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	<title>Nordic Game by Media Evolution</title>
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	<link>http://mediaevolution.se/nordicgame</link>
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		<title>&#8220;games are just websites that are really difficult&#8221;</title>
		<link>http://mediaevolution.se/nordicgame/games-are-just-websites-that-are-really-difficult/</link>
		<comments>http://mediaevolution.se/nordicgame/games-are-just-websites-that-are-really-difficult/#comments</comments>
		<pubDate>Thu, 29 Apr 2010 14:10:33 +0000</pubDate>
		<dc:creator>Martin Thörnkvist</dc:creator>
				<category><![CDATA[Nordic Game]]></category>
		<category><![CDATA[convergence]]></category>
		<category><![CDATA[martin walfisz]]></category>
		<category><![CDATA[social games]]></category>
		<category><![CDATA[web]]></category>

		<guid isPermaLink="false">http://mediaevolution.se/nordicgame/?p=178</guid>
		<description><![CDATA[My favourite tweet today was made by @jonassmith saying: &#8221;Overheard at Nordic Game &#8216;games are just websites that are really difficult&#8217;&#8221;.
Funny, and as it turns out it seem to have some bearing. I went to the social gaming seminar with the title &#8220;Are social games the new black&#8221;, which the panel was sure of. There was a discussion that [...]]]></description>
			<content:encoded><![CDATA[<p>My favourite tweet today was made by @jonassmith <a href="http://twitter.com/jonassmith/status/13055417632">saying</a>: &#8221;Overheard at Nordic Game &#8216;games are just websites that are really difficult&#8217;&#8221;.</p>
<p>Funny, and as it turns out it seem to have some bearing. I went to the social gaming seminar with the title &#8220;Are social games the new black&#8221;, which the panel was sure of. There was a discussion that started with a statement that there is a difference in the way the sales graphs look for product games and social games. Sales in the former start in a rush around the launch with marketing actions and then turns down and if you&#8217;re lucky you get a long tail. Whereas the other start slow and grow and grow.</p>
<p>Social game development is about deploying new versions and to constantly iterate. Instead of working on a product for long time and then release a &#8220;final product&#8221;. That makes up for similarities with web development. Where it is usual to release a beta, get feedback from users and develop from that.</p>
<p>And it goes deeper than that. Jarle Snertingdalen, <a href="http://www.funcom.com/">Funcom</a>, said that  &#8221;social games success comes from web people because they are used to do products that are supposed to being updated continuously&#8221;. Meaning that game people have a lot to learn from web developers. Working with iterations needs a different mind set to be successful.</p>
<p>Martin Walfisz from <a href="http://www.planeto.com/">Planeto</a> stated throughout the session that social gaming is here to stay and that eventually all games will have social. Having that said he was fast to make it clear that &#8221;you need to take the social functions seriously and involved it in the beginning of the project, adding it at the end won&#8217;t work.&#8221;</p>
<p>I can see future cooperations here and it&#8217;s clear that the game industry will see a bunch of new guys being experts in a field were the old game business is lacking of knowledge.</p>
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		<title>- Was it good for you too? Talking about quality.</title>
		<link>http://mediaevolution.se/nordicgame/was-it-good-for-you-too-talking-about-quality/</link>
		<comments>http://mediaevolution.se/nordicgame/was-it-good-for-you-too-talking-about-quality/#comments</comments>
		<pubDate>Thu, 29 Apr 2010 08:03:51 +0000</pubDate>
		<dc:creator>Cecilie Stranger-Thorsen</dc:creator>
				<category><![CDATA[Nordic Game]]></category>
		<category><![CDATA[convergence]]></category>
		<category><![CDATA[cross media]]></category>
		<category><![CDATA[funding]]></category>
		<category><![CDATA[innovation]]></category>
		<category><![CDATA[quality]]></category>

		<guid isPermaLink="false">http://mediaevolution.se/nordicgame/?p=154</guid>
