Mobile news roundup: Etsy’s mobile play, Firefox’s mobile OS and more

firefox

Developers get there hands on Mozilla’s Firefox OS for smartphones – Spanish phone maker Geeksphone and Mozilla announced that developers will be able to get their hand on the first two models running Mozilla’s mobile OS named Keon and Peak. Mozilla says the Firefox OS is targeting emerging markets with low prices and better battery life.

GREE

GREE launches NFL Shuffle – Game developer and publisher GREE and the NFL teamed up for NFL Shuffle, a mobile team management game which takes advantage of the NFL license. The game is available to download for free from the iTunes App Store.

DeNA

DeNA joins the ESA – Japanese mobile game developer and Mobage platform operator DeNA announced that it has joined the Electronic Software Association. The news could possible mean that DeNA will more of a presence at this year’s E3.

apperian

Appearian receives strategic investment from Intel Capital — Enterprise mobile application management company Appearian announced it received a strategic investment from Intel Capital, bringing its total funding to date to $28 million. Previous investors include Bessemer Venture Partners, Kleiner Perkins Caufield & Byers and North Bridge Venture Partners.

etsy

Etsy acquires Mixel photo-sharing app – In an official statement, Etsy revealed that mobile visits to Etsy grew by 224 percent in the last year, accounting now for 25 percent of total visits. The Mixel team will presumably help Etsy in its future mobile endeavors.

facebook

Facebook was the most popular mobile app of 2012 – The Facebook mobile app receives no shortage of criticisms, especially before it became a native app, but there is no arguing its popularity. Digital business analytics service comScore found that Facebook was the most popular mobile app of 2012 in the U.S. on both iOS and Android. comScore also found that it accounts for a staggering 23 percent of the time users spend with mobile apps. Various Google apps combined account for 10 percent of time spent.

gameloft

Gameloft announces Blitz Brigade – French mobile game developer and publisher Gameloft revealed its newest title, a team-based shooter set in WWII named Blitz Brigade. The game seems to have a fun, light cartoon style and will feature different player classes, vehicles, multiple gameplay modes and single player challenges.

chillingo

Chillingo launches Super Knights –  Chillingo this week brought its mobile arcade game Super Knights to Android. Before this, the game was available on iOS. Players lead a knight on a platforming adventure as he dodges enemies while swinging through levels to save various princesses. You can download the game for free here.

Inside Social Apps San Francisco – Early Registration Ends at Midnight

Inside Social Apps SFCalling all social app community members: The 2013 Inside Social Apps Conference and Job Fair is in San Francisco on June 6-7. This industry-facing event takes a deeper, more targeted approach to discussing topics and trends that impact social app developers, marketers, investors, and platform operators. Join us for two days of insightful panels and presentations from industry leaders and network with recruiters and job seekers from top tech companies.

Early registration ends tonight at midnight. Register today and save $500 over onsite pricing.

Stay tuned for our agenda and job fair participants in the coming weeks. We hope to see you in San Francisco!

This week’s headlines from across Inside Network

A roundup of all the news Inside Network brought you between Jan. 14 and Jan. 18.

Inside Mobile Apps

Tracking the convergence of mobile apps, social platforms and virtual goods.

Monday, Jan. 14

Tuesday, Jan. 15

Wednesday, Jan. 16

Thursday, Jan. 17

Friday, Jan. 18

Inside Social Games

Covering all the latest developments at the intersection of games and social platforms.

Monday, Jan. 14

Tuesday, Jan. 15

Wednesday, Jan. 16

Thursday, Jan. 17

Friday, Jan. 18

Inside Facebook

Tracking Facebook and the Facebook platform for developers and marketers.

Monday, Jan. 14

Tuesday, Jan. 15

Wednesday, Jan. 16

Thursday, Jan. 17

Friday, Jan. 18

Inside Social Commerce

Tracking the convergence of social media and commerce.

This week’s headlines from across Inside Network

A roundup of all the news Inside Network brought you between Jan. 7 and Jan. 11.

Inside Mobile Apps

Tracking the convergence of mobile apps, social platforms and virtual goods.

Monday, Jan. 7

Tuesday, Jan. 8

Wednesday, Jan. 9

Thursday, Jan. 10

Friday, Jan. 11

Inside Social Games

Covering all the latest developments at the intersection of games and social platforms.

Monday, Jan. 7

Tuesday, Jan. 8

Wednesday, Jan. 9

Thursday, Jan. 10

Friday, Jan. 11

Inside Facebook

Tracking Facebook and the Facebook platform for developers and marketers.

