Saturday, October 2, 2010

Making Money Online With




It's a geek's dream come true. John Vechey dropped out of college in 1997 to work on a computer game with his pal Brian Fiete. This year, their Seattle-based game company, PopCap, which they founded in 2000 with Jason Kapalka, is on track to bring in $100 million. PopCap employs more than 300 and has offices in Shanghai, Seoul, and Dublin, with studios in San Francisco; Chicago; and Vancouver, British Columbia. The company's first of 35 games, Bejeweled, has sold more than 50 million units. PopCap's secret: Build games so accessible that anyone can play.


I grew up in Wisconsin. My dad's family worked in steel, but my parents were hippies. My dad taught me that it's not worth doing things you don't want to do -- he never worked more than a part-time job. For him, spending time with his friends, family, and women was more important than making money. He had priorities.


My parents got divorced when I was young. I lived with my mom and then moved to Indiana to live with my dad. I've had seven stepdads. My two half-siblings, though, are on my dad's side from his second marriage. He divorced again, and moved into my building in Seattle with my 16-year-old half-brother, who is at my place playing Xbox all the time. He plays all of our games before they're released.


I grew up pretty poor. I bond with anyone who has ever eaten government cheese. I never did extracurricular activities, because I always had a job. When I went to Purdue University, I met Brian Fiete in a programming class. I never had a computer growing up, but I wanted to be a computer engineer. Brian was always the first person done in class, and I was always second. I suggested we make a game together. It evolved into an online game we named ARC, based on an arcade version of paintball. At the time, my GPA was 1.67. I had to choose between working on this game or failing out of college. So I put all my energy into the game.


That was in 1997. People started playing our game online, and then someone named Warpig logged on and said, "Let's chat." That was Jason Kapalka, our third co-founder. He worked at a game company and wanted to license ARC.


We made $45,000, which, when you're 19 and from Indiana, feels like a million bucks. Meanwhile, some friends of the family were next-door neighbors with the founders of Sierra, a gaming company in Seattle. Someone at Sierra called us for an interview, and next thing we knew, Brian and I both left Indiana to work on games for Sierra. After we sold ARC to Sierra for $100,000, we left the company and used the money to start our own business with Jason.


It was not well thought out; more like, Let's live off ramen noodles, play games, and see what happens. We called our company Sexy Action Cool because we thought it was funny; plus, we thought we were going to develop games, not sell directly to the public. Jason and I were working on an animated PG-13 strip-poker game called Foxy Poker that had no nudity but was a really good game. We approached Strip-Poker.com, a porn site, and said, "Why don't you give us a bunch of money and sell our game?" They laughed and said no.


Then we created Bejeweled. I was in Indiana visiting family when I saw this simple solitaire game online -- no animation or graphics, but I thought it was cool. So I sent an e-mail to Brian and Jason with an idea for a game, which Brian created the next day using different colored circles. Jason sent a bunch of gem graphics on Day Three, and by Day Four, Bejeweled -- a really simple game where you match gems -- was done.


We tried to sell it to Pogo, the online gaming site. Yahoo didn't want it, either. We wound up making a flat-rate deal with Microsoft. It became phenomenally successful for MSN, with 60,000 users a day. But we were making only $1,500 a month.


Back then, in 2000, fans started asking for a downloadable version, because everyone was still using dial-up modems and didn't want to tie up their phone lines. So we made one, with better graphics and sound -- and charged for it. I had to convince Yahoo, MSN, and so on that people would play the free version on their sites and then download a better version for $20. And then we'd split the sale 50-50 with the host site. It was a new business model.


We launched in 2001 and made $35,000 the first month. The next month, we made $40,000. We were like, Holy crap! We're finally making money, but it won't last. So Brian and I hang out in Argentina and drink wine for four months. When Yahoo signed on, we moved back.


We didn't know anything about business, so we hired consultants who said, "We'll fix all your problems -- just pay us $100,000 and give us 3 percent of your company." That pissed us off -- if you don't play games, don't give advice on how to make games. They did get us to hire a comptroller. Before that, my aunt was doing the bookkeeping.


We decided from the start to make our games incredibly fun and easy so that they appeal to everyone. We currently have 35. We never think we have the magic formula or assume a hit. And yet every game we've done has made money. It took us three years to perfect Plants Vs. Zombies. We don't track the resources that go into each game. If it's a great game, it's worth a lot of money. If it's a B+ game, it's essentially worth zero.


In 2004, we had 15 employees and turned down a $60 million offer to buy our company. We knew we had to start taking the business side more seriously. So we hired David Roberts, our CEO. He had worked for Apple and Adobe, and he understood we wanted him to grow the business but leave the creative side alone.


When Dave started, we were focused on creating new games instead of supporting revenue streams from each game. Dave changed that. More than 30 percent of our annual revenue comes from Bejeweled, because it can be played on all these different platforms: PC/Mac, Xbox, PlayStation, Wii, DS, PalmPilot, iPhone, iPad, in-flight entertainment.


