Posted tagged ‘business’

Why we didn’t apply to Seedcamp or running a startup in your 30s

September 10, 2009

Seedcamp is an amazing program for European startups. The best and brightest of European startups compete for a spot in the Seedcamp week in London. The week is stock full of amazing workshops, tutorials, hands-on training and perhaps most importantly world class networking with European and US serial entrepreneurs, investors and deal makers. If you are chosen as a winner the Seedcamp organizers (The Accelerator Group) will invest €50 000 at a quite rational valuation.

Sounds perfect for any startup. So why didn’t Everyplay apply to Seedcamp? Double why as I even participated as a mentor in the Seedcamp Helsingborg event?

The truth is yes, I really wanted to apply because I love the concept, but it is was made impossible by the “extended Seedcamp concept“. The main use for that invested €50 000 is to bring the core members of the startup team to London for three months to take the company further. By applying to Seedcamp you agree to this.

Let’s just stop there for a moment. This works perfectly for 20-somethings that don’t have obligations to anybody but themselves and who can just pack a suitcase and go. It also requires that your core team is quite small, so that you can get your whole core team over to London.

The concept fails when you or any core member of your team is married, has kids or in general has a life outside of the company. It also fails if you can’t bring all core team members over to London as otherwise you are totally impairing your company’s progress at a very sensitive stage by splitting the team into two (one part staying at home base and another part in London).

Everyplay’s core team has several people who are over 30 year old, are married and have kids. Packing up our lives and moving to London for three months isn’t an option, so we had to pass on Seedcamp. To be fair, this is not dig on Seedcamp. They are just doing the same as Y Combinator is doing in the States.

However, it is interesting to think about this selection criteria in the light of research results reported by TechCrunch that the average founder of a high-growth company launched his venture at age 40. I believe Seedcamp is limiting itself unnecessarily with this “move to London for three months” requirement.

(CC) by tibchris on Flickr

(CC) by tibchris on Flickr

Seedcamp aside, the bigger question is how can one succeed as an entrepreneur in a high tech startup and have a family life. Steve Blank recently posted about how he and his wife managed to stick together and raise their kids while going thru a couple startups. My own experiences and arrangements are very much like his.

The reality is that it feels like running two startups in parallel. It is physically, mentally and emotionally taxing, but also immensely rewarding. At the risk of sounding corny, seeing things thru a child’s eyes is eye opening. Being a parent is a monumental, continous learning experience. It does sound just like running startup =) and I actually do think that having an entrepreneurial mindset really helps in parenting.

I like to compare running a startup to having kids as both bring with them higher emotional highs and lower lows at a lot faster pace than before. With that in mind, it is easy to justify Seedcamp’s and Y Combinator’s selection criteria  – less hassle, just focus on the startup. But with age comes victories, mistakes, experience, and possibly even expertise and insight. To quote a recent post on Both Sides of the Table, one of my favourite VC blogs:

Good judgment comes from experience,

but experience comes from bad judgment

The finalists for this year’s Seedcamp were announced today. Congratulations and best of luck to everyone!

I wish I could have been there too.

Why HeyZap Coins and Mochi Coins fall short

July 21, 2009

Recently both HeyZap and Mochi Media launched virtual goods platforms for Flash games. In short they allow players to purchase game items with hard currency. Want to kill zombies more effectively? Buy this $0,05/600 Mochi coins double-barrel shotgun! With virtual goods being the “new advertising” as far as internet business models go, why does this effort fall short? Jussi, we thought you loved virtual goods!

Oh yes, I still love virtual goods. There is nothing wrong with the basic premise of the service offered by HeyZap and Mochi Media, but plenty of issues with trying to monetize primarily single player Flash game experiences. It’s the classic “If a tree falls in the forest, and nobody is there to see it, does it really fall” problem. I can buy a better shotgun, but without other players, my friends and my rivals , what is the point? Why would I bling out my virtual house if my friend’s can visit? Is there anybody to listen when I boast about my exploits? Is there anybody to best? Anybody to share this experience with?

