Casual Connect Seattle 2009 coverage

I couldn’t make Social Games Summit 2009 and I’m totally bummed I missing out on Casual Connect Seattle 2009 too (it has an superb line-up of speakers in the social games track). So once again, I’m left observing the event from afar. Like I did for the Social Games Summit, I’m collecting misc tidbits and blog posting about social games from the event into this blog entry. I will update the entry as more stuff comes thru as the Casual Connect is still going on (until the 23rd of July).

Jessica Tams and the team behind the events do a fantastic job on also sharing the information post the event. All slides and audio recordings will be available free of charge (like they are here for the previous events). Jessica is absolutely right that the value of the Casual Games Association is measured by how much they can do for the industry as a whole and sharing information is key part on expanding the industry.

Misc tidbits from tweets (#casualconnect)

  • @gamersvu_abi Playfish/Zynga/Playdom say social games $1.5B industry in 3 years
  • @mikesego: “love is the most important metric” says @sebdeh from Playfish… best answer of the conference
  • @tadej Zynga: games services rather than products. Number of returning players (not play time) correlates with monetization.
  • @katelollar: There are more than 55 million unique [game] players on Facebook every month
  • @amyjokim: why have >1 currencies in a virtual economy? CONTROL. Too risky to have only 1 currency
  • @noahkagan @ what women want panel, #casualconnectwomen focused on collection, keeping active and socializing. 1 knew exact point count on king.com
  • @amyjokim offer your players LOTS of diff ways to spend money (and diff price pts)
  • @danielleleslie Q: How can game monetization models offer scalable engagement and attract branded dollars? A: Anu from Offerpal: Soon, fb app user will watch movie trailer, listen to music clip, etc. in return for virtual currency.
  • @NPDFrazier: Tom Prata – three pillars of successful games: 1) accessibility 2) sense of newness 3) consumer reaction
  • @bonder Trend 1 Virtual Worlds – YoVille, Pet Society
  • @bonder Trend 2 – Customization & Personalization – Farm Town, Sorority Life
  • @bonder Trend 3 – Collections & Wish Lists – Mafia Wars
  • @bonder Trend 4 – Simulations – Farm Town, Farmville, Barn Buddy, Restaurant City (Realtime sim)
  • @bonder Trend 5 – Narrative – Hammerfall, Bloodlines
  • @bonder Trend 6 – Interesting Missions – Street Racing, Mafia Wars, Mobsters 2, Hero World, Sorority Life (mini games)
  • @bonder Trend 7 – Gift Invites – Green Patch, Farm Town, Farmville, Mafia Wars, YoVille, Sorority Wars etc (it works!)
  • @bonder Trend 8 – Donations – Mouse Hunt
  • @bonder Trend 9 – Virtual Items – Mafia Wars, Street Racing, Vampire Wars, Pet Society – lots of opps to innovate here &gift invites
  • @bonder Trend 10 – Friends – Crazy Planets, Mafia Wars
  • @bonder Trend 11 – Social Games and iPhone – Word Fu (Twitter, email, FB Connect), Drop 7
  • @bonder Trend 12 – Using Social Net Data – Photo Grab
  • @hirson tips for fb game success – pt 1 1. Make it fun 2.make it social 3. Think Service, not product 4. Measure everything
  • @hirson tips for fb games success pt 2 – 5. Design for sharing 6. Build your footprint 7. Tailor monetization mix. 8. No spam.
  • @hirson last tips for fb games. 9 use fb resources (verified game and dev garage) and 10. Be a good citizen.
  • @mikesego Over 9.7 million users played a farm sim game (Farmville, Farm Town, Barn Buddy) yesterday on Facebook
  • @mikesego At Gareth’s talk – More people play games on Facebook than any other site on the web. True.
  • @jewlish Wii Mii’s came from Japanese wooden Kokeshi dolls.
  • @NicoleLazzaro Instead of modeling breeds Nintendogs modeled the most important relationship: btwn the owner and dog.
  • @NicoleLazzaro Nintendo keynote: In 2.5 yrs console and handheld market increased by 30 million players.
  • @jmwhite2: 300 new games released per day on the iPhone – 20% of all apps are games – dean takahashi

From 2009-07-22

  • @albertsupdates: “3 min user experiences are too long, 90 seconds (engagement cycles) is more optimal (on iphone)”
  • @albertsupdates Episodic content the future of iPhone games — are there parallels on Facebook?
  • @Jeff Shervin’s stats: Saturday peak days for installs, 25K to $40K daily installs for top paid games (= $250K/day for a $10 game)
  • @GameAddict Interesting numbers about ipod touch making up 30% – 50% of game sales from the panel sales
  • @katelollar 25% of all iPhone games are updated each month
  • @Jeff Bart shares a couple of updated stats on Tapulous: 15M users after a year, half a billion Tap Tap Revenge games played
  • @Jeff AppStore: 68,000 apps, 1.5 billion downloads, 20% of apps = games. Bart points out that apps’ installed base is typically 40/50% iPod Touch
  • @GameAddict Dave Roberts of Popcap: “13% of the market is paying for 65% of the games sales.” 13% = 14 – 24 y.o. Males
  • @gamesdotcom 13% of the population (14-34 men) drives the retail game business. Casual games are after the other 87%
  • brodiegames Day 2 #casualconnect. Enjoyed Arthur’s (@LastDayOfWork) talk. Takeaway: brand building around innovation can win vs high output/low quality.
  • @GameAddict 300 game submissions for mochi coins since yesterday’s announcement by Mochi Media.
  • @johnhcook: Is advertising dead as a business model for games? “No it just sucks right now,” says RealNetworks’ Dan Prigg
  • @johnhcook MSFT’s Hegenderfer at#casualconnect: No Zune phone coming.
  • albertsupdates FB Game Templates Poke/WallApps > MobGames > FarmeGames — What is the next template? Are template going to keep working?
  • johnhcook Hegenderfer of MSFT’s Windows Mobile on app stores: “Anyone who thinks Apple is going to run this thing is sadly mistaken.”
  • albertsupdates “v1.0 of marketplace launching nxt week”-steve/group manager, windows mobile| does anyone care? or is it a greenfield?
  • @lisaopolion Trends in casual online game – Thibaut from Gametap, “casual could become the #1 game genre within 6 mos”
  • gamesdotcom Metaboli.com is learning what casual game portals always knew. The audience plays a HELL of a lot! Casual most played
  • @albertsupdates: “Apple iTunes/Appstore is the new carrier deck” -still sucks w/o strong alternative (social) distribution
  • Kontagent Mindjolt is #7 app: aggregation of games w/ a social wrapper.Whos next to ship something similar from casual game pubs?
  • albertsupdates Thought: 5 stages of game distribution/evolution: box>downloads>flash>social>social/mobile; Can all survive/prosper?
  • @GameAddict: Greg Ballard , CEO Glu Mobile: “there are too many games in the App store and may follow the Atari disaster.