Monday, Jan. 7

Tuesday, Jan. 8

Wednesday, Jan. 9

Thursday, Jan. 10

Friday, Jan. 11

Inside Social Commerce

Tracking the convergence of social media and commerce.

This week’s headlines from across Inside Network

A roundup of all the news Inside Network brought you between Dec. 3 and Dec. 7.

Inside Mobile Apps

Tracking the convergence of mobile apps, social platforms and virtual goods.

Monday, Dec. 3

Tuesday, Dec. 4

Wednesday, Dec. 5

Thursday, Dec. 6

Friday, Dec. 7

Inside Social Games

Covering all the latest developments at the intersection of games and social platforms.

Monday, Dec. 3

Tuesday, Dec. 4

Wednesday, Dec. 5

Thursday, Dec. 6

Friday, Dec. 7

Inside Facebook

Tracking Facebook and the Facebook platform for developers and marketers.

Monday, Dec. 3

Tuesday, Dec. 4

Wednesday, Dec. 5

Thursday, Dec. 6

Friday, Dec. 7

Inside Social Commerce

Tracking the convergence of social media and commerce.

Liveblogging from Inside Social Apps, New York: Investing in Social and Mobile Games

Live from New York, we’re at the Inside Social Apps conference at the New Yorker Hotel.  For the last session of the day, Eric Goldberg, managing director of Crossover Technologies lead a panel consisting of Atul Bagga, senior analyst – video games & China internet, Lazard Capital Markets, Mike Foley, SVP of corporate development, Electronic Arts, Eric Tilenius, executive-in-residence, ScaleVP and Rick Thompson, general partner, Signia Venture Partners as they weighed in on what investors and publishers were looking for when they invested in mobile and social games.

The Following is a paraphrased account of what was said on the panel.

Goldberg: I’m going to give you a brief overview of the investing market. This is not a happy story. In February Rick, Atul and I predicted there would be a decline in social gaming. Zynga has gone from $12 to $2 in the stock market. In the secondary market has also seen a sharp retreat. According to Pando Daily, only 20 percent of seeded companies will receive institutional funding. What is going on with the state of investment?

Bagga: There has been a mismatch of expectations in the secondary market. About 12 to 15 months ago, companies like Groupon, Facebook and Zynga were extremely popular. However, when they went public and investors expectations were not met. For Zynga in particular, the expectation was that the company would mitigate some of the risk in the social gaming market when that didn’t happen and then Facebook’s debut was something of a double whammy. Right now Zynga’s value is close to its cash and real estate assets  which means investors are assigning zero value to its business. This will not only affect investors who want to get their investment back, but will affect M&A in the industry because Zynga was such a big buyer.

Goldberg: Rick, you’ve still be investing while most of your peers are retreating from the field. Why?

Thompson: If we do three pure game deals next year we’ll have met our quota. The things that we’re looking for are games with a new angle, and game companies with a new angle. We invest in ideas, so we’re investing before there is a business. We’re looking for passionate people who can execute on an idea.

Goldberg: Eric, Scale Venture partners have had some investments change their business models after the investment has been made. What do you look for?

Tilenius: We’re a later stage company, so we’re looking for metrics that will indicate solid traction. The irony of that is companies that are successful and are seeing things work don’t want to take capital — look at Mojang who make Minecraft. What the market changes imply to me is a much more relentless focus from game companies on growing cash rather than users. Two years ago it was a land grab. That’s no longer the case. I think one of mistakes that companies are making is thinking that assuming previous monetization models will work now. For example, arcade games don’t work with free-to-play. I think the future will be about running games as a service, where you’re running a back-end to help players connect.

Foley: One of the biggest challenge I face is far too many people come to me and say “look at my app.” When you’re building a business, you need more than an app. For me its about the team and the capabilities, not what you have today.

Goldberg: What are you looking for in particular and what’s the hardest thing to find?

Foley: The hardest things to find is a developer who can build a high quality free to play game on mobile who doesn’t want $100 million dollars. For example, our top grossing app The Simpsons: Tapped Out is a huge hit. Both the company that developed the game and the company that powers the back end of the game were very small acquisitions that have already recouped their cost because of how successful the game has been.

Goldberg: Which skills matter the most if you don’t already have Angry Birds or Farmville?

