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  • Exclusive: mDialog Ad Developers' Toolkit for iOS 4 and iPad

    by 
    Victor Agreda Jr
    Victor Agreda Jr
    06.09.2010

    If you've got video you're looking to put on the web and monetize, but you want to make sure said video is a) compatible with the iPad and iPhone and b) is nice and secure and c) is easy to deploy and can run ads based on a variety of criteria, then mDialog has a way. In fact, the company's Ad Developer's Toolkit is a complete solution for running ads and streaming video -- and running ads in the video. mDialog will put ads in streaming live video or prerecorded segments on your site, and give you stats and measurements on those videos. Plus, those videos can be seen on the iPad and iPhone. mDialog provides some snazzy tools to help you view metrics and control distribution of your videos and ads. I spoke to Greg Philpott, CEO of mDialog, about the analytics side of the equation, and you can see the video of that conversation above. Later Greg showed me how you can easily toggle ads on your video to be pre-roll, post-roll or in the body of the video itself. Greg also demoed the ability to limit your ads to a specific geographic area. You simply enable the control and click on where you'd like to target the ad. It's quite simple and cool to be able to control your ads so easily. mDialog is "Video as a Service" and is fully compatible with HTML5. They've baked-in security to protect your content (using AES-128), and you can control how your video is distributed and how ads run within it. Some of the security options: you could limit the dates available for a video, have ads run a certain number of times for a viewer (capping the number of views per person) or in certain locations only. All of this stuff is easily tracked with pie charts and maps. I have to say it's an elegant product and a compelling service for anyone wanting to get into the video biz -- especially on Apple's mobile devices.

  • Stats: iPhone OS is still king of the mobile web space, but Android is nipping at its heels

    by 
    Vlad Savov
    Vlad Savov
    03.29.2010

    AdMob serves north of 10 billion ads per month to more than 15,000 mobile websites and applications. Thus, although its data is about ad rather than page impressions, it can be taken as a pretty robust indicator of how web usage habits are developing and changing over time. Android is the big standout of its most recent figures, with Google loyalists now constituting a cool 42 percent of AdMob's smartphone audience in the US. With the EVO 4G and Galaxy S rapidly approaching, we wouldn't be surprised by the little green droid stealing away the US share crown, at least until Apple counters with its next slice of magical machinery. Looking at the global stage, Android has also recently skipped ahead of Symbian, with a 24 percent share versus 18 percent for the smartphone leader. Together with BlackBerry OS, Symbian is still the predominant operating system in terms of smartphone sales, but it's interesting to see both falling behind in the field of web or application usage, which is what this metric seeks to measure. Figures from Net Applications (to be found at the TheAppleBlog link) and ArsTechnica's own mobile user numbers corroborate these findings.

  • Games Day '09: All about Warhammer Online's live events with Mark Davis

    by 
    Seraphina Brennan
    Seraphina Brennan
    05.13.2009

    Mark Davis knows Warhammer Online's live events well. He should, because he's the man behind them! During Games Day '09, we had the chance to catch up with the live events lead and discuss some shop talk with him -- including a look at the newest live event, "Rise of the Tomb Kings," and a little about what goes on behind the scenes.How long does it take for a live event to be produced? What are some of Mark's favorite moments? What can we expect in the live events to come? And, most importantly, what are we going to find in the Rise of the Tomb Kings? All of these questions, and more, are answered within!

  • Games Day '09: All about Warhammer Online's live events with Mark Davis pt. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    05.13.2009