		<description><![CDATA[&#8220;Public service broadcasters have traditionally been given the responsibility to guide us through big technical changes, but both the broadcasters and the film institutes have missed the train when it comes to cross-media. The independent producers must be given the responsibility to drive this development, and they need new funds to do it.&#8221;
This was the [...]]]></description>
			<content:encoded><![CDATA[<p>&#8220;Public service broadcasters have traditionally been given the responsibility to guide us through big technical changes, but both the broadcasters and the film institutes have missed the train when it comes to cross-media. The independent producers must be given the responsibility to drive this development, and they need new funds to do it.&#8221;</p>
<p>This was the statement of Jakob Høgel from New Danish Screen, a<a href="http://mediaevolution.se/nordicgame/wp-content/uploads/2010/04/Jakob-Høgel_E6K4234.jpg"><img class="alignnone size-thumbnail  wp-image-156" title="Jakob Høgel_E6K4234" src="http://mediaevolution.se/nordicgame/wp-content/uploads/2010/04/Jakob-Høgel_E6K4234-150x150.jpg" alt="" width="150" height="150" /></a> two year experiment funding  fiction, documentaries and games &#8211; owned by the Danish broadcasters and the Danish Filminstitutes.</p>
<p>Sharing the stage with Ene Katrine Rasmussen (MEDIA Desk Denmark), Klaus Hansen (Producentforeningen), Nils Stokke (NRK), Dustin Chodorowicz (Nordicity) and Erik Robertson (Nordic Game Program), Jakob discussed the barriers in the excisting public funds for media production.</p>
<p>Inspired by Chodorowicz presentation of the new, 2,5 billion SEK cross media fund, the panel agreed on the need for politicians to  rethink the mandate for the public funds, and that taking cross-media production seriously demands more funding.</p>
<p><strong>Where is that golden cross-media case?</strong><br />
Nils Stokke replied to the demands from Robertson to commission more independent game production by expressing his<a href="http://mediaevolution.se/nordicgame/wp-content/uploads/2010/04/Nils.jpg"><img class="alignnone size-thumbnail wp-image-163" title="Nils" src="http://mediaevolution.se/nordicgame/wp-content/uploads/2010/04/Nils-150x150.jpg" alt="" width="150" height="150" /></a> wish to produce <em>stories</em> and <em>universes</em> for children, not platform-bound content.<br />
-  The risk of cross-media production is high for a public service provider, Stokke explained, and there is no defined &#8216;cultural value&#8217; in such projects, as opposed to children&#8217;s television content.</p>
<p>Jakob Høgel also stressed the need for a golden case &#8211; one that is both commercially successful and displays artistic excellence and can demonstrate the potential in cross-media projects.</p>
<p>The need for a quality discussion was a returning subject in the media convergence track, starting with the morning discussion on <em>Defining cross-media</em>. How do we define quality when it is the user experience that is central, not the artistic expression?</p>
<p><strong>Quality is key</strong><br />
As hard as it is to conclude on this topic, I think the quality discussion is an important clue to what the different media expressions can learn from each other, and a clue to how one can nourish the cross-media field.</p>
<p>The games business can teach film and TV to radically re-think their view on the audience /users, as co-authors of content and as the starting point of creativity and innovation. And the game developers should be inspired by the power of an artistic vision and from the film business&#8217; daring to articulate creative excellence, not only focusing on numbers of users and revenue.</p>
<p>Of course, this development has been on it&#8217;s way for a long time, but the hinders for cross-media dalliances and marriage is not only the barriers in the funds and organisational structures.</p>
<p>As Klaus Hansen pointed out, the cultural differences between old and new media are so big that it&#8217;s like people of different languages. His wish for intermediaries &#8211; cross-media guides that can translate and mediate in this landscape is an interesting one for sure. I think an important task for such guides would be to start a common discussion on the outcomes and qualities of <em>what </em>we do and <em>why </em>- based on both artistic and user-defined definitions. That is the foundation for the discussion of <em>how</em> we should tell stories and create experiences in brand new ways.</p>
