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Mobile Games September 12, 2011 www.momoboston.com #momobo
Nokia with Windows Phone 2 Nokia http://jobs.nokia.com twitter @nokiacareers fb: Nokia: Global Careers  Richard Kasperowski http://kasperowski.com mailto:r@kasperowski.com twitter @rkasper
Introducing a mobile-first, responsive BostonGlobe.com Jeff Moriarty VP, Digital Products The Boston Globe @jeffmoriarty jmoriarty@globe.com
“Inconsistent window widths, screen resolutions, user preferences, and our users’ installed fonts are but a few of the intangibles we negotiate when we publish our work, and over the years, we’ve become incredibly adept at doing so. But the landscape is shifting, perhaps more quickly than we might like.”  Ethan Marcotte, Web designer and developer and Author, Responsive Web Design 4
Some of our goals for BostonGlobe.com ,[object Object]
Differentiate the product from Boston.com
Create an efficient, clean readable experience
Build for an increasingly mobile Web
Blur the lines between a Web site and native application,[object Object]
Consulting
Development
The Wii Tennis of Location-based games
The fantasy
The reality
87 million
The fantasy
The reality
750 million
The fantasy
The reality
The reality
The reality Albert-LászlóBarabási
Sell to the fantasy
But design to the behavior
gtrefry@giganticmechanic.com
HTML5 Mobile Game Platform
Why Mobile Games in HTML5?  Ubiquitous across iOS, Android, BlackBerry, webOS Known, open standards - Web and game developers share a common language  Open distribution
MocoSpace Play Games. Make Friends. #1 in  Social Engagement #4 in  Mobile Web Traffic #1 in  Mobile Entertainment 1H M F >20 million members >3 billion page views / month 25 million games / month
MocoSpace Game Platform ,[object Object]
“Moco Gold” virtual currency
Community – profiles, messaging, chat, discussion forums
Gaming – leaderboards, rewards (“Moco Creds”), challenges
Analytics for measuring, optimizing & monetizing,[object Object]
Location-based celebrity RPG  HTML5 Geolocation check-ins Facebook Places integration
3rd party games
MocoSpace recently announced the $1M Mobile Game Developer Fund, providing developers with the tools they need to build, promote, and monetize their games on the MocoSpace Game Platform. For more information or to submit a proposal, contact us at games@corp.mocospace.com MocoSpace recently announced the $1M Mobile Game Developer Fund, providing developers with the tools they need to build, promote, and monetize their games on the MocoSpace Game Platform. For more information or to submit a proposal, contact us at games@corp.mocospace.com $2M Mobile Game Developer Fund games@corp.mocospace.com
Game Development Experiences Erik Asmussen
Project Overview Liked potential for iPad as a board gaming platform Catan and Risk are fun but each broken in their own way - thought I could do better Wanted a way to learn various aspects of iPad development
Challenges No Money Do everything myself Don’t know what I’m doing
Gameplay Settle territories, which produce resources Use resources to build/upgrade structures Structures generate more resources, including ‘Colony Points’ Enough Colony Points will win you the game, or you can spend them to invade your opponent Get bonus points for owning large regions All strategy, minimal luck
Version 1 2-4 Players (Local only) Multiple Gameplay modes Ratings: Low Sales: Low Biggest complaint: What’s the point?
Version 2 Added real-time multiplayer using Game Center Ratings: Low Sales: Low Biggest Complaint: No single-player
Version 3 Added AI Ratings: Med Sales: Low Biggest complaint: graphics
Version 4 Graphical Overhaul (60 fps, animations, all art redone, landscape mode, auto-rotate) Quick-Match Achievements AI Overhaul Gameplay Tweaks Ratings: Very High (current average: 4.9 out of 5) Sales: Low Biggest complaint: Nobody Online
Version 5 (coming soon) Universal (runs on iPhone) New iOS 5 features:Turn-based online matches! Improved graphics Sales: Extremely High* * I hope
What have I learned? Single-player experience is important Polish is critical (e.g. visual feedback) Small/Focused probably better approach Online matches almost useless for small games. Turn-based option should help Freemium not necessarily the best option Users are (almost) never happy = scope creep
What have I learned? Good reviews ≄ High Sales Low Price = High SalesBonus: forum posts + discounts
What doesn’t really work? Facebook Ads (TBD to some extent) Banner advertisements on large sites(smaller, targeted sites ok) Begging Kotaku for a review
Hope springs eternal Increased potential of iPhone market More advertising options Actual online multiplayer Positive feedback
erik@82apps.com
Our Experienceswith Mobile HTML5 Game Development @cykod / @games4language
The Browsers Anything Webkit = Great Anything Else = Horrible*
Cool Stuff Access to some of the Mobile Goodies: Orientation / Accelerometer* Geo-location Touch Events (w/ Multi-touch**) Local Storage Offline Storage * Mobile Safari and Firefox only  ** Except Android
Our HTML5, Node.js, & WebsocketProof-of-Concept http://spacewords.gamesforlanguage.com/
BorkedStuff:Sound This is actually a pretty big deal. Android has no support iOS lets you play one sound at a time which must be initiated by a user action.  No preloading *Events fire at-random, seemingly when they want to.*
Solution? Currently, there is none for Mobile HTML5, but...
There’s Always PhoneGap... Wrap your Mobile Site, use PhoneGap’s Media element for Audio until that day comes.
Thanks! Questions @cykod / @games4language http://www.gamesforlanguage.com