Due to the nature of the games they serve HeyZap and Mochi Media are currently limited to effectively selling you “cheat codes“. It’s a hollow experience without the social context offered by persistent multiplayer games (e.g. MMOs or social games), and I don’t expect this to save Flash games developers. In HeyZap’s and Mochi Media’s shoes I’d be investing heavily into providing the tools to let Flash developers create these persistent multiplayer experiences (Nonoba is doing it). However, as a Flash developer I wouldn’t wait – I’d jump ship to social games this instant (massive & free distribution, social context, paying customers = the win).

Further reading

Coverage of Social Gaming Summit 2009

June 24, 2009

sgs2009

I’m catching up on the Social Gaming Summit 2009 on the net, and here’s my bounty of news, twitter tidbits and links to further coverage.

Presentations

Blog coverage

Misc tidbits from #sgs09 backlog

These are misc tidbits from the backlog that stuck out.

  • Social Gaming ARPU’s: top games $1-2/month, good FB $0.30-0.40, good MS $0.60-.070
  • Conversions to paying users for social games 0.5% to 1.5% much lower than traditional MMOG’
  • Greg Tseng/Tagged: The most important social network conversion rate is # of monthly users that become daily users look closely at conversion from monthly active to daily active — and see 50% as a gold standard.
  • Jia Shen/RockYou – 5-7% of daily returning users is good (discounting promos), Shukla – RPGs can see 40%
  • Panel on retention/acq: use FB and provide free virtual goods at a staggered pace to bring user pack to app/game
  • Jia Shen/RockYou: Vanity URLs help with branding and discoverability in Facebook. Finding apps is still hard
  • Simplest thing for retention is to give incentives or alerts at a specific amount of time. Mafia Wars’ alert says New Jobs available
  • jnusser/vindicia: in RMT, friendly fraud 100x real, malicious fraud
  • Women, 34 to 50 in the US is the best audience you can get for monetization
  • Jia Shen/RockYou: FB retention is easier. Nobody uninstalls apps, devs can always try to reingage. MS has signif churn on apps
  • Jia Shen/RockYou: News feed momentum is important metric for distribution that is overlooked now. The reciprocation must happen quickly
  • Jia Shen/RockYou – the new FBook redesign is creating the same engagement growth as FB had during prev peak… but less spammy
  • Super Rewards: Free-mium social game monetization rates ~5% of users playing on any given day.
  • Zong: Fraud chargeback rates often in 5% range. Developers usually very happy with 1-1.5. Paypal: greater than 0.5% a concern
  • Virtual goods business in China is worth $4.5-$5Bn this year. Many games have over 1 million concurrent users
  • Playfish:5 weeks ago, we launched RestaurantCity with no cross promotion & grew to 5M users.
  • MySpace interesting stats: 70MM monthly in the US, 30MM are active app users
  • Playfish sold 20 million christmas trees and ornaments mirroring social behavior in real world
  • Zynga invested $2mil in guild of heroes. Seems kind of high!
  • on FB, there are 100 games with 100,000 players 30 games by 1 million, 3 games with 10,000,000 games
  • Zynga: Building social capital can go beyond your real friends” – Pincus; but 70% of the time you log into Poker, a ‘real’ friend is there
  • Playdom sold $100K worth of virtual pink Volkswagon’s on Sorority Life in 2 days
  • Keys to a successful social game by Mark Pincus at Zynga: 1) real friends, 2) self expression, 3) stored value
  • Zynga (Pincus) games have to give you 1) feeling of playing with friends, 2) social outlet, expression 3) invest in game
  • 3rd secret to Pincus – buy items (i am paraphrasing). Result is that players has social capital. Pincus is master of buzz words
  • 2nd secret: Pincus from Zynga – social games must be playground for your personality. Express yourself (channeling Madonna)
  • 1st secrets:  Pincus:  Games must appeal to your friends
  • A pillar of social game is to invest in game over time and give players a sense of value. This is why virtual goods are valued.
  • Design games as objects of social interaction, you get the benefit as a user of inviting your friends into the game
  • game themes (pets, farms, restaurants) in top 10 apps – starting to mirror the over 35 crowd (similar to casual games)

Read the full backlog via Twitter search

Speaking at Nordic Game 19th – 20th May

May 15, 2009

nordic-game09

Nordic Game is the premier nordic game developer’s conference, now on its fourth year. It has been going from strength to strength and last year was an exceptionally good year with great presentations, excellent networking and a nice, tight-knit feeling to the whole event.

