Speaking at LOGIN
The call for speakers for LOGIN 2011 is open, but not much longer. Candidates are asked to review the topics of interest and session submission tips on the LOGIN 2011 website and then submit a completed session proposal form with 1,000 word abstract and biography before the deadline of Feb. 13, 2011. "Outside of being one of the most organized conferences out there, the LOGIN team absolutely spoils their speakers," says Troy Hewitt, associate producer at NCsoft's Carbine Studios. "This isn't the black-hole submission process you've come to know from other conferences, with a level of support for speakers that is off the charts. If you are looking to share your expertise with an audience of authentic, engaged professionals, LOGIN is where you want to be this year." "It has been a true pleasure speaking at the LOGIN Conference for the last four years, and I look forward to my fifth," says Robert Ferrari, vice president of Publishing and Business Development for Sanrio Digital. "Speaking alongside my industry peers allows me to not just help share our business cases and viewpoints with the audience, but to also tackle those thought-provoking questions we can all learn from. In addition, I can always count on an impressive event, set up by the conference's management team, which allows me to network and generate new business opportunities."
Interview With Wanda MeloniLooking Ahead to 2011Wanda Meloni, founder and president of M2 Research, is a prominent voice within the game industry analyst and research community and is a past LOGIN Conference speaker. Wanda offers LOGIN Beat readers her insights into trends to keep an eye on in 2011, from the mobile and social spaces to the red-hot concept of gamification. If you want a sneak peek at Wanda's crystal ball, read on for much more!
Do you expect these trends from 2010 to continue into 2011? And do you think a disruptive technology or idea in the gaming space may emerge that might surprise most people? Absolutely; we believe all of these areas are going to grow significantly in 2011, and beyond. Just take a look at CES news from last week: The market has been in a state of disruption for several years, and that will continue. However, I believe we are moving into a new phase of the cycle that I am calling "Clustering." Clustering is about experimentation. It will be the companies that can take these disruptive technologies and quickly turn them into something. We will be seeing clustering around business models, investments, platforms, partnerships and consumers. It will be
increasingly important for companies to create for multiple platforms, and it goes back to the idea of clustering strategies. For many folks, the most important question is not where the trends are going but where the money is headed in the near future. In what gaming-related verticals do you anticipate the greatest amount of resources could be invested in 2011? It really is all about software and apps at the moment. So I think whether you are building games or developing tools and solutions, there is still an ample amount of opportunity out there right now. I do think it will be increasingly important for companies to create for multiple platforms, and it goes back to the idea of clustering strategies. With the advent of streaming content delivery technologies like OnLive and the ongoing strength in digital content delivery, what does this portend for the traditional console and PC gaming hardware market? We see this as an important part of the overall mix. Just look at John Riccitello's recent comments where he highlights digital sales at EA will outpace retail sales before the end of this year, and that free-to-play games are EA's highest ARPU titles. With the explosion of platform options, it will become a necessity to support some form of digital delivery option. Do connected tablets represent a converging point between laptops and phones, where more online games could successfully take root? Absolutely; again all you have to do is look at CES this year. The graphics on new tablets are amazing, and as this part of the market heats up, it is going to make for an exciting point of convergence. Extending on the earlier thought about digital content delivery, how do you expect the role of brick-and-mortar retail spaces to be evolving in the United States? Retail is really struggling across
the board. GameStop just announced they had disappointing sales over the holiday, even with strong sales for Kinect, leading to 4.6 drop in their stock price last week. Last summer, the company acquired Kongregate in the hopes of bringing their community more online, but time will tell how impactful that will be. Retail is really struggling across the board. The entire retail business is at risk with what a Wal-Mart executive has called "a new era of price transparency." When consumers can go to one store, pull out their mobile phone, scan a product and immediately find the outlet with the best pricing, it greatly changes the face of retail. Is Facebook going to remain the platform of choice for social game developers, or will new portals (as well as technologies) arise that will inspire innovation with the social games space? Facebook remains entrenched obviously; however, I do believe we are going to see more social networks clustering around demographics and platforms. This is especially true on the mobile side with companies like ngmoco and OpenFeint pushing hard. Do you feel gamification is a legitimate growth area in both the gaming and the traditional business world? If so, why? Gamification, or any form of game mechanics, if properly implemented is a powerful method of customer engagement.