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		<title>We need to fail to do good games</title>
		<link>http://mediaevolution.se/nordicgame/we-need-to-fail-to-do-good-games/</link>
		<comments>http://mediaevolution.se/nordicgame/we-need-to-fail-to-do-good-games/#comments</comments>
		<pubDate>Wed, 28 Apr 2010 14:55:00 +0000</pubDate>
		<dc:creator>Pelle Sten</dc:creator>
				<category><![CDATA[Nordic Game]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[failure]]></category>
		<category><![CDATA[Jason Della Rocca]]></category>

		<guid isPermaLink="false">http://mediaevolution.se/nordicgame/?p=149</guid>
		<description><![CDATA[Ideas are a dime a dozen. It’s the process that creates the game. The game industry need more ideas so that they can discard more of them. That was Jason Della Rocca’s key takeaway in his talk at Nordic Game today.]]></description>
			<content:encoded><![CDATA[<p><strong>Ideas are a dime a dozen. It’s the process that creates the game. The game industry need more ideas so that they can discard more of them. That was <a href="http://en.wikipedia.org/wiki/Jason_Della_Rocca">Jason Della Rocca’s</a> key takeaway in his talk at <a href="http://nordicgame.com/">Nordic Game</a> today.</strong></p>
<p><a href="http://www.realitypanic.com/">Jason Della Rocca</a> is a consultant at <a href="http://perimeterpartners.com/">Perimeter Partners</a> that works with creating game industry clusters and he agrees with <a href="http://mediaevolution.se/nordicgame/playfish%E2%80%99s-kristian-segerstrale-talk-about-how-social-changes-the-game/">Playfish’s Kristian Segerstråle</a> that there is too much money wasted in game development. And the reason is that there are too few ideas. The idea become to precious. Makes you care too much. He made a comparison with the Hollywood model where tons of scripts and ideas are tried and tested before a movie or tv-show is ordered.</p>
<p>But there is, of course, people in the game industry trying to create more structured idea work. A couple of examples from the talk:</p>
<ul>
<li>It’s better to have ten teams building a concept each and then killing all but a couple than take a few teams and start building games. The concept phase is cheap and the build phase is expensive. So do lots of concepts and fail fast where it&#8217;s least expensive.</li>
<li><a href="http://en.wikipedia.org/wiki/Alex_Seropian">Alex Seropian</a>, one of the founders of <a href="http://www.bungie.net/">Bungie</a> and later <a href="http://en.wikipedia.org/wiki/Wideload_Games">Wideload, Games</a> bought donuts for the whole team and had idea meetings every friday morning.</li>
<li>Another way is to do like the team behind <a href="http://www.gamasutra.com/features/20051026/gabler_01.shtml">Tower of Goo</a> and set up very strict rules just to produce lots of games. Their rules where:
<ol>
<li>Each game must be made in less than seven days,</li>
<li>Each game must be made by exactly one person,</li>
<li>Each game must be based around a common theme i.e. &#8220;gravity&#8221;, &#8220;vegetation&#8221;, &#8220;swarms&#8221;, etc.</li>
</ol>
</li>
</ul>
<p><strong>But what I was most fascinated by</strong> in his presentation was his use of <a href="http://usa.autodesk.com/adsk/servlet/pc/index?siteID=123112&#038;id=6848332">Sketchbook Pro</a> as a presentation tool. It looked like it would give him a more natural way of presenting and a more improvised feel of the talk. I have embedded a short recording I did at the talk earlier today.</p>
<p><object width="450" height="279"><param name="movie" value="http://www.youtube.com/v/bjXsic9Vu7Y&#038;hl=sv_SE&#038;fs=1&#038;rel=0&#038;border=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/bjXsic9Vu7Y&#038;hl=sv_SE&#038;fs=1&#038;rel=0&#038;border=1"; type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="450" height="279"></embed></object></p>
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		<title>Entrepreneurs and investors</title>
		<link>http://mediaevolution.se/nordicgame/entrepreneurs-and-investors/</link>
		<comments>http://mediaevolution.se/nordicgame/entrepreneurs-and-investors/#comments</comments>
		<pubDate>Wed, 28 Apr 2010 14:18:27 +0000</pubDate>
		<dc:creator>Sara Ponnert</dc:creator>
				<category><![CDATA[Nordic Game]]></category>

		<guid isPermaLink="false">http://mediaevolution.se/nordicgame/?p=135</guid>