Last year I had a chance to participate at a panel on emerging trends, and I was very delighted to be invited back  to speak again this year. My presentation on How to start a game a company at Casual Connect Europe 2009 got tremendous feedback, and I’m happy to presenting an updated version of it at Nordic Game on Wednesday 20th of May at 14:45.

I’m also participating in the “Art of the Deal” panel on Tuesday 19th at 13-15 o’clock . This is about pitching game concept to game publishers, but I hope to bring into the discussion what I’ve learned and experienced from pitching to VCs.

If you are at the show, come and say hi!

Thoughts after Mini-Seedcamp

May 5, 2009

seedcamp

I spent today mentoring fellow entrepreneurs at Mini-Seedcamp at Helsingborg. Going in I felt that most value I could add would come from sharing what we have learned on the road of getting Everyplay off the ground. It turned out that while that was valuable as a background for the day, most of the time was spent in brainstorming ideas for growth, monetization and financing together with the other mentors and the entrepreneurs themselves.

After each one of the twenty startups had given their five minute pitch in the beginning of the day, we started in-depth sessions with two startups at a time. It was great working with passionate entrepreneurs and experienced fellow mentors to dig thru the startup’s assumptions and try to nail down how they could get more customers, create more revenue, scale faster and finance all of that.

There were a couple of startups that had big ideas ranging from really creative and cutting edge uses of peer to peer technology (Peerialism) to transforming paper receipts into electronic ones on any point of sale terminal (Kvittar). On the other end of the spectrum it was great to see real operational and growing business like Red Apple Apartments, who are adding a lot of value to the apartment rental business and are struggling to manage the fast growth (what a happy problem! ;-)).

The high points of the mentoring sessions definitely were those couple breakthroughs where the entrepreneur and the mentors would jointly come up with a new twist to the startup’s take on the market and you could literally see the entrepreneur’s eyes light up in a heureka moment. One of those moments took place in the mentoring session with 1Calendar, who simplify the hassle that juggling university course schedules is. After thinking thru the market and how they could scale faster, we came up with a pretty nifty crowdsourcing twist for getting more universities rapidly into the system. I can definitely see 1Calendar running with that idea and scaling a lot faster than they could have done before.

Most of the startups were really early and one shared criticism between every mentor I spoke with was the challenges in articulating what they really were doing. Way too many dressed up their perfectly good business idea into a Dilbert mission generator-esque mumbojumbo that you’d need 10 gigawatt lasers to pierce thru. It was also obvious that many of the startups need more practice on pitching and presenting as the morning presentations were somewhat lackluster except for a five-six standouts. It’s easy to critize, but I’d hope that every single startup pitching would video record themselves pitching, analyze the recording and repeat at least 15 times before appearing in front of a demanding audience like the one at Seedcamp.

One thing I felt that could have been added to the mentoring sessions is the notion of methodologies or approaches that a startup could use to structure their business development activities. I’ve become a huge believer in Customer Development, and I can’t help thinking that every startup founder needs something similar to help guide them.

Personally I’m totally stoked after working the day with fellow entrepreneurs at the Mini-Seedcamp. The passion and energy totally swept me along. Each startup had their own unique approach and I could learn something from every single one of them.

Best of luck to all of the Mini-Seedcampers – follow your passion and execute relentlessly!

Mentoring at Mini-Seedcamp at Helsingborg on 5th of May

April 21, 2009

seedcamp

Seedcamp is a catalyst for European startups. The main event is a week long bootcamp for handful of pre-qualified European startups in London. Fellow Finnish start-up Scred was selected to participate last fall. I chatted with Kristoffer from Scred after the event and he was very impressed about the learnings they were able to take away from the event.

So I was definitely excited when I got invited to act as a mentor at one of the Mini-Seedcamps being held across Europe. Karri and the crew at the ever-so-fantastic Arctic Startup blog recommended me to the Swedish organizers of the Helsingborg event held on 5th of May and I jumped at the chance to participate.

