turn-around since its traumatic first day, when it dropped 16 percent on the opening day of trading. The company has now managed to rise above its IPO price of $22.50, for the first time since it listed earlier in the year. It has also managed to outlast other tech selloff companies, including Twitter, Amazon, Facebook and Pandora, as well as mobile rivals like Zynga, the creators of Words With Friends.

Plus, the company is diversifying its products past Candy Crush Saga, offering up other addictive affairs, such as Bubble Witch Saga 2 and Farm Rescue Saga. “We believe it is becoming increasingly clear that King is successfully diversifying beyond Candy Crush,” wrote Piper Jaffray’s Michael Olson in a note to clients earlier this week. Bubble Witch specifically has managed to climb into the top 20 grossing iPhone games, providing confidence that “the company has created a formula for successful new and follow on game launches.”

King’s business will also continue to rise, thanks to a partnership deal with China’s Tencent that will allow the distribution of its games to a whole new market, thus providing an even bigger financial opportunity with optional in-app purchases. Heavy TV advertising in Japan and elsewhere appears to be paying off for the mobile giant, leading to continued engagement with Candy Crush Saga and boosting new titles like Pet Rescue Saga.

Although some investors don’t believe the shares will rise any higher, it’s clear that King is a company that’s yearning to stay, well, king of the market.

Source: Quartz

Next Big Ad Market: Reselling Ecosystem?

When it comes to ad-tech analysis, a lot of people like to think that RTB, or real-time bidding, works like a charm. However, Nanigans CEO Ric Calvillo thinks a little bit outside of the box, looking to chase a somewhat bigger market.

“RTB is only $4-$5 billion,” said Calvillo, talking about exchanges where sales of millions of ads per minute in automated billing mini-wars lead to revenue, through real-time ad delivery through web and mobile apps. “The online global ad market is about $100 billion…and between Google, Doubleclick, YouTube and Facebook, direct-to-client ad sales via self-serve total about $20 billion.”

What’s that mean “So 20 percent of the market has been sucked out of the ecosystem,” Calvillo believes.

That’s why he’s pursuing an ad-reselling ecosystem, which becomes filled with a mixture of third parties of advertisers and publishers, as well as supply-side networks, demand-side networks, ad resellers, real-time exchanges and other specialist companies. By doing so, Calvillo believes he can take on Facebook and Google, which is no easy task.

Mark-up plays a huge part when it comes to the ad market. “The typical markup on media is 100 percent,” he says. “If they were really selling it for $20B, third parties would have made some of that…there’s at least $10B of extra margin that Google and Facebook have captured.”

The ad-tech ecosystem is certainly on the rise as a result, and Nanigans wants to get caught up in the action, as it currently processes 250 million ad events daily, with a better idea of where advertisers’ money needs to be spent.

What Calvillo wants to do is become more of a software-as-a-service company model for Nanigans, rather than the usual Facebook-laced advertisement management partner. “When Facebook and Google go offer their own inventory, they act just like a network,” said Calvillo. “Then they add 32 percent mark-up between the SSP (supply-side) layer and the DSP (demand-side) layer. We think SaaS can disrupt that.”

A bold order Sure. But if Calvillo and his team at Nanigans can play their cards right, it could be extremely profitable.

Source: VentureBeat

 

Emotions Gain Complexity On Social Media

A new extension on Facebook allows users to have a better way to convey their feelings to their friends and followers. No more feeling “happy” when you’re enthusiastic or mildly pleased – now you can let your description go wild.

Following its recent emotion contagion experiment – which ended up receiving a batch of negative feedback – Brooklyn artist and programmer Lauren McCarthy put together a new Google Chrome Extension that allows users to expand how they’re feeling, rather than just the usual facial basics.

With the Facebook Mood Manipulator, feelings go much deeper than users could convey on the previous system, which was put together by Facebook’s Data Science Team. Gone are the ways to manipulate users feeling through word omission algorithms, and in their place are filters that run through a linguistic analysis, run by the Linguistic Inquiry Word Count (or LIWC), a text-analysis software put together by researchers at the University of Texas in Austin.