Tilenius: It’s hard to make a successful business. You need to have the game and the back end to enable it. Supercell has done it beautifully — both the game and the back end that powers the social and competitive elements are beautiful. I typically worry the least about distribution, since there are so many services out there to solve that problem. The important thing is seeing a gem of a game. Word of mouth is one of the most important factors. There is a caveat  though — there’s a tremendous problem of discoverability. It’s not enough to say “we have a good game, people will find it.”

Goldberg: Rick, you’ve invested in discoverability companies. What do you look for?

Thompson: It’s a part of the ecosystem and its still under development. If you are willing to pay the price someone will help you with distribution.

Bagga: If you’re talking about games as a service, you’re essentially adding another layer to the game. You need to have a great game, to know how to get users and have a finely tuned system  to make the most of their customers. You can always rent features like analytics.

Tilenius: Being able to calculate the LTV of a user is very important. Buying a mobile user costs between $2 and $3 dollars now. If your LTV per player is $0.35, you’ll only be able to grow virally or by word of mouth. When I worked at Zynga, we used to joke Zynga Poker was our first VC. My advice is to find your poker early.

Goldberg: We’re seeing a shift here. Previously if a person bought your game, you had earned your money. Now you need to get people to play your game and then you need to get them to pay for it. In opposition to that we have Kickstarter, where customers are pre-paying for games and financing their games that way. What are your thoughts on that method of financing.

Tilenius: I think it’s a tough slog unless you’ve got some name brand recognition.

Foley: I’ve never seen so many headlines about something that won’t affect the industry that much. These are games and products that are already popular, but not quite popular enough to have publishers.

Goldberg: Can you talk about being a publisher Mike?

Foley: Ultimately we see a vision where all of our content is connected in the back end. it’s extremely difficult to do, and I think that’s now the barrier to entry in this business. We’re in the investment stage on that right now. Companies like EA have a competitive advantage there.

Goldberg: Mike, if someone comes to you with a great iPad game but its not connected, do you just take the game from them then and apply your back-end expertise?

Foley: We work with them.

Thompson: Publishers bring advice as well as cash.

Tilenius: This is my personal opinion, as someone who used to work at Zynga and pushed us towards publishing, perhaps before we were ready, I can see the model has changed. Earlier, we couldn’t buy studios fast enough. Now many don’t make the cut.

Goldberg: What point do you need to think about getting money by hook or by crook? What are the sure signs you need capital?

Bagga: Many two person teams can make a great game in their garage and make $100,000 and have a great life and career making that game. But you have to think, is it scaleable?

Thompson: Those few companies that are able to operate at scale also need to know how to invest that money — it’s hard. You have to know what to green light and what to spend. I think the future will be many smaller studios that can use the tools already available in order to maximize their resources.

Liveblogging from Inside Social Apps, New York: Monetizing Social and Mobile Games

Live from New York, we’re at the Inside Social Apps conference at the New Yorker Hotel. From freemium to sponsored apps, developers are actively trying to determine how and what users will pay for their goods. Inside Network Managing Editor AJ Glasser talked about the current marketplace with president and chief business development officer of RocketPlay Matthew Cullen, KIXEYE’s VP of product marketing John Getze, Pocket Gems CEO Ben Liu, Happy Elements’ senior director of corporate development Mike Lee and Wilson Kriegel, the former CRO of OMGPOP/Zynga Mobile.

The Following is a paraphrased account of what was said on the panel.

Glasser: Prior to 2012, monetization was limited to Facebook Credits, so now we’re shifting gears to discussing the nature of monetization and also the ecosystem which they monetize. To start, with John, your stuff is free to play. How do you make money?

Getze: With time! As they progress in the game, we want to get them interested and invested. Then they want to speed up the process.

Glasser: You are monetizing patience! What is the main activity that saves time?

Getze: Probably repairing your base.

Glasser: Mike, how do you monetize?

Lee: Through love. In our main game, we have fish [who can fall in love with each other].

Glasser: And Matthew?

Cullen: We have our users, predominantly men, and we give them more areas to gamble on. Also virtual currency to get a daily bonus.

Glasser: Ben?

Liu: To express themselves. We don’t think too much about monetization, but more fun. Our top seller is more space to show the kind of thing you want to create.

Glasser: For you, Wilson?

Kriegel: Usually have three tier: Free, free to play and premium.

Glasser: Now design philosophy. Before free-to-play hit North America, many companies didn’t know. Others had monetization locked down, but not gameplay.

Liu: For us, it’s about the fun experience players can customize. It starts with that. We think about starting something fun and engaging. Monetization comes with that.