From 2009-07-23

  • @albertsupdates Focus on 2 Numbers – “Avg. Revenue Per User,” and “Avg. Revenue Per PAYING User
  • @RealTweeter Is wellness gaming the next big casual games trend
  • @dwlt NPD: “33% upgrade from free to paid games on iPhone”
  • @georgebray NPD: Gamers spend avg $7 on iPhone games in last 3 months
  • @Kontagent: IMO: 3 metrics: 1. ARPU, 2. Churn & also 3. (v)CAC: (viral) Customer Acqusition Costs
  • @Kontagent 2 years it took Zynga to get to ~$100M+ from $0; How many years does it take traditional co’s to build a MMO?
  • albertsupdates EngagedConf is now going to be hosted next to toyfair – Why? Because VirtualWorlds+BrandedToys = BigTime; Webkins=#1 toy
  • ElaineChase Casual mmos as loss leaders when used as marketing for a bigger property = tough market place for making them a business
  • albertsupdates “MTV has been the most prolific publisher of casual MMOs of anyone in the industry” – Ralph Koster
  • dwlt Koster – Casual & VWs should learn from AAA industry and avoid becoming too enamored with tech
  • georgebray NPD: 25% of online game players use a console. 59% of gamers use a console, 39% on PC and 35% use game websites
  • GameAddict NPD: The most notable changes are increase in women console gamers and decrease amount willing to pay for microtransactions
  • jmwhite2 NPD session – more people playing online educational games than online shooters. (26 pc vs 23 pc).
  • GameAddict NPD: Card/puzzle/arcade/word games are dominating the casual space with 56% of the market for online gaming.
  • GameAddict NPD: $701 mill in Retail PC, $740 mill in subscriptions, and $425 mill in PC Digitial dl’s in 2008.
  • GameAddict NPD Video games sector is the ony category of entertainment to grow in 08′, 33% of entertainment dollars towards gaming
  • GameAddict NPD: Kids lesiure time. Video Gaming and computer use have increased but only by 1 or 2 percent in 2 years
  • @GameAddict 90% of the revenue comes from virtual goods at QQ
  • GameAddict 6 million users on the casual side of QQ. (me: I totally wish more devs looked at asia for advice and tips. They’re on fire.)
  • @albertsupdates Game industry has always been highly fragmented, any market leader (i.e EA) has less than 20% marketshare
  • albertsupdates Game Publishers Focused on “Launch” and “Pushing Users Over $50 Barrier” vs. Social: Virality opt.&commnity building
  • ElaineChase “When NEuropean business does’t know if they can do something they say “no, we can’t” US defaults to “sure, we can do that”
  • albertsupdates Mobile Games 1.0 = BizDev Competitive Advantage; Mobile 2.0 = Content; Mobile Games 3.0 = Social Distribution IMO
  • chriscummings01 Think about this: Tencent in China has 6M simultaneous players at peak; in Q1’09 did $360M gross rev (90% from virtual goods)
  • ElaineChase Swoopo has a ridiculously brillant & evil buisness model based on the premise that humans as a group act stupidly
  • getgambit The ideal competitive model = users who win want to keep playing, and users who lose want to keep playing (until they win)
  • MargaretWallace Nuff said: (Tim) Chang: VC’s are devil-avoid us at all cost. Make it so they call you and want to invest in you.
  • lisaopolion Tim Chang “Content is king, but distribution will be God”
  • GameAddict Chang: Casual 3.0 will be 3d, streaming gaming, cloud gaming (same game on different devices), virtual currency exchange.
  • GameAddict Chang is using the analogy of dance clubs as game business models. Velvet ropped areas easy to see and people pay to get in
  • chriscummings01 “Pitching a VC today? No faster track to the recycle bin than anchoring your business model to advertising.” – Tim Chang
  • @chriscummings01 “From a VC perspective, survival is the new growth.” – Tim Chang, Norwest

Blog coverage

From 2009-07-22

From 2009-07-23 and later

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2 Comments on “Casual Connect Seattle 2009 coverage”


  1. I was about to do the same thing and got side-tracked ;-) Thanks for pulling together.


  2. […] couple weeks ago, I attended a business conference on casual games. There have been many good reports on key findings. Here’s my summary of interesting trends, plus a VC’s […]


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