The Mini-Seedcamp mentors are VCs and serial entrepreneurs including Daniel Blomquist from Creandum, Hjalmar Winbladh from Rebtel and Thomas Weilby Knudsen from Northcap Partners.  And yours truly. It’s an interesting situation to be a mentor when we are down in the trenches at Everyplay (with nothing public to show yet). I can’t offer recent “here’s how I’ve succeeded” type of lessons. Instead I can offer “here ‘s what I think works” and “this is how we are doing it”. There are definitely war stories and lessons learned in how Everyplay got off the ground, the 17+ years spent as entrepreneur in running ASSEMBLY (6000+ participants every year, over 200 person volunteer workforce) and the parallels between pitching video games to game publishers and pitching startups to VCs.

I expect to learn at least as much from being a mentor as the startups can learn from the successes and follies I’ve encountered on my road to Mini-Seedcamp at Helsingborg.

Top VCs on investing in games (Gamesbeat 2009)

March 24, 2009

Gamesbeat

I’m today at the Gamesbeat 2009 event hosted by Venturebeat. The day opened with the best VC panel on games that I’ve ever witnessed. Every VC on the panel had invested in games,  had their finger on the pulse of the market and had good insights to share. The pace of the session was blazing fast and it covered everything from what they are investing in to how social games is an user acquisition tactic instead of full-blown category of games.

I tried to record everything in a mindmap and I was typing away at breakneck speeds , so the mindmap may contain mis-quotes and may be somewhat hard to decipher at times. Jetlag doesn’t help either ;-).

Download the mindmap as a PDF.

Starting a new (game) business

February 17, 2009

So, what have I learned during the five months Everyplay has been operational? What would I loved to have known before we founded the company? What would be helpful to would-be entrepreneurs? And how much could I cover in 40 minutes?

With those questions in mind I set out to share my thoughts and opinions on how to start a new game business for the good people at the Casual Connect Europe 2009 conference. I was given the prefix “Confessions” so I used Everyplay as an example case in the presentation. We are still in stealth mode, so for those of you looking to learn about what we are building, there are a few tidbits in the presentation ;-).

I had a great time giving the presentation and luckily quite a few people found it to be useful. My thanks to everybody who offered their kind words after the presentation!

confessions

I’ve included quite a few slide notes with the presentation for links to further information, interesting blogs and books. To access those, please download the presentation.

If you found the presentation useful, please share your thoughts in the comments!

P.S. Apologies for the crappy audio timings on the slidecast. After spending three hours battling with Slideshare’s buggy-beyond-belief slidecast tools, thus is the best that could be done.

Virtual Goods Summit 2008 mindmaps

December 16, 2008

vgsummit2008Before I started Everyplay I was researching the virtual goods market, and I stumbled upon the most excellent Virtual Goods Summit 2007 organized by Charles Hudson. I was glued to the panel videos (BTW, they are still relevant). The US pioneers of this market were speaking frankly, openly and insightfully. There was lot to be learned: from market data, conversion rates, ARPUs to best practices.

The Virtual Goods Summit 2008 lived up to the great expectations set up by the first event. The sessions ranged from very good to simply outstanding. The Metrics presentation by Daniel James and Andrew Chen was amazingly detailed, candid and stock full of industry leading insights. I loved when Susan Wu put the virtual good economy vendors on the hotseat. David Perry of Acclaim, Gene Hoffman of Vindicia and several other panelists really delivered on their respective panels.

However, watching 7 hours of video is not for the faint of heart and not all of the sessions were covered by bloggers. So I decided to post-humously liveblog live-mindmap the video recordings. These are not the most readable mindmaps I’ve created as I focused on capturing detail, not on distilling the gist of the panels.

What Users Want – Branded and User-Generated Virtual Goods

Making Virtual Economies Work – Lessons from the Leaders

Virtual Goods and Social Networks

Metrics for Virtual Goods Businesses: The Whirled Case Study

Generating Real Revenue from Virtual Goods

Getting Paid – Building a Dominant Payments and Billing Strategy

Do leave a comment if you found the mindmaps useful!

Virtual worlds & social games investments defy downturn in October 2008, peak in July 2008

November 18, 2008

Note: this is part 2 of  blog post on VC investments into “Online games and Related Entertainment” segment. See also part 1.