Although still very much in its infancy, gamification is a component of the industry. Whether people Iike it or not, it will not be going away. Companies see the success of social networks and are planning on increasing their social media market spending in 2011. In some cases, companies are decreasing their TV advertising budgets to put more money into social media engagement. It's a much more directed spending of their money. Back in the mid-'90s online consumer engagement was confined to being able to rotate a Nokia phone, take off the back and look inside. The technology has come a long way, and the notion of engagement has leapfrogged those early days. Gamification, or any form of game mechanics, if properly implemented is a powerful method of customer engagement. I think the most important thing to keep in mind is integrating workable mechanics that offer consumers an "added-value" experience. If companies just slap on badges and leaderboards without providing an engaging experience then you might as well walk away from it. Consumers aren't stupid, and they don't want to feel like they are being tricked. There may be some missteps along the way, but it is growth opportunity. Given the continued potency of internationalization in the game industry into 2011, which markets will have the strongest influence on the look and feel of online game content and the platforms on which it's delivered? That's an interesting question because each region seems to be moving into new territory. North American publishers have done an incredible job at catching up to Asian markets in the online area in terms of microtransaction models. Japan has a strong foothold in the mobile market with DeNA, and their acquisition of ngmoco only solidifies their planned expansion. The European publishers like Sulake, Mind Candy, BigPoint and Funcom are all making a big push into North America right now. So really it is going to be more and more about reaching beyond current markets, tapping into new regions, and regionalizing content and payment options. |
What’s In a Warning?The Hoopla Over the 3DS and Children
Nintendo's recent warning that its 3D handheld gaming device, the 3DS, may not be safe for children 6 years and younger has unleashed the blogosphere with everything from dire warnings of a generation of cross-eyed youth, to claims that use of the 3DS may actually be beneficial in helping spot developmental problems with children's eyesight, at least according to the American Optometric Association (AOA). But was does Nintendo's warning really mean? It means one and only one thing. Nintendo's lawyers are doing their jobs. Remember, this was a warning not issued by a qualified medical institution or a government agency such as the Centers for Disease Control and Prevention (CDC) or the Consumer Product Safety Commission (CPSC), tasked with investigating potential medical and safety risks, but rather a private company. It is also interesting to note that the warning first appeared on the Japanese 3DS site. Why is that important? Ever since a Pokémon television episode sent almost 700 Japanese children to the hospital with photosensitive epilepsy (PSE) seizures in 1997, Japan has taken a heightened interest in the impact video images and devices can have on their children. As a children's television and video game lawyer, I was asked to present a paper at a 2004 workshop sponsored by the CDC and the American Epilepsy Society on whether, and how, the United States might regulate television broadcasts and video games to minimize episodes of PSE. A Nintendo senior legal official also presented at that same workshop, and displayed a level of knowledge of the interaction between video devices and human eyesight that exceeded that of everyone in the room, save noted British researcher Dr. Graham Harding. Dr. Harding's numbers were staggering, by the way. He estimates that as much as 10 percent of the population may have latent photosensitive tendencies (far higher than the 3 percent predicted by the American Epilepsy Society). The big problem, according to Dr. Harding, is that 90 percent or more of the photosensitive population have no other forms of epilepsy (which is, after all, a condition, not a disease). Indeed, Dr. Harding concluded that although we call PSE a form of epilepsy, the overlap between individuals with traditional forms of epilepsy and PSE is so small, PSE should not be called epilepsy at all. During the break I asked the Nintendo official how he'd become a de facto expert in photosensitivity issues, and he pointed across the room to another of the attendees. "Because of him. That's a plaintiff's lawyer who has brought several cases against Nintendo based on photosensitivity claims." ... Nintendo is doing