MediaMob presents: myKarma In-Game Advertising & Engagement Platform September 2011 MediaMob Media. Mobile. Simplified.
Mobile Gaming: Opportunity!   ,[object Object]
Spends ~15 hours / month playing games
Play a game once/week (92%)….almost half play daily (45%)
Volume:
Angry Birds downloaded 250 Million Times
Ads:
Ad revenue in mobile games is expected to rise tenfold from $87 million in 2010 to $894 million in 2015Confidential - Not for Distribution
Mobile Gaming & Advertising Challenges Growing pressure to release free games Ad revenue within free games is sorely lacking: * Where are the ad dollars promised from iAd?  * Why aren’t people clicking on banners from AdMob, Millennial and JumpTap? Traditional ad units within mobile games are interruptive and not effective Average mobile CTR is between .5 - .8%  Publishers, Advertisers and Players demand a better experience Confidential - Not for Distribution
MediaMob does it betterSears Auto Center / Road Trip  Confidential - Not for Distribution
Introducing the myKarma Points & Rewards Network Deliver a better, dynamic ad unit that publishers will want to display in their game, and that users will be more likely to engage with Dynamic system for featuring sponsored goods and in-game benefits  Example: Sears provides users with new tires, making their car drive faster...typically $.99  but FREE from Sears Auto Center Bridge the gap between IN GAME POINTS and REAL WORLD REWARDS: Users are more likely to respond positively to sponsor offer at end of level / game Example: “Would you like to learn more about a special offer from Sears for new tires?” Confidential - Not for Distribution
Value exchange: In-game benefits for ... Advertisers may give away in-game benefits as a goodwill gesture or chose to have users complete an action before they can redeem their reward:  Within pop-up message: “To redeem your Instant Karma within the game, complete the following action....” “Actions” can be defined by the game developer (only willing to accept these types of actions for my users to have to endure for redemption) and then selected by advertiser (based on different pricing levels and to meet their objectives for the campaign) Actions to include: Complete a form (i.e. email address + submit button) Watch a video (served from backend) Become a Fan (requires Facebook Connect integration) At the completion of the Action, user is returned to the exact place within the game Confidential - Not for Distribution
- Create account - Download SDK - Upload games - Manage features and placements - Reporting Confidential - Not for Distribution MediaMob - Publisher Portal
Brands & Publishers Confidential - Not for Distribution
Publishers - Brands – Gamers Matt Snyder President MediaMob matt@MediaMobInc.com O: 781-777-2714 M: 781-789-1440 Confidential - Not for Distribution
Hitchery A new mobile/social game to rock your phone (and your world)
About Us Virtual hitchhiking game Conceived October 2010, won Boston Mobile Startup Weekend in November Runs on Android and iPhone
Meet Johnny
Johnny lives on your phone. But your phone...
Your phone is also your bus.
You can drop Johnny off in real world places by “pulling over”.
Places where other players can pick him up!
Johnny’s owner gets a notification when interesting stuff happens to him.
And when Johnny does cool stuff, he earns hats!
Of course your bus does cool stuff too... so it earns bumper stickers.
Drivers and passengers (or hitchers in the same place) can chat in realtime
Share photos of your passengers wherever you pull over in the real world
And those photos go into each hitcher’s scrapbook.
Your hitchers can have destinations in mind
Of course, there’s more... but them’s the basics.
Business Model Free to play (w/ads) In-app purchase: bigger bus + more hitchers + no ads... Huge marketing potential for brands/businesses
The Hitchery Team Glen Daniels - founder, Rails and Android developer Kevin Monahan - SW team member, iPhone developer Mike Altman - User Experience
So... when? Beta-testing now around Boston Android out first, then iPhone Hopefully both by Halloween
Help us playtest We need a great local graphics/UI person If you are an investor, we’d love to talk Get on Board
Get on Board Scan a sticker, or visit http://hitchery.com/qr1 We’re on Facebook, and @thehitchery on the Twitters. We’re also local, and enjoy beer. :)
Thanks andHappy Hitching! www.hitchery.com info@hitchery.com
www.thetaplab.com founders@thetaplab.com
The State House Disney World MIT Media Lab
Working with The Tap Lab... Fun, Creative, and Rewarding Small Team w/ Big Vision Work Hard | Play Hard Most importantly...
We hang out with Penguins!
Mandatory recess on Wednesday!
What we’re looking for... Smart, Talented, and Resourceful Local/relocate to Boston Loves playing games Wicked Fun!
Rails DevelopersBackend CS Degree (not required): Hackers Welcome! Rails 3, MySQL, MemCache External API Experience Bonus points for Google and Foursquare
Mobile DevelopersiOS & Android CS Degree (not required): Hackers Welcome! iOS and/or Android Experience For iOS: CoreGraphics and CoreAnimation RESTful APIs | Map Views | Geolocation
Experience designing Social/Mobile games Prior work for us to review QA, Game Testing, Balancing Metrics driven design Game Designers Social & Mobile
Experience designing Social/Mobile games Prior work for us to review Playful/approachable look and feel Lover of Games! Game Artists Social & Mobile

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Mobile Monday Boston 9/12: Mobile Games

Notas do Editor

  1. 25 million games per month1.6 million minutes per day playing games4 sessions and over 20 minutes per day per gamer