A white box called the Moon Manipulator appears on the screen (in the corner) and asks users “How do you like to feel ” From there, they can adjust four sliding scales: Positive, Emotional, Negative and Open. By adjusting these with “less” and “more” settings, they’re more accurately able to describe their feelings using the same text analysis software as before, but with far greater results.

By having said tool in their possession, users have a better way to keep control of their social media feeds, and also displays what people see on their social media feeds, and how they feel about it overall.

With the new program, McCarthy asks, “Why should Zuckerberg get to decide how you feel ” and then explains that people can “manipulate your emotions on your own terms.”

What do you think Will you give the new emotion meter a try, or stick with the typical smiley-faces

Source: PSFK

 

Transamerica Giving Reddit A Try

Reddit is an ideal spot when it comes to question-and-answer sessions with superstars, as well as discussing a number of topics ranging from news to relationship advice and even, in some circles, adult content. However, one market that it hasn’t really tapped yet revolves around financial advice, because, well, it’s Reddit.

However, Transamerica believes that there’s a market for offering help with the community on the site, and it has recently taken up logging into the site and offering to assist those in need of personal financial advice, as well as explaining how well it works.

“Personal finance can be overwhelming, especially when it’s thrust into your life and you’re not adequately prepared to deal with it,” says the company’s recent promoted post.

“What we’re really trying to work on doing is kind of filling in all the gaps,” said Allan Gungormez, director of social media strategy for Transamerica. “And at the end of the day, we obviously hope you end up picking Transamerica. But if you are at least able to walk away and make a better, informed decision, that’s really the win, because financial literacy is so low across the board.”

The post, which went up a couple of weeks ago, asked users to submit their most puzzling personal finance questions. “Redditors love Reddit, they’re always on Reddit. So if your brand can understand how to talk to them on that platform, it’s an absolute success,” Gungormez continued. “We want to go towards that captive audience and just kind of have them be a mini-focus group in terms of what they wanna know about financial terms and how we can help.”

Many queries have been posted, ranging in tops from mutual funds to 401k. While there are a fair amount of “trolls” posting fake content, many of the users are quite serious. “You wouldn’t expect a conservative financial services company to use Reddit as a tool of engagement,” said Mike Cole, sales director of brand strategy at Reddit. “But there is no better platform out there for genuine human exchange, and Transamerica is at the forefront of building their brand by engaging in such an exchange.”

Source: Digiday

‘Rock Simulator’ Rocks The Game Scene

Ever want to see what it’s like to actually be a pet rock Then Greenlight Concepts’ Rock Simulator 2014 could be the game for you.

Granted, it’s not an exciting tour-de-force like Atlus’ 2012 release Rock of Ages, or even Adult Swim’s Giant Boulder of Death. Instead, Rock Simulator lives up to its name by having you playing as a rock, simply sitting around and, well, watching other rocks.

The game does provide the option to watching “beautiful rocks in any location in the world,” according to its official description, and also presents scenarios where you can tumble down hills, just to see how the rock will react. There’s no word yet on whether there will be DLC for the game, or perhaps virtual items to purchase. Could a mobile version be in the works, too It’s hard to imagine that eager fans could live without the ability to take their Rock Simulator with them wherever they go. Maybe there will be a multiplayer online version… they could call it Rock Band.

Surprisingly enough, feedback about the game has been positive, but it’s in a farcical sense, similar to what Amiga went through with Sim Brick back in 1991. In that game, surprise, players could play as a brick sitting in a formation, staring out at other bricks.

Rock Simulator 2014 is one of many recent simulators to go off the charts in terms of content so simple, and yet so highly addictive. A mountain simulation game is also making the rounds on Steam Greenlight, complete with changing weather conditions and other natural elements; and Goat Simulator, a wildly successful PC game, recently got picked up by Deep Silver for U.S. distribution, and will be making the rounds later this month.

Give us a call when News Writer Simulator makes the rounds. Oh, the adventures you’ll have!

Source: PSFK

 

This Week’s [a]list Jobs – July 9th

[a]listdaily is now your source for the hottest job openings for senior management and marketing in games, entertainment and social media. Check here every Wednesday for the latest openings.