		<description><![CDATA[Of course its always interesting it hear about how successful entrepreneurs have found founding, but it’s a bit toothless when we hear the guy who eventually got is company bought by the largest player on the market for enormous amount of money.  Good for him, but what can we learn from that that we can [...]]]></description>
			<content:encoded><![CDATA[<p>Of course its always interesting it hear about how successful entrepreneurs have found founding, but it’s a bit toothless when we hear the guy who eventually got is company bought by the largest player on the market for enormous amount of money.  Good for him, but what can we learn from that that we can apply on the everyday small developer out there. We see that it can be done and we can get inspired to keep going.</p>
<p>We learn that all these success stories are different and people find money in different ways, their ideas are different, the teams behind them are, they live in different countries. So the out come have to be to find your own way and just do it, but as we learned yesterday, think it through first.</p>
<div id="attachment_142" class="wp-caption alignnone" style="width: 310px"><a href="http://mediaevolution.se/nordicgame/wp-content/uploads/2010/04/20100428034.jpg"><img class="size-medium wp-image-142" title="investors panel" src="http://mediaevolution.se/nordicgame/wp-content/uploads/2010/04/20100428034-300x168.jpg" alt="investors panel" width="300" height="168" /></a><p class="wp-caption-text">investors panel</p></div>
<p>The investors in the panel after today’s lunch was picked to be there because they are passionate about games and have already invested in games for years. Again, its great to hear what they like to see; predominantly a good business opportunity where the company looking for founding know what they will make the money and return of investment of.  They do not have to see the story of the game, or what the characters will look like. They see the team behind the proposal as the insurance, so it has to be a well put together team behind it as well, one that is not only programmers or idea makers, there has to be business sense in the company as well.</p>
<p>But I really would like to hear from investors that has Not invested in games before since there is all this talk about that the investors has to be educated to games to be able to invest in the branch.  We should invite them instead and ask  them what it is they need to know  and what would make them invest in this for them new media/culture/branch.</p>
<p>“I asked a developer who their customer was, and they replied that it was the gamer, the end consumer. But that’s wrong, it’s the game Publisher! I then asked who the publishers customer where, and the developer tried again with the end consumer, but again wrong, the distributor! Remember who is buying your game when you pitch the idea!” a good point made by Siggi Kogi .</p>
<p>But some of the learning’s from the panels where: All the money you get should go to the product not marketing – if the product is good enough it will do the marketing for you.  Know whom you talk to – find the proper partner and do not tell them what they like to hear to get it sold.<br />
When you have an idea – go for it &#8211; pitch it to get feedback on what to change and what to elaborate more!</p>
<p>Can the games industry learn anything from other branches here? Have the movie industry any answers that they can steal, or is this a problem in all types of cultural and media business in the search of founding?</p>
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		<title>Quantic Dream&#8217;s advice when making films out of games and games out of films</title>
		<link>http://mediaevolution.se/nordicgame/quantic-dreams-advice-when-making-films-out-of-games-and-games-out-of-films/</link>
		<comments>http://mediaevolution.se/nordicgame/quantic-dreams-advice-when-making-films-out-of-games-and-games-out-of-films/#comments</comments>
		<pubDate>Wed, 28 Apr 2010 13:58:02 +0000</pubDate>
		<dc:creator>Martin Thörnkvist</dc:creator>
				<category><![CDATA[Nordic Game]]></category>
		<category><![CDATA[convergence]]></category>
		<category><![CDATA[Quantic Dream]]></category>

		<guid isPermaLink="false">http://mediaevolution.se/nordicgame/?p=130</guid>
		<description><![CDATA[Guillaume de Fondaumière of Quantic dream shared some advices to people that are planning to make game/film adaptations.