The $1,7 billion top-line figure for “online game-like entertainment” VC investments in years 2007-2008 is a stupendous figure, and more analysis is needed to make sense of it and to see trends within the huge aggregate sum. The analysis on this post focuses almost solely on the Virtual worlds, Casual MMO, social games and casual games sector, as this is the sector in which my company Everyplay operates. My earlier post on this sector was titled “$350 million invested this year“, and with latest data that figure needs to be upped to $481 million.

The doom & gloom of the past month sure to get to any entrepreneur. Luckily, there is one sector that at least can claim to be counter-cyclical (see e.g. Lazard Capital’s and John Doerr’s comments, and NPD reporting 17% year-on-year increase in video game sales in October). There is further proof as this sector attracted ten VC investments in October to the tune of $53 million. Naturally these deals have been set in motion already before the financial crisis, but it’s very encouraging to see these deals close in the face of “R.I.P Good Times“.

Contents

Key findings

July 2008 was the biggest “organic” month so far for venture capital investments into virtual worlds, casual MMOs and casual & social games to date. Altogether 11 deals were announced in July totaling $71 million. The month’s investments were led by Zynga’s $29 million and Gaia’s $11 million funding rounds. July was the biggest “organic” month in terms of deals concluded as well as the total size of deals so far. There have been months dominated by huge deals (e.g. $100 million into 9You and $83 million into Big Fish Games), but those are one-offs and need to be excluded when looking at the bigger picture.

The investments in this sector have averaged around $20 million per month for 2007-2008. The investments into the sector continued strongly in October, which was led by $20 million funding for Oberon and $17 million funding for Playfish. The big question is what happens now. The first half of November has been very quiet on VC funding deals. It is likely that July 2008 will keep its peak month status for at least next 12-18 months, but we’ll eventually see larger months because the sector is young. New entrants will continue to flow in and the best growth companies will need further funding to reach their goals.

In the years 2007-2008 most of the VC money flowed into Virtual Worlds (39 deals, $171 million), followed quite closely by casual games and social games/apps. The average deal size at Series A is around $3-4 million, which matches the common wisdom for Series A.

The VCs investing into this sector read like the VC all star list (Benchmark, Accel, Kleiner Perkins, Draper Fisher Jurvetson, Balderton, Sequoia). Accel Partners is the top dog when considering both the number of deals and the size of deals participated in.

Investment rate

The Virtual worlds, Casual MMO and Casual & Social games sector that I’ve analysed in more detail in this post has been very attractive to VCs. The sector investments total an amazing $625 million in years 2007 and 2008 as shown in the diagram:

investment-rate

The $100 million 9You and $83 million Big Fish Games funding rounds skew the investment rate diagram a lot. By excluding them we get to a more “organic” investment rate, that has been averaging around $20 million per month in years 2007 and 2008 as shown in the diagram below:

investment-rate-excluding-9you-bfg

In this “organic investment rate” diagram there are two major peaks:

  • July 2008: 11 investments totaling $71 million, led by Zynga’s $29 million and Gaia’s $11 million funding rounds
  • October 2008: 10 investments totaling $53 million, led by Oberon’s $20 million and Playfish’ $17 million funding rounds

July 2008 shows the peak of investments with most deals and largest sum of money invested. On the face of the current market turmoil, it is very encouraging to see October 2008 to be a very strong month. One reason for October’s strong performance could be that companies are following the advice to “raise money NOW if you can”. If so, we should see a rapid drop off in investments in the coming months.  Given that November 2008 is starting to look like a dry month, this might be more true than us entrepreneurs would like it to be. Given the economic downturn I expect July 2008 to remain the biggest organic month for the next 12 months.

Most active VCs

The usual suspects populate the TOP10 lists of the most active VCs and the most heavily investing VCs. When you combine these two TOP10 lists, the most prominent VCs in this space read like the who’s who of venture capital (for comparison, see Fortune’s Midas list and Entrepreneur.com’s TOP100 early stage VC list). The diagram below shows the VC with largest fundings participated in (bars) and largest number of deals (line graph). When reading the table, please bear in mind that the investment bar graph shows the total value of deals the VC company participated in, not the actual amount a particular VC company has invested. So if two VC companies participated in a 5 M$ deal, then both companies are credited in this analysis with 5 M$ as there is no data available on how the investments are split between VC companies.

vc-company-activity

I’ve shown in the figure above also deals in the related sectors to showcase the VC company’s participation in the total $1,7 billion invested in years 2007-2008. Please note that investments in the related categories (MMORPG and technology etc) are only shown on the table above if the VC company also has made investments in the Virtual Worlds, Casual MMO, Social games and Casual games sector. Thus e.g. Providence Equity Partners that provided $300 million to Zenimax Media (MMORPG) has been omitted.