its job of warning a small, but not negligible, portion of the population ... I left that workshop not only with a better understanding of PSE, but also a renewed commitment to make sure that all my End User License Agreements (EULAs) had very clear and correct warnings as to PSE. So there you have it. Although the issues with the 3DS (and any 3D device) differ from issues related to PSE (mainly strobing, saturated reds, and black/white striping in visual images), the approach remains the same. The cynical can claim that the new warning is just Nintendo trying to protect its corporate behind from lawsuits. The more astute will recognize that Nintendo is doing its job of warning a small, but not negligible, portion of the population that there could be some danger in playing a game, or now, in using a 3D device. The fact is, we don't have very many answers concerning the impact of 3D viewing devices on our long-term eyesight. Other than the 3D horror craze of the 1950s, society doesn't have much data on the long-term exposure to 3D images on eyesight. Only time will tell whether the post-Avatar 3D craze will create more immersive forms of entertainment, or ophthalmological time bombs ticking away in our youth. Any good lawyer would craft the best warning possible, and Nintendo should be applauded, not pummeled, for its efforts. I think it's safe to say that the use of any device that requires visual focus and changes of focal lengths can do damage if done for long periods of time without breaks. We've all suffered from eye fatigue from too many hours staring unblinking while playing [fill in your current favorite game here]. How new 3D devices are going to impact that eye strain is yet to be determined, but from a lawyer's perspective, at least I can say, "you've been warned!"
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Industry HighlightsOut With the Old, In With the NewElectronic Arts is ending online play and support service for many old games, the majority of them sports titles. These closures mainly mean only the two most recent titles in EA's FIFA, Madden, NCAA Football, NHL and Tiger Woods PGA Tour series will be supported online. Sorry, loyal fans of The Lord of the Rings: The Battle for Middle Earth, its sequel, and The Rise of the Witch King ... you're losing EA support as well. It's time to create your own support groups. A Pocket Full of Change Can Buy More Than a Cup of CoffeeA new survey finds one-fifth of all American Internet users pay to download digital games, with one in 20 saying they have paid for in-game tools and items. The 19 percent of respondents that have paid to download games is ahead of the 16 percent that have purchased online video and the 10 percent that have purchased e-books but well behind the 33 percent that have paid for digital music online. In addition to the 5 percent of respondents that said they purchased in-game items and tools, another 5 percent said they have paid for "cheats or codes" in video games. Gesture-Based Controls and 3-D Gain Momentum in 2011While Microsoft's Kinect is bringing purely gesture-based game controls to the forefront of the industry, Transgaming has announced a new, purely gesture-based control system for its on-demand GameTree TV games, which are available on many TV set-top boxes. Using iisu-branded middleware from SoftKinetic, a newly developed software kit will allow developers to create and distribute gesture-controlled games through select set-top boxes equipped with Intel CE Media Processors, including many cable boxes and Blu-ray players. Funding in 2011 — Rebounding From the RecessionTapjoy, the company formerly known as Offerpal Media, has announced an additional $21 million in new funding. They offer a monetization platform for mobile and Facebook apps. Developers including Playdom, Digital Chocolate and Tapulous currently use Tapjoy's technology, and Tapjoy claims 5,000 developers and advertisers are using its tech as well. Global Advertising for Mobiles Games to Increase Tenfold in Next 5 YearsAccording to a new report, Mobile Games whitepaper, published by UK firm Juniper Research, a UK research firm claims advertising will be worth $894 million per year by 2015 (compared to just $87 million last year); end-user revenues to hit $11 billion, and global advertising spent on mobile games is set to increase tenfold in the next five years. |
Sponsorship Opportunities Available at LOGIN 2011Without our sponsors there would be no LOGIN! We are currently seeking sponsors for the 2011 event. Interested? To learn more about sponsorship opportunities at LOGIN visit the sponsorship page on our website, contact Cynthia Freese at cynthia@loginconference.com, or call 1.425.533.5973. |
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