Pitfalls when films becomes games
The idea to make a game often enters the picture late in the process which make up for impossible time constraint for the game developer. Sometimes movies just aren&#8217;t suited for a game because &#8221;there&#8217;s [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://en.wikipedia.org/wiki/Guillaume_de_Fondaumière">Guillaume de Fondaumière</a> of <a href="http://www.quanticdream.com/">Quantic dream</a> shared some advices to people that are planning to make game/film adaptations.</p>
<p><strong>Pitfalls when films becomes games<br />
<span style="font-weight: normal;">The idea to make a game often enters the picture late in the process which make up for impossible time constraint for the game developer. Sometimes movies just aren&#8217;t suited for a game because &#8221;there&#8217;s absolutely no game play in the original story&#8221;. Games (see the Matrix example) often only have one element from the movie, read action, the point of the movie missing in the game and &#8220;that&#8217;s why they not sell&#8221;.</span></strong></p>
<p><strong>Pitfalls when games becomes films</strong><br />
Often there&#8217;s just no ground for a movie in a game since there&#8217;s no story to tell. Sometimes the involved persons have the wrong preconceptions. &#8221;Film people doesn&#8217;t understand why people play games, people like the game because of the game play&#8221;. There also seems to be a bit of an identity thing going on because &#8220;games aren&#8217;t recognized as an art form&#8221;, which leads to a unbalance when the different kinds of creators are about to discuss a project.</p>
<p><strong>Lessons to learn<br />
<span style="font-weight: normal;">- learn from past failures (<a href="http://www.time.com/time/specials/packages/0,28757,1851626,00.html">Top 10 Worst Video Game Movies</a>, by Times Magazine)<br />
- entrust your franchise only to people passionate about your IP<br />
- don&#8217;t forget what makes a good movie and what makes a good game<br />
- never rush to bring it out there<br />
- better not do any game/movie than create another disaster<br />
- think outside of the box and invent new ways of collaboration<br />
- how about developing from ground-up a joint movie/game project?<br />
- do truly <em>complementary</em> experiences<br />
- share talents across the board<br />
- cross-sharing revenues, so all are invested in the success<br />
</span></strong></p>
<p>And, a suggestion from me, focus on the successful cases. <a href="http://www.imdb.com/title/tt0146316/">Lara Craft &#8211; Tomb Raider</a> (2001) the movie made 250 million US dollars in gross revenue. I&#8217;m sure they did a lot of things right.</p>
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		<title>Playfish’s Kristian Segerstråle talk about how social changes the game</title>
		<link>http://mediaevolution.se/nordicgame/playfish%e2%80%99s-kristian-segerstrale-talk-about-how-social-changes-the-game/</link>
		<comments>http://mediaevolution.se/nordicgame/playfish%e2%80%99s-kristian-segerstrale-talk-about-how-social-changes-the-game/#comments</comments>
		<pubDate>Wed, 28 Apr 2010 13:21:55 +0000</pubDate>
		<dc:creator>Pelle Sten</dc:creator>
				<category><![CDATA[Nordic Game]]></category>

		<guid isPermaLink="false">http://mediaevolution.se/nordicgame/?p=119</guid>
		<description><![CDATA[Think like a chief financial officer, kill products and be a numbers ninja. That’s three key takeaways from Playfish’s CEO Kristian Segerstråle’s keynote speech at Nordic Game today.]]></description>
			<content:encoded><![CDATA[<p><strong>Think like a chief financial officer, kill products and be a numbers ninja. That’s three key takeaways from <a href="http://www.playfish.com/">Playfish’s</a> CEO <a href="http://www.crunchbase.com/person/kristian-segerstrale">Kristian Segerstråle’s</a> keynote speech at <a href="http://nordicgame.com/">Nordic Game</a> today.</strong></p>
<p>Social networks changes the game. That’s a not very surprising overall image of Segerstråle’s speech. Playfish after all is all about social games. The company’s most successful property is Pet Society which, according to <a href="http://www.crunchbase.com/company/playfish">Crunch Base</a>, has about 11 million active users every month. Last year Playfish was acquired by Electronic Arts for 400 million dollars.</p>