Getze: You can’t monetize fun. If it’s not fun, putting money on it isn’t going to help. KIXEYE started with six of us and there was a vacuum on Facebook about games we wanted to play the core category. If you’re not a recognized entity or brand, you need to get a user involved. If I see Madden on my iPhone, I have an idea of what it will be like.

Kriegel: Fine line, where a money-making game could not be fun, but lots of fun games don’t make any money. It has to be a conscious effort about your target market and so forth. It can’t override the fun factor, but there are lots of pieces that come into play. It is a key variable.

Cullen: We were similar. We wanted to do something that was fun for men in the casino vertical different than cards. Just recently we focused on monetization – once we got the metrics to work, got it sticky, then we focused on money.

Lee: We try to keep things sticky and also try to monetize players, but they are often separate motivations. One game has three million players, so we can crosspromote.

Liu: We created the first isometric battle game and were successful with it. Mobile is still young, so coming out with an innovative or first-time experience will often bring monetization.

Glasser: If you have a great game and you realize it can make money, how do you add monetization to it?

Kriegel: Advertising can often be a part of it. Like Draw Something at OMGPOP, it had a large amount of views, so advertising was coming in.

Glasser: So is there anything you can do on the design side?

Getze: When we did Backyard Monsters, it didn’t monetize much since we were figuring out our audience. Six months in we added monetization for decorations, but it didn’t do well. KIXEYE is more of a service than a product since it gets updated every day.

Liu: We still consider ourselves indie developers, so we work with other indie developers for partnerships and exposure.

Glasser: Each of your companies monetizes at a different rate, so how do you know where to go.

Kriegel: These companies are founded by a group of people with a particular mind set. For us, we were founded in New York City, so lots of Flash developers here, but not on the backend. However many times we tried to do a farm game, we sucked. With Draw Something on the different platforms, we focused on our core skill sets. The monetizations fell in space.  We did half-million plus MAU.

Glasser: How much did Zynga help with that?

Kriegel: By the time Zynga acquired us, we were huge and already sucked out the DAUs. We had 20 million DAUs a month and a half in on a $60,000 budget. We did our best to capitalize, we did monetizations. The free and paid version could play the same app. It was an exciting time where social networks could help you grow without spending money and then get money without spending as much money. Zynga helped, and now there is a TV show coming out. You have to build games that are franchisable, otherwise you can’t have a business.

Cullen: We realized that men were underserved, particularly on Facebook… the challenge is that sports betting is time based, unlike slots, so you have a lot of downtime, so you have a lot of people needing other things to do.

Liu: I think there is something to look at analytics with the two previous examples, but you also need authenticity. Authenticity and building something you love and feel passionate about has to be the roots.

Glasser: How do you decide what platform to focus on?

Liu: We strongly believe the future is mobile. We’re experiencing a huge sea-shift from desktop to mobile computing that will be as strong as the beginning of the Internet. We’ve already seen iOS become a major platform, Android rising and Amazon becoming a major platform.

Getze: We’re just thinking about mobile. We haven’t seen a good RPG or a FPS. I can’t see playing Call of Duty. You have to be, designwise, cognitive of

Kriegel: We’ve jumped to different platform. We’re all sitting pretty here, as all of our companies are well capitalized. But if you have a half million bucks to do a Facebook game and monetizing it, good luck with that. You can build shitty games at the beginning of a cycle, but later you can’t get away with it, including the cost of the resources, marketing, etc. You have to decide which is best suited and what will execute best.

Cullen: That’s exactly why we did our deal with Zynga for Facebook, probably will do the same with mobile. It’s so fragmented and so tough to get in and build critical mass. Our first slots game will be iPad only in January. We are going the route of publishing as we want to conserve our cash.

Lee: I’m assuming you’re talking about net revenue! One of our games for Japanese feature phones is one of our most profitable.

Glasser: On that note, you can have money coming in, but it could be too cost expensive to be profitable. Should you go to a publisher?

Liu: You need 100 percent focus on making a game and it’s hard to be distracted. It’s hard to get new installs, companies with millions of users. It’s a matter of focus. Make sure you’re using your limited funds in the best way.

Kriegel: If you want to self-publish like KIXEYE, you want to own the data and so on. But for each partner you take on, you’re still shifting cost for engineering and resources. Marketing time for direct users acquisition goes into development, or what have you.

Cullen: I’d agree with that. It really depends on your deal, though. We’ve seen some awful deals. If you think about the acquisition cost to acquire users, I don’t even need a spreadsheet to know those numbers.

Glasser: How open would you be open to partnering for new markets overseas?