Here are this week’s [a]list jobs:

  • Sony Pictures – Executive Director, Consumer Marketing (Culver City, Calif.)
  • Riot Games – Brand Manager (Santa Monica, Calif.)
  • Hasbro – Global Brand Strategy and Marketing, Girls’ Gaming (Pawtucket, RI)
  • Google – Product Marketing Manager, Google Apps (Mountain View, Calif.)
  • Ayzenberg – Creative Technologist (Pasadena, Calif.)
  • Ayzenberg – Senior Digital Media Planner (Pasadena, Calif.)

 

For last week’s [a]list jobs, click here.

Logitech Exec Explains The Power Of eSports

Logitech recently expanded its foothold in eSports with sponsorship of eSports teams around the globe, who are using Logitech G headsets, mice, keyboards and mouse pads in competition across World of Tanks, DOTA 2, League of Legends and StarCraft II. The teams using Logitech gear include Alliance in Sweden and Germany, CJ Entus in Korea, DetonatioN in Japan, Invictus Gaming in China, mYinsanity in Switzerland, XCN in Indonesia and Cloud 9, Hammer Time and Team SoloMid in the U.S. Ehtisham Rabbani, general manager of the Logitech gaming business, explains why the company is investing in eSports and what opportunities these pro gamers and their fans open up for brands in this exclusive interview.

When and why did Logitech enter the eSports space?

Ehtisham Rabbani

Logitech was initially a sponsor of the CPL (Cyberathlete Professional League), which launched back in 1997. It was the very early days of eSports. The Internet was at the start of its development, and though there were competitive games occurring, it wasn’t at the level or fidelity that we can see today.

Logitech G, the gaming dedicated division of Logitech, was created two years ago and almost immediately re-entered the eSports scene. We’ve sponsored the League Championship Series and are now focused on sponsoring eSports teams directly. We recently announced our global roster of top notch teams from around the world.

How have you seen livestreaming impact the reach your brand gets in eSports today?

We are very encouraged by the positive effect that streaming has had on the perception of our brand. Our products are a natural extension of the game and fit very well within the narrative of the stream and eSports competitions. We believe that being an organic extension of the live stream is important for gamers and the integrity of games. We hope that livestreaming doesn’t just become another advertising avenue for unrelated products and services.

What impact have you seen from pros and pro teams using your products when it comes to direct sales to gamers?

For Logitech G, being in the gaming business goes far beyond direct sales; it is about being involved and engaged in the gaming community. We believe that increased sales will come as a result, though they can be hard to quantify. We don’t think it’s coincidental that we have experienced double-digit growth as we have invested more in the gaming community. Being part of a community means doing things for the larger good of gaming and gamers, and not just being revenue driven. eSports is an opportunity for Logitech G to assist in the growth of a spectator sport on the level of traditional sports leagues like the NBA, NHL and the NFL.

How powerful is brand engagement with the big eSports events?

Engaging directly with gamers is critical to the soul of our brand. Logitech G participates in most gaming events, including ESL One, Dreamhack, IEM, PAX, China Joy and Paris Games Week to name a few. We talk with gamers, share the work we are doing, get their thoughts and ideas and participate together in the gaming community.

What opportunities have things like livestreaming of practice sessions opened up for advertisers and sponsors?

Live streaming of practice sessions provides a look behind the curtain. Gamers can see how their heroes interact and how much dedication they exhibit to their craft. The gaming community, including Logitech G, can see how our products are used in real environments by the most demanding of professionals.

How have you seen more traditional sponsors gravitate towards eSports in recent months?

Recently, we’ve seen more traditional sponsors gravitate towards eSports. I think this is another indication of the growing appeal of eSports and its community.

Why is having Hollywood studios involved in eSports (like the Ender’s Game StarCraft II tournament or the League of Legends Game of Thrones promotion) good for all companies involved in eSports?

Hollywood helps spread the word and grow eSports. So it’s great for the sport and for gamers. We expect to see more movies capturing the drama of eSports.

What are Logitech’s plans with eSports for 2014?