<p><img src="http://mediaevolution.se/nordicgame/wp-content/uploads/2010/04/namnlöst.jpg" alt="Another way to tell the story" title="Another way to tell the story" width="450" height="353" /></p>
<p>It’s all about the barriers to entry. Make it cheaper, more social and more immediate (no more going to the games shop to buy a plastic disc) and you will expand your potential audience significantly. From Play Station 3 via Xbox 360 to Iphone and social gaming.</p>
<p><img src="http://mediaevolution.se/nordicgame/wp-content/uploads/2010/04/namnlöst-2.jpg" alt="Accelerating generations" title="Accelerating generations" width="450" height="300" /></p>
<p>Kristian Segerstråle underlined the ease of iteration in game development online with the comparison of Fifa Soccer, that had 21 generations from 1993 to 2010, with Playfish’s Pet Society that has gone through hundreds of generations in only two years.</p>
<p><img src="http://mediaevolution.se/nordicgame/wp-content/uploads/2010/04/namnlöst-3.jpg" alt="Think like a CFO" title="Think like a CFO" width="450" height="365" /></p>
<p>If you don’t have some one in your organisation who loves numbers and finance models you’ll probably not make any more games. You as a game creator don’t have to be that person, but find one.</p>
<p><img src="http://mediaevolution.se/nordicgame/wp-content/uploads/2010/04/namnlöst-4.jpg" alt="Product success = create hits" title="Product success = create hits" width="450" height="373" /></p>
<p>One key difference between traditional game releases and social games is that you often need a large sum of money for the production of the game. And if you’re lucky you’ll sell loads of games at the release. The sales will slow down considerably when new games gets released. And the initial profits needs to be used to finance your next release.</p>
<p><img src="http://mediaevolution.se/nordicgame/wp-content/uploads/2010/04/namnlöst-5.jpg" alt="Service success = nurture hits" title="Service success = nurture hits" width="450" height="323" /></p>
<p>But it’s cheaper when you work with games as a service, because you don’t have to present a finished game. You can add levels, characters and so on after the game has been released.</p>
<p><img src="http://mediaevolution.se/nordicgame/wp-content/uploads/2010/04/namnlöst-6.jpg" alt="Kill product" title="Kill product" width="450" height="300" /></p>
<p>But whether or not you make large games or social games you shouldn’t waste money. So you need to learn when to kill products. Kristian Segerstråle told the audience at Nordic Game that Playfish has a kill ratio of 30 percent.</p>
<p><img src="http://mediaevolution.se/nordicgame/wp-content/uploads/2010/04/namnlöst-7.jpg" alt="Be a numbers ninja" title="Be a numbers ninja" width="450" height="327" /></p>
<p>Playfish collects a billion data points every day. And he recommended all game creators to start collecting the data even if they hadn’t found the right rocket scientist to analyse the numbers. It was also important to look at actionable metrics instead of vanity data. It isn’t interesting to know how many people has used your game ever.</p>
<p>One important method that Kristian Segerstråle talked about was the funnel. That’s a model where yo measure a couple of important metrics along a users path. The example he used was a sale. The first path in the funnel might be how many users entered the shop, another how many added an inventory to the shopping basket, the next how many proceeded to the checkout and finally how many actually finished the purchased and gave you some money. </p>
<p>The numbers in the funnel isn&#8217;t as important as whether or not you can get them to increase, and by how much.<br />
Kristian Segerstråle also recommended all teams to have a meeting every morning when every one took a short time to look at the data and discuss what could be the reason behind changes in behaviour.</p>
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		<title>From 100 to 100 million user</title>
		<link>http://mediaevolution.se/nordicgame/from-100-to-100-million-user/</link>
		<comments>http://mediaevolution.se/nordicgame/from-100-to-100-million-user/#comments</comments>
		<pubDate>Wed, 28 Apr 2010 10:34:08 +0000</pubDate>
		<dc:creator>Martin Thörnkvist</dc:creator>
				<category><![CDATA[Nordic Game]]></category>
		<category><![CDATA[advice]]></category>
		<category><![CDATA[bigpoint]]></category>

		<guid isPermaLink="false">http://mediaevolution.se/nordicgame/?p=100</guid>