Accel Partners leads the pack when considering both the number of deals completed and the total value of deals participated in. Accel has been very active investing into developer-operators (e.g. Playfish and GameForge), but has also investments in related sectors (Mochi Media, a game advetising network and Raptr, a social network for gamers). Benchmark Capital is a close second with a large number of deals and almost as high total deal size. Benchmark has also been investing into developer-operators (e.g. Gaia, WeeWorld, Sulake, Grockit).

The figure below shows a selection of the most active VCs and their portfolio companies.

vc-portfolios

Overall it is clear that the sector has been very attractive to all of the most profilic VC funds in Silicon Valley and London. The companies that are able to attract investment from this all star cast of VCs are definitely on the top of their game.

Note: Balderton Capital is the former European office of Benchmark Capital. Certain deals may be listed under Benchmark, when they might have been done by Balderton (Benchmark Europe).

Distribution of investments by company category

My sector definition encompasses virtual worlds and casual MMOs (persistent, online worlds) as well as social and casual games, which makes the category quite broad. The sub-category that clearly dominates the investments in Virtual Worlds, that has taken the biggest number of deals as well as the largest total sum. Casual games are a close second on deal size thanks to the huge investment (83 M$) into Big Fish Games.

investment-category-dollarsinvestment-category-deals

Note: Please see my category definitions to understand how companies have been grouped and important caveats to the methodology.

Social games have been funded very seriously compared to the costs it takes to develop these games. The key reason I can think for the investments of this magnitude that there is a “landgrab” going on. The development costs of social games are neglible compared to the costs of developing a full-blown virtual world or a casual MMO, so the money is going into growing the businesses thru acquisitions and erecting barriers to entry (e.g. by investing into higher game quality). The competition between Zynga and Social Games Network is looking very much like the widget wars between Slide and RockYou. That duel has recently been turned into a three party free-for-all, as PlayFish has in one years time emerged as a very serious contender. With the most recent funding from Accel Playfish has the checkbook to play ball with Zynga and Social Games Network.

Unlike Zynga and SGN, Playfish hasn’t so far purchased any third party games or developers. It’ll be interesting to see who is going to be their first acquisition target, although with several titles in TOP10 on Facebook, they aren’t probably in a huge hurry to go a buying spree.

Average deal size

The average investment size in Series A is around 3-5 M$, which is exactly as you’d expect it to be. The seed rounds are quite large (averages even close to 1 M$ in certain categories), which is probably due to the fact that only high value fundings get the press spotlight, and thus the dataset doesn’t include many of the smaller deals.

average-investment

Distribution of investments by stage

The Virtual worlds, Casual MMOs and Casual & Social games sector is a young one. The majority of deals (# of deals and value of deals) are made in the Seed and Series A phase.

The list below summaries the deals from years 2007 and 2008 (to October):

  • Seed: 13 deals, worth 12 M$
  • Series A: 42 deals, worth 249 M$
  • Series B: 16 deals, worth 128 M$
  • Series C & later: 4 deals, worth 44 M$
  • Undisclosed stage: 27 deals, worth 193 M4

Here are timeline breakouts of the investments per funding stage.

investment-timeline-stages-dollarsinvestment-timeline-stages-deals

Data spreadsheet

The data on VC investments has been collected from publicly available sources including but not limited to

The data was gathered by Jussi Laakkonen and Adam Martin.The data is most accurate for year 2008. Year 2006 and earlier years have been only covered sporadically and typically only for companies that have received follow-up funding in year 2008. The data is provided AS IS and the authors make no warranties about its accuracy.

Download the full spreadsheet with categorizations:

cc-by-nc The data is licensed under the Creative Commons Attribution, Non-Commercial license.