Kriegel: Definitely, with Japan, Korea and China. Russia is coming up as far as localization, opinion and style. I think each key market has its own value.

Liu: It depends on what stage you are on as a company. Early on, us taking on a partner was a waste of time. The US market can handle different genres, and its not worth taking on the distraction of traveling to other countries. I think it’s a later age thing.

Lee: We think US developers are very lucky in that they have a large enough market. If you’re not based in China, Japan or US, you may not have a market big enough to grow. For us, we expanded to other parts of Asia.

Getze: Social gaming companies are generally not social. Its asyncronistic, you do your thing and then you spam friends to get power. That’s why Draw Something and others are doing well, as they are actually social. As far as going to a publisher, you’re giving up a lot. They have a lot of developers and they are focused, really, on one, like the music business.

Kriegel: Angry Birds had EA, which they broke away from later, but they had 50 games, no money, and had to develop. And all entertainment is a hit-driven business.

Glassser: Predictions for the next twelve months?

Cullen: For our space, a massive influx of folks in the gambling space. I think there will be some consolidation, a lot of stuff out there.

Getze: Depends on the area, but I think mobile itself will be huge.

Lee: We can bet on the fragmentation of the platforms. We’re glad to see different, non-Facebook platforms come into play. The fragmentation is giving the Asian developer a leg up.

Liu: As I said before, I think mobile is the future. Great time to be a mobile developer. There are all these platforms where you can go directly to the user, no barrier to entry. You also see a more hidden competition with messaging and other types of apps helping people discover apps. As far as genres, it really is the early part of mobile. You’ll see in the upcoming year the shift in new genres and ideas.

Kriegel: Four is core gaming, like KIXEYE, as well as casino gaming. Tablets will be a big part. Communication with gaming will be trends. If you look at the history, though, of gaming in the past 20 years, it is about being AAA brand. If you are the main brand target of a genre, you will make the most money.

This week’s headlines from across Inside Network

A roundup of all the news Inside Network brought you between Nov. 26 and Dec. 1

Inside Mobile Apps

Tracking the convergence of mobile apps, social platforms and virtual goods.

Monday, Nov. 26

Tuesday, Nov. 27

Wednesday, Nov. 28

Thursday, Nov. 29

Friday, Nov. 30

Saturday, Dec. 1

Inside Social Games

Covering all the latest developments at the intersection of games and social platforms.

Monday, Nov. 26

Tuesday, Nov. 27

Wednesday, Nov. 28

Thursday, Nov. 29

Friday, Nov. 30

Saturday, Dec. 1

Inside Facebook

Tracking Facebook and the Facebook platform for developers and marketers.

Monday, Nov. 26

Tuesday, Nov. 27

Wednesday, Nov. 28

Thursday, Nov. 29

Friday, Nov. 30

Inside Social Commerce

Tracking the convergence of social media and commerce.

This week’s headlines from across Inside Network

A roundup of all the news Inside Network brought you between Nov. 19 and Nov. 24.

Inside Mobile Apps

Tracking the convergence of mobile apps, social platforms and virtual goods.

Monday, Nov. 19

Tuesday, Nov. 20

Wednesday, Nov. 21

Thursday, Nov. 22

Friday, Nov. 23

Inside Social Games

Covering all the latest developments at the intersection of games and social platforms.

Monday, Nov. 19

Tuesday, Nov. 20

Wednesday, Nov. 21

Thursday, Nov. 22

Friday, Nov. 23

Inside Facebook

Tracking Facebook and the Facebook platform for developers and marketers.

Monday, Nov. 19

Tuesday, Nov. 20

Wednesday, Nov. 21

Thursday, Nov. 22

Friday, Nov. 23

Inside Social Commerce

Tracking the convergence of social media and commerce.

The Inside Network Job Board: Aarki, BrightRoll, Alibaba and more

The Inside Network Job Board is dedicated to providing you with the best social media job opportunities across social and mobile application platforms. Here are this week’s highlights from the Inside Network Job Board, including positions at: Aarki, BrightRoll, Alibaba and more.

Aarki Inc.

AdColony

Alibaba Group, Global E-Commerce Platform

BrightRoll

Games Cafe Inc.

GREE International

King.com

Scopely

Social Point

Sparked.com

Tetris Online

Velocidi

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Social Media Jobs
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Lead Writer, Inside Social Games

Inside Network
San Francisco, CA

Social Media Manager

Templeton Press
West Conshohocken, PA

Brand Writer

Digital Media Company
New York, NY

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