		<description><![CDATA[Nils Holger Henning from Bigpoint shared some ideas of how they grew their online gaming platform to over 100 million users. How to grow a user base:
Join forces with media companies
&#8220;We have over over 1000 distribution partners that bring us 100 000 of our 250 000 daily new users come from third party partners&#8221;
Use performance based marketing
&#8220;We [...]]]></description>
			<content:encoded><![CDATA[<p>Nils Holger Henning from <a href="http://bigpoint.net/">Bigpoint</a> shared some ideas of how they grew their online gaming platform to over 100 million users. How to grow a user base:</p>
<p><strong>Join forces with media companies<br />
<span style="font-weight: normal;">&#8220;We have over over 1000 distribution partners that bring us 100 000 of our 250 000 daily new users come from third party partners&#8221;</span></strong></p>
<p><strong>Use performance based marketing</strong><br />
&#8220;We work with Search Engine Marketing, Search engine optimization and affiliate networks. We are the biggest spender on Google in Europe. We use 80 000 keywords! The least expected is working really well, such as &#8216;life suck&#8217; and &#8216;I hate school&#8217;. Be creative!&#8221;</p>
<p><strong>Be viral<br />
<span style="font-weight: normal;">&#8220;Viral will not work if the users will have to pay to play, the more you give away the more users come. But at the same time it&#8217;s a kind of trade off, to make it work you need to get people to pay within the game. We get 90 000 of our daily new users thru viral campaignes&#8221;</span></strong></p>
<p>Good advices for game developers, good advices for other media businesses.</p>
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		<title>Join the international Location Based Game contest</title>
		<link>http://mediaevolution.se/nordicgame/join-the-international-location-based-game-contest/</link>
		<comments>http://mediaevolution.se/nordicgame/join-the-international-location-based-game-contest/#comments</comments>
		<pubDate>Wed, 28 Apr 2010 10:25:58 +0000</pubDate>
		<dc:creator>Petra Berggren</dc:creator>
				<category><![CDATA[Elbes]]></category>
		<category><![CDATA[contest]]></category>
		<category><![CDATA[locati]]></category>

		<guid isPermaLink="false">http://mediaevolution.se/nordicgame/?p=89</guid>
		<description><![CDATA[Yesterday at eLBeS an international Location Based Game contest was announced. The first price winner will receive a dazzling sum of 10 000 Euro to make the game design shine.
A location based game uses geographical position or positioning technology as a feature in the game design or as part of the game play. Any theme, [...]]]></description>
			<content:encoded><![CDATA[<p>Yesterday at <a href="http://elbes.eu/">eLBeS</a> an international Location Based Game contest was announced. The first price winner will receive a dazzling sum of 10 000 Euro to make the game design shine.</p>
<p>A location based game uses geographical position or positioning technology as a feature in the game design or as part of the game play. Any theme, story or genre will do, all graphics and imagery is possible. The game could be built on indoor positioning or on mapping up the world &#8211; as long as position and location are central features of the game concept.</p>
<p>The contest will start on May 5 2010, and the winner and the best location based game concept, will be announced on November 17, 2010.</p>
<p>Find more details, information, rules and regulations on the <a href="http://www.lbsgame.com">website</a> that opens on May 5.</p>
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		<title>Defining Cross Media</title>
		<link>http://mediaevolution.se/nordicgame/defining-cross-media/</link>
		<comments>http://mediaevolution.se/nordicgame/defining-cross-media/#comments</comments>
		<pubDate>Wed, 28 Apr 2010 09:13:14 +0000</pubDate>
		<dc:creator>Martin Thörnkvist</dc:creator>
				<category><![CDATA[Nordic Game]]></category>
		<category><![CDATA[cross media]]></category>
		<category><![CDATA[ozma]]></category>

		<guid isPermaLink="false">http://mediaevolution.se/nordicgame/?p=82</guid>
		<description><![CDATA[Lars Christiansen, Copenhagen Bombay, put the finger on &#8220;the problem&#8221; when he introduced himself. &#8220;I started in multi media which turned into new media. Now we say we do cross media, but somebody told me we do trans media&#8221;.