We plan to continue to actively support eSports teams around the world. Additionally, one of the key objectives for Logitech G is to integrate input from the professional eSports teams into our product design process. These professional athletes need high performance tools that deliver accuracy and fidelity in these very competitive matches. Like traditional athletes, these eSports teams are experts in their profession. And you’ll see our products reflect their needs and input.

What impact do you feel seeing events like DOTA 2 played in a World Cup soccer stadium having on eSports moving forward?

We think that events like ESL One are evidence of the maturing of eSports. You can also take the prize pool for The International Championship, now totaling more than $10 million, as more evidence of the engagement of the community and the popularity of the sport. eSports is bigger than non-gamers realize and it’s here to stay.

What would you say to companies, especially more mainstream brands, who are still on the fence about eSports?

Engaging in eSports does not make sense for all brands. There is a desire for authenticity from the community. It is more than simply a new advertising channel. However, if done authentically, supporting this growing market would benefit the overall rise of eSports and the players themselves and strengthen a brand’s relevance.

Netflix Dominates With Movies, TV Shows

When it comes to streaming entertainment, there’s definitely a competitive market out there. However, Netflix continues to hold a steady lead, thanks to its variety of TV shows and top films.

A report from Piper Jaffray & Co. shows that Netflix still has a steady pace over Amazon’s subscription-video service, especially when it comes to content-licensing, as it has more of the top 50 movies and top 75 TV shows than it has over the previous years.

“Relative to Amazon . . . Netflix is still leading by a wide margin,” said Piper Jaffray senior research analyst Michael Olson.

In the report, Netflix shows a 32 percent market share, compared to Amazon’s twelve percent. However, Netflix numbers have dwindled a bit, showing a decline by about 2 percent from the previous year, while Amazon has increased its count to around 5 percent.

Netflix has 10 of the 50 box-office leaders from the past year, while Amazon only has three. However, Amazon has more movies that are from the past couple of years, while Netflix relies a bit more on an older library of classics – not that that’s entirely bad, just a notable difference.

Hulu Plus, while not as competitive without certain movies in its line-up, still holds steady with nearly three times as many recent top-rated shows over Netflix, with 57 percent of the total count over the past year, compared to 20 percent for Netflix and nine percent for Amazon.

When it comes to original content, however, Piper Jaffray played it casual. “While definitely a competitor, we view Hulu as increasingly less of a direct threat as Netflix focuses on original content,” said Olson.

The streaming content market is poised to become even more competitive, especially with original content coming from Yahoo!, MIcrosoft and Sony. Meanwhile, both Amazon and Netflix continue to sign deals for new original content, so the battle will continue. Can these new companies put a dent on the market share of the leaders

Source: Variety

 

Japanese Game Industry Holds Steady

With the video game industry continuing to ride on an all-time high in terms of sales, Japan continues to play its part in contributing to those sales, according to a new report from Tokyo-based magazine publisher Enterbrain.

The company, which owns the popular gaming magazine Famitsu, reported that Japan’s console market in the first half of 2014 held steady for sales, with 706.3 million yen spent on consoles and 1016.3 million yen spent on games, for a total of 1722.6 billion yen (or $1.685 billion dollars in U.S. funds). The PlayStation 4 played a small part in that number launching in February, but surprisingly enough, not as big as Sony had anticipated.

The previous year’s numbers show a total of 1720.2 million yen, or $1.683 billion U.S. dollars. Again, it’s a small increase (only $2.3 million), but an increase nevertheless.

Still, it’s a bit off from 2012’s numbers, as a total of 1753.4 billion ($1.72 billion) were spent on games and consoles – a slight but notable drop.

Keep in mind that the market for gaming in Japan is very different from the U.S., as Microsoft doesn’t play as prominent a role in that country with smaller sales than what it’s done on overseas markets. For good measure, Nintendo also has a pretty strong foothold, even if the Wii U hasn’t quite been as popular as other consoles released in the past.

The smartphone market is having a major impact on game spending, though, with half of all game spending in Japan now coming from smartphone games and the other half from console games. With consoles and console games looking to show little if any growth, it’s clear that smartphone games in Japan will be the majority of the game industry in that country. Could that ever happen in the United States

Source: Serkantoto