    How long does it take to put together your average live event? We usually take about three to six weeks for brainstorming and conception. Then there's the approval process, where I send the ideas to my boss, who sends them to "The Hickman," who sends them upstairs, who sends that to Games Workshop to make sure we're staying true to their concepts. Plus we have to coordinate with all of the other departments, like RvR, the items team, and Combat and Careers. Then the production side takes another three weeks to maybe seven weeks on top of that. We'll be planning and producing the event usually the version before the live event is scheduled to take place, otherwise it would never be done in time. Then after that we'll have the playtesting and the QA sessions to make sure the bugs are worked out, and that takes another week to two weeks. So, in short, you're looking at three months of work from inception to the final event. And these aren't available on the test server, right? Well... they're not suppose to be available on the test server. They're suppose to be hidden.. *smiles* But we have little breaks where the live events show up on the test server for a couple seconds. "Just the sheer joy these events provide players should be reason enough for another developer [to make them.]" It amazes me because in that short period of time when the live event is available, somebody will screenshot all of the objectives for all of the quests and then have that up on the internet before we can get the live event down. We try our best, but it always seems to slip out for a matter of seconds. We want to be secretive and we want players to have a sense of discovery with our live events, plus they really can't be tested publically in such a short window. Live events focus on the whole world, and getting testing and feedback done is not all that useful to us. What's your favorite part about the most recent live event? From a developer's perspective, it was the opening cinematic to the RvR public quests. We did a custom cinematic with an airship flying in and exploding which results in the start of the RvR PQs. That was surely my favorite part, it was glorious! From a player's perspective, it was the RvR that occured because of the live event. We created a center point for RvR in the event in Thunder Mountain. There were a number of different tasks that centered on this one area and that area was a hot spot for RvR the whole week. From the warcamp landing to the hot spot, the travel time was only about 3 minutes, but people in my warband would be killing others the entire way there. Thunder Mountain was locked most of the time when I was fighting in this event, but the RvR was just hot all the time. Whenever I was looking for a fight, I just went to Thunder Mountain because I knew it would be there. We had warbands coming in and attempting to camp the area, but they could only hold it for a small amount of time before another warband came in to unseat them. It was a lot of fun. Many other developers don't bother with live events. Plus when they give out exclusive items, they always seem to show up later and become unexclusive. So what would you say to another developer who was thinking of doing these exclusive live events? Just look at the metrics. For our game we get more gameplay, more people in the game, and a lot of positive feedback. These events are only a limited time, so players come in and play and the realize all of the possiblities our game has to offer in that limited time. Just the sheer joy these events provide players should be reason enough for another developer. "Live events gets to take all of that great stuff and put it all together into this nice package of fun." We even see all of this in the cold metrics. Look server population the day of the event and the day after the event, and the event population will be higher. Every game has its niche. For Warhammer, it's the RvR, the public quests, the living guilds, the city sieges. You hear us harp on this stuff over and over, because it's what we do. Live events gets to take all of that great stuff and put it all together into this nice package of fun. We bring to the front what we do the best through our live events. We've got events planned for the rest of the year. We just put up the Northern Watch weekend event, and it was immensely successful. There was only a title offered as the reward, and it was easily one of the most successful events we've done. Any sneak peeks you can give us as to what's coming? Ah... well I can't really say anything because we need to go through all of that long approval process first, but the live event in the summer is going to be doing something that I don't think any MMO has done before. Ever. It's that level of magnitude for that event. We're going to challenge what people have come to expect out of our live events, I will say that much. Ha ha, sweet! Ok then, let's end it out. Order or Destruction? Order all the way. Engineer, baby! I feel like the combat and careers guys made that class for me. You blow stuff up, you shoot people, you have explosions! What could be better? The sands of the Tomb Kings are coming as the final release in the Call to Arms live expansion, the Land of the Dead approaches! Massively has your back with coverage from Mythic Entertainment at Games Day '09, so get your WAAGGGHHH ready for RvR mayhem as Massively re-arms for WAR!

  • MadWorld places relationship between online hype and actual sales in doubt

    by 
    Ben Gilbert
    Ben Gilbert
    04.29.2009

    Analytics firm OTX Research seems to already be making a name for itself after announcing intentions last month to track game sales. Speaking at the LA Games Conference, OTX's Nick Williams explained the surprisingly weak connection between strong online awareness of a game versus actual, hard sales numbers, citing Sega's recently released MadWorld as a striking example. Noting the game's top position among IGN.com's games with the "highest level of unique interest," MadWorld came in at a paltry number 41 using OTX's "GamePlan" metric, a system that measures "1,000 gamers on a weekly basis, tracking 400 games at any given time." This translates to a bleak eight percent of Wii owners having even heard of the title, much less purchasing it (that's .32 percent according to April's MadWorld sales data compared with the 20 million Wii owners in the US currently). Hmm, we wonder what that data would look like for Grand Theft Auto's recent foray onto Nintendo's massively popular handheld! It took an awful lot of numbers right there to explain an idea we've all quietly agreed upon for so long now -- hype and marketing in the "hardcore" gaming world doesn't necessarily equal copies moving at retail. Now, if you'll excuse us, we'll be over here playing BlazBlue.