Karin Ryding, Ozma Speldesign, did a nice one sentence definition &#8220;for me cross media is the use of [...]]]></description>
			<content:encoded><![CDATA[<p>Lars Christiansen, <a href="http://www.copenhagenbombay.com/">Copenhagen Bombay</a>, put the finger on &#8220;the problem&#8221; when he introduced himself. &#8220;I started in multi media which turned into new media. Now we say we do cross media, but somebody told me we do trans media&#8221;.</p>
<p>Karin Ryding, <a href="http://www.ozma.se/">Ozma Speldesign</a>, did a nice one sentence definition &#8220;for me cross media is the use of different media formats at the <em>same</em> time&#8221;. Meaning you need to have the whole picture in mind when you are working out your idea, not first do one media and then at some other time do the same thing on another media.</p>
<p>Later on in the discussion Lars said that &#8220;we need people that know how to write for different media platforms, at least people that are good at one and know about all of the rest&#8221;. I think this is where we all are moving right now, or need to move. We are becoming some kind of renaissance people, that are great in different areas that we before used to separate. But as those areas merge it becomes easier for us to be good at many of them.</p>
<p>Maybe the cross in cross media has played out it&#8217;s role? Maybe all media is more or less using different medias to express them selves, meaning that all media today is cross media. The prefixes we tend to use when something new comes along has a meaning in the beginning to say &#8220;hey, listen, this is something new&#8221;.</p>
<p>I suggest we say we do media and focus on the unique ideas, characteras, engagement we create and talk only secondly about which category to put it in.</p>
<p>Am I onto something? Or do we need prefixes and categorizing to understand what we discuss?</p>
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		<title>.exec 2010</title>
		<link>http://mediaevolution.se/nordicgame/exec-2010/</link>
		<comments>http://mediaevolution.se/nordicgame/exec-2010/#comments</comments>
		<pubDate>Wed, 28 Apr 2010 08:02:56 +0000</pubDate>
		<dc:creator>Sara Ponnert</dc:creator>
				<category><![CDATA[Nordic Game]]></category>

		<guid isPermaLink="false">http://mediaevolution.se/nordicgame/?p=77</guid>
		<description><![CDATA[.exec 2.0 is a workshop gathering where the Nordic game industries top dogs gather to discuss the business in different topics. Yesterday the second gathering was conducted at the From &#38; Design Center in Malmö organized by DDM and the Nordic Game Program .
After Pia Kinhult from Region Skåne welcomed the crowed with the Swedish [...]]]></description>
			<content:encoded><![CDATA[<p>.exec 2.0 is a workshop gathering where the Nordic game industries top dogs gather to discuss the business in different topics. Yesterday the second gathering was conducted at the From &amp; Design Center in Malmö organized by <a title="DDM agents" href="http://www.ddmagents.com" target="_blank">DDM</a> and the <a title="Nordic Game" href="http://www.nordicgame.com" target="_blank">Nordic Game Program </a>.</p>
<p>After Pia Kinhult from Region Skåne welcomed the crowed with the Swedish national hymn &#8220;<a title="Helan Går!" href="http://web.abo.fi/karen/special/bd/skivor/helan_text.html" target="_blank">Helan går</a>!&#8221;(classic schnapps song) in the opening herring lunch, the afternoon was filed with discussions around agreement signing, how to become successful, broadening and interconnectivity among other things.</p>
<p>Some bullet points that came out from the discussions where; Stop looking at games as products and loot at them as services, react on the changes in the business, have a long plan on business development, know your customer, your ideas might be great (no one cares though) but where is the business model and of course &#8211; send less then you earn!</p>
<p>Per Strömbäck from <a title="Dataspelsbranschen" href="http://www.dataspelsbranschen.se/ " target="_blank">Dataspelsbranschen</a> summed up the day and ended it with saying; The gaming industry do not have to look up to the movie industry any more, we do not have the beat them in storytelling, we let the players make the story for us.</p>
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