Summary list of VC investments

A summary list of VC investments in the Virtual worlds, Casual MMO, Social games and Casual games sector is shown below:

Date Company Invested Category
Oct-08 Playfish $17,0 Social games
Oct-08 Metaplace $6,7 Casual MMO
Oct-08 Second Interest $0,5 Virtual world
Oct-08 Kirkland North $0,2 Social games
Oct-08 Booyah $4,5 Other
Oct-08 Ray Flame Entertainment $0,8 Casual MMO
Oct-08 Oberon $20,0 Casual games
Oct-08 Farbflut Entertainment undis Casual MMO
Oct-08 MindFuse $1,0 Casual MMO
Oct-08 Taatu $2,5 Virtual world
Sep-08 Challenge Games $10,0 Casual MMO
Sep-08 Big Fish Games $83,0 Casual games
Sep-08 RobotGalaxy $5,0 Virtual world
Sep-08 Hollywood Interactive $5,0 Virtual world
Sep-08 RobotGalaxy $7,0 Virtual world
Aug-08 Nonoba $1,7 Casual games
Aug-08 LOLapps $4,5 Other
Aug-08 Webcarrz $4,0 Virtual world
Aug-08 Knowledge Adventure $5,0 Virtual world
Aug-08 Dizzywood $1,0 Virtual world
Jul-08 Challenge Games $4,5 Casual MMO
Jul-08 Zynga $29,0 Social games
Jul-08 Virtual Tweens $1,0 Virtual world
Jul-08 Monte Cristo Games $7,0 Casual MMO
Jul-08 Playfish $1,0 Social games
Jul-08 Gaia Interactive $11,0 Virtual world
Jul-08 Six Degrees Games $7,0 Casual MMO
Jul-08 Social Gaming Network $3,0 Social games
Jul-08 Young Internet $4,7 Virtual world
Jul-08 Riot Games $7,0 Casual MMO
Jul-08 Atomic Moguls $1,0 Casual MMO
Jul-08 8D World $1,0 Casual MMO
Jun-08 Erepublik $0,7 Casual MMO
Jun-08 I’m in like with you $1,5 Social games
Jun-08
Lumos Labs $3,0 Other
May-08 Social Gaming Network $15,0 Social games
May-08
Grockit $8,0 Other
May-08
Caspian Learning $2,8 Other
Apr-08 Serious Business Inc $4,0 Social games
Apr-08 Kongregate $3,0 Casual games
Apr-08 Northworks undis Casual games
Apr-08 Club Cooee undis Virtual world
Apr-08 Akoha $2,0 Other
Apr-08 Metaversum several m€ Virtual world
Apr-08
Nurien Software $15,0 Virtual world
Apr-08
Bunchball $4,0 Social games
Apr-08
Play Hard Sports $5,0 Casual MMO
Apr-08
Numedeon $1,0 Virtual world
Apr-08
Eximion Undis Casual games
Mar-08
Hangout Industries $6,0 Virtual world
Mar-08
Playfish $3,0 Social games
Mar-08
9You $100,0 Other
Mar-08
Simmersion Holdings $1,9 Virtual world
Mar-08
Chapatiz $0,5 Virtual world
Mar-08
EveryScape $7,0 Virtual world
Mar-08
Fluid Entertainment $3,2 Virtual world
Mar-08
Gamook $1,5 Casual games
Mar-08
Handipoints $0,8 Virtual world
Mar-08
Alamofire $2,0 Social games
Mar-08 PopJax $4,7 Casual games
Feb-08 Dizzywood $1,0 Virtual world
Feb-08 Sparkplay Media $4,3 Casual MMO
Feb-08 Flowplay $3,7 Casual MMO
Feb-08 Atomic Moguls $1,0 Casual MMO
Feb-08 RocketOn $5,0 Other
Jan-08 C3L3B Digital $3,0 Virtual world
Jan-08 Zynga $10,0 Social games
Jan-08 Rebel Monkey $1,0 Casual MMO
Dec-07 Playfirst $16,5 Casual games
Dec-07 WildTangent $20,0 Casual games
Nov-07 Hidden City Games $15,0 Virtual world
Nov-07 Zweitgeist undis Other
Nov-07 Apaja Online $2,3 Casual games
Oct-07 Numedeon Undis Virtual world
Oct-07 Star in Me Undis Virtual world
Oct-07 GameLayers $0,5 Other
Sep-07 Emote $8,0 Casual games
Sep-07 Watercooler $4,0 Other
Sep-07 RocketOn $0,8 Social games
Aug-07 Spill Group undis Casual games
Aug-07 GameForge undis Casual MMO
Aug-07 Kongregate $5,0 Casual games
Aug-07 D2C $6,0 Casual games
Aug-07 Conduit Labs $5,5 Social games
Aug-07 Doppelganger $11,0 Virtual world
Jul-07
Weblo $3,2 Casual MMO
Jul-07
Grockit $2,7 Other
Jul-07 Geewa $2,0 Casual games
Jul-07 WatAgame $4,0 Virtual world
Jul-07 Three Rings $3,5 Casual MMO
Jun-07 Metaversum several m€ Virtual world
May-07 Frenzoo undis Virtual world
May-07 Multiverse $4,2 Virtual world
May-07 Avaloop Undis Virtual world
May-07 World Golf Tour several m$ Casual MMO
May-07 Two Way Media $10,6 Other
Mar-07 Kongregate $1,0 Casual games
Mar-07 Flowplay $0,5 Casual MMO
Mar-07 Gaia Interactive $12,0 Virtual world
Feb-07 Zweitgeist $0,6 Other
Feb-07 Virtual Air Guitar $0,2 Casual games
Feb-07 Doppelganger $5,0 Virtual world
Dec-06 Metaplace $5,0 Casual MMO
Dec-06 D2C $1,5 Casual games
Nov-06 WatAgame Undis Virtual world
Nov-06 Bunchball $2,0 Social games
Oct-06 Mind Candy $7,4 Virtual world
Aug-06 WildTangent $13,0 Casual games
Jul-06 Sulake $8,0 Virtual world
Jun-06 Stardoll $6,0 Virtual world
Jun-06 WeeWorld $15,5 Virtual world
Feb-06 Stardoll $4,0 Virtual world
Dec-05 Doppelganger $8,5 Virtual world
May-05 WeeWorld $5,5 Virtual world
Apr-05 Doppelganger $2,5 Virtual world
Jan-05 Big Fish Games $8,7 Casual games
Jan-05 Sulake $24,0 Virtual world
? Sulake undis Virtual world
May-04 WildTangent $16,5 Casual games