  • OTX planning box office-style tracking of games market

    by 
    Ben Gilbert
    Ben Gilbert
    04.08.2009

    One more sign we're moving towards a world where marketing for all media is intrinsically tied together? OTX Research today announced plans for video game market tracking, firing a warning shot over the bows of GameSpot's Trax service and IGN's GamerMetrics, not to mention NPD and EEDAR. Rather than offering various metrics based on target audiences (in the case of IGN and GameSpot) or retail sales numbers which exclude a variety of alternate purchasing options (in the case of NPD and EEDAR), OTX plans to track online retailers and has brokered a deal with GameFly and AERS (eBay data handler). "We range from people who spend three hours a week on Yahoo Games to people who spend 50 hours a week on Xbox Live," OTX's director of gaming Nick Williams told The Cut Scene, referencing the company's data gathering methods. OTX has been interviewing large sections of folks that play games, mirroring the model used by the film and television industry. OTX also says it's looking to move into other media, combining the research found in games with film and television to predict sales trends across multiple entertainment mediums. "You can look at that model and say, 'Don't launch game X when movie Y is opening.' Because all these things are interconnected now." Or at least they will be, Mr. Williams. These things do take time, after all, so you'll excuse us if we don't hold our breath.

  • Mobclix beefs up metrics, iPhone devs make money

    by 
    Brett Terpstra
    Brett Terpstra
    03.31.2009

    Mobclix has been providing an impressive amount of usage information to iPhone developers for only about six months now, but have already made it into the 2008 TechCrunch 50, won SeedCamp 2008, and been recognized as a leading provider of metrics and analytics reporting. According to Mobclix, 75% of the applications in which the analytics are implemented have made the Top 100 Free App list. When TechCrunch reported on Mobclix shortly after they launched in September of 2008, it was noted that "more aggregate data would be welcome." Well, that wish has been granted. Mobclix announced a major upgrade to their analytics and yield optimization advertising system for iPhone (and other mobile) app developers today. For the end user, it may come across as a little scary. Beyond just standard usage statistics, developers can create unlimited metrics, gathering information on everything from favorite colors to what level you last conquered in their game. The data is all gathered anonymously, and your consent is required, so don't worry about Big Brother yet. The benefit to the average user of ad-supported iPhone applications is that highly targeted advertising may actually yield a connection between the user and a vendor in whom they'd actually be interested. Mobclix also provides an in-app comment system to directly connect users with developers, providing feedback which is exponentially more useful than App Store comments.

  • How much do guilds matter?

    by 
    GamerDNA
    GamerDNA
    03.25.2009

    Today, we have another in a continuing series of articles written by the highly talented Sanya Weathers for GamerDNA. In this, her latest column, Sanya runs down some interesting and illuminating statistics about players and guilds, and just how they fit in to the macrocosm of MMOs. A long time ago, in a fantasy world far far away, I wrangled guilds as part of my job. At first, I wrangled them because it was terribly efficient for one person struggling with a beta. Why deal with thousands of individuals when I could deal with fifty, and put them in charge of their own groups? Guild leaders will always be more informed, more tuned in, and better suited to herding their own cats than a studio representative could ever be.But what started as expediency turned in to more.As a community weenie, I had my dearly beloved "frequent flyers" – people who sent in feedback, usually through email no matter how many systems I built for them to use, with a regularity previously reserved for clocks, robots, and dripping faucets. If it was 3 PM on a Thursday, it was time to get mail from him, him, her, and what I was pretty sure was a him but hadn't ever asked.

  • iPhone and iPod touch shares continue to grow

    by 
    Mel Martin
    Mel Martin
    02.13.2009

    It's not an earthshaking surprise, but good news nevertheless, that advertising metrics show the share of Apple devices on the web continues to grow.The latest indication is from Admob, a firm that tracks ad requests from more than 6,000 published sites in 160 foreign countries.According to their latest report:Worldwide requests from Apple devices grew 28% month over month to 1.2 billion in January. Building on its strong December, iPod Touch growth outpaced iPhone growth in top markets. The iPod Touch now represents 40% of Apple requests, up from 20% in September.The Admob data confirms that the Apple iPhone (17 percent share) and iPod touch (12 percent share) are together the number one device for mobile internet useage, making 51% of all ad requests. This has to be good news for Apple, who is riding the recession along with the rest of the tech sector. Other highlights from the report indicate that Blackberrys have a 19 percent share while the G1 (HTC Touch) is the number 18 device in the U.S. with 0.9% share in December. The Google Android phone has a 3% OS share in the US, a good number for a product so new to the scene.Apple may be rolling out even more phones to try and hold and extend past market gains. There are also continued rumors of a US $99.00 iPhone.

  • Is Age of Conan a rousing success or a stinking failure?

    by 
    Matt Warner
    Matt Warner
    07.08.2008

    There's plenty of doom and gloom discussion surrounding Funcom's Age of Conan. The hours played and reported by X-fire users plummeted since it hit desktops. Possibly the wackiest and most critical bug ever seen in an MMOG ever won't be fixed anytime soon. Unfinished content has diminished Age of Conan's reputation in the later parts of the game. The rap sheet goes on; however, a strong demand exists for a new MMOG as an astonishing 700,000 accounts were registered in the first month alone. That number is quite a feat, but the overall number of subscriptions four or six months down the road comes into question as most players that leave after their first month tend to be very unforgiving. Stropp, an MMOG blogger, remains optimistic in his post entitled "Why Age of Conan Will Succeed" and points out all the advantages that Age of Conan and Funcom possess. While Stropp did cancel his Age of Conan account he believes the game will not die anytime soon and projects long-term success. Funcom is certainly a capable company with experience, but how many subscribers are needed to claim rousing success or do the crude pitfalls from an all-to-soon-launch already make Age of Conan a failure from a business standpoint? You decide.

  • Exteel's top ranking players and clans now viewable online

    by 
    Matt Warner
    Matt Warner
    06.28.2008

    You guys sure do talk a lot of crap in-game. Let's see if those bragging rights really do belong to your clan. Now everyone really knows who the heck the top bots in Exteel are with the latest ranking feature on the Exteel website is live which displays player and clan ranks. There is no extra software to install, no manual profiles to keep up to date, all you have to do is log on and smash each other into smithereens. You can also search for clans and pilots too see where they stand, there's actually some jerk out there named Legolas. You know what to do if you see that player roaming in-game. Both ranking lists will update every 24 hours, early in the morning and the ranking system is currently in-beta so players can expect more features later down the road. Be sure to check out our Exteel coverage, or jump right into the game by downloading the Exteel client.

  • Nintendo Wii mockup next to stuff ... lots of stuff

    by 
    Christopher Grant
    Christopher Grant
    06.23.2006

    Never again can we be accused of obsessing over the relative size of things. We admit, we're guilty of a chart here or there, and we've been known to calculate cubic volume like a mofo, but a poster at the GameFAQ's forums has just shown us how it's done. DocCRP has crafted a pair of meticulous Wii mockups, complete with Wiimote, and proceeded to take pictures of the diminutive box next to ... well, just about everything. NES? Yup. Atari 2600? Sure. Ketchup bottle? Yeah. Dreamcatcher? Errr, yeah, that's here. John Philip Sousa award? Now it's just getting weird.If you're really curious how the Wii sizes up compared to a 1998 US Mint Proof Set, I've handily hyperlinked the entire forum thread's worth of images after the break.[Via DigitalBattle]