See the full table with details for this sector.

Category definitions

Much of the analysis done in this blog post is based on assigning companies to the categories. The companies are assigned to categories subjectively and only using publicly available info (i.e. no research has been done into actual user experience to validate the companies’ claims). Category assignment has been done solely by Jussi Laakkonen and doesn’t represent the opinions of Adam Martin. The categorization part is the weakest and most subjective part of my analysis, so you should take it with a ton of salt.

The categorization uses the terms Virtual worlds, Casual MMO, Social games and Casual games as defined loosely below:

Virtual world

  • free form play, not a lot of rules
  • large scale multiplayer, concurrent
  • some sense of world/place (e.g. rooms, gathering areas)
  • avatars
  • persistent world
  • typical example: Habbo Hotel, Second Life

Casual MMO

  • gameplay with defined ruleset
  • shorter sessions, more accessible than full-fledged MMORPG
  • more mainstream topics (e.g. sports, dance) than typical MMORPG
  • large scale multiplayer, concurrent or asynch
  • some sense of world/place (e.g. rooms, gathering areas)
  • avatars
  • persistent world
  • typical example: Maple Story, World Tour Golf

Social game

  • gameplay with defined ruleset
  • asynch multiplayer or small scale concurrent multiplayer
  • utilizes social graph and/or only available on a SocNet
  • limited or no use of avatars
  • typically persistent world
  • typical example: Friend for Sale, Who has the biggest brain

Casual game

  • gameplay with defined ruleset
  • single player or very limited asynch/concurrent multiplayer
  • no use of social graph
  • no use of avatars
  • non-persistent world (with the exception of leaderboards)
  • typical example: Bejeweled, Desktop Tower Defense

What this helpful? Where to dig in?

If you found this data and analysis to be helpful, feel free to shout out in the comments ;-). Also I’d be happy to hear about ideas on further analysis on the data. Any corrections (errors, omissions etc) are more than welcome!


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