Jason and I interact a lot, and Jason and Brian interact a lot. Brian's working on a game with Jason, and Jason is also involved with the creative direction of the company. There's a power to three -- there's a constant rejiggering and shifting of opinions.


Facebook didn't even exist when we started the company. The iPhone didn't exist. We've adapted and changed and rolled with everything that's come our way. We've constantly integrated our approach to games. We're never perfect. We're always pretty good, but we're always trying to be better.



Social games are the rage these days, but making money from them isn’t easy. Gamers play these titles for free, but Adknowledge is figuring out how game publishers can wind up making money from 100 percent of the players.


Adknowledge’s Burlingame, Calif.-based Super Rewards subsidiary is launching a three-part system for making money from virtual currency in games. That could help boost the engagement of players in social games and help raise the revenue generated from each user, said Adknowledge chief executive Scott Lynn. Adknowledge can offer this money-making system as a one-stop shop for publishers and game advertisers.


The three elements include an in-game overlay, offer banners, and a new offer wall for online game publishers. Adknowledge claims the new platform improves the experience for users and increases the number of paying users in a game. Adknowledge is one of a number of companies that give users the option of accepting special offers in lieu of payment for an online game. You can accept an offer such as signing up for a Netflix subscription in return for virtual currency in a game.


But results show that roughly 75 percent of players do not use offers. Super Rewards can target those missing the offers with an in-game overlay, which brings a single, high-value offer to users within a game. The overlay shows up at strategic moments in a game, such as after the initial load. The offers can include promotional language such as “Get More Coins.”


The offer banner uses the space around the main game landscape, presenting a mini version of an offer wall during game play. Users can pay for virtual items at the moment with direct payment methods.


Publishers using the three-part system include The Broth, whose Facebook game Barn Buddy saw its revenue increase 25 percent after using the new system for just five days, said Broth chief executive Markus Weichselbaum. Other publishers have seen a 45 percent increase in the number of new paying users. Adknowledge said developers have seen a 40-percent increase in the number of first-time payers. Super Rewards’ rivals include TrialPay and Offerpal.


Adknowledge has more than 300 employees and $300 million in revenue, making it the largest privately owned internet advertising network. It was founded in 2004 and has grown through acquisitions. The company has raised $48 million in funding from Technology Crossover Ventures.


Next Story: Game media firm IGN Entertainment to give free office space to indie game startups Previous Story: DEMO: VentureBeat’s Matt Marshall touts tech and farming trends (video)




Tony Hawk: Shred dated <b>News</b> - Page 1 | Eurogamer.net

Activision's launched an interactive website "that gives players a head start on honing their over-the-top skate and snowboarding skills as they explore new game content, the latest news and much, much more!" Check it out here. ...

<b>News</b> Corp Gave $1 Million To Chamber Of Commerce: Report

News Corp., the parent company of Fox News, contributed $1 million this summer to the US Chamber of Commerce, the business lobby that has been running an aggressive campaign in support of the Republican effort to retake Congress, ...

As AOL rushes to local <b>news</b>, Examiner.com is already there <b>...</b>

Dean is lead writer for GamesBeat at VentureBeat. He covers video games, security, chips and a variety of other subjects. ...


bench craft company rip off
bench craft company rip off

Make money online with Infolinks - Review by pmt2009


Tony Hawk: Shred dated <b>News</b> - Page 1 | Eurogamer.net

Activision's launched an interactive website "that gives players a head start on honing their over-the-top skate and snowboarding skills as they explore new game content, the latest news and much, much more!" Check it out here. ...

<b>News</b> Corp Gave $1 Million To Chamber Of Commerce: Report

News Corp., the parent company of Fox News, contributed $1 million this summer to the US Chamber of Commerce, the business lobby that has been running an aggressive campaign in support of the Republican effort to retake Congress, ...

As AOL rushes to local <b>news</b>, Examiner.com is already there <b>...</b>

Dean is lead writer for GamesBeat at VentureBeat. He covers video games, security, chips and a variety of other subjects. ...


bench craft company rip off bench craft company rip off



It's a geek's dream come true. John Vechey dropped out of college in 1997 to work on a computer game with his pal Brian Fiete. This year, their Seattle-based game company, PopCap, which they founded in 2000 with Jason Kapalka, is on track to bring in $100 million. PopCap employs more than 300 and has offices in Shanghai, Seoul, and Dublin, with studios in San Francisco; Chicago; and Vancouver, British Columbia. The company's first of 35 games, Bejeweled, has sold more than 50 million units. PopCap's secret: Build games so accessible that anyone can play.


I grew up in Wisconsin. My dad's family worked in steel, but my parents were hippies. My dad taught me that it's not worth doing things you don't want to do -- he never worked more than a part-time job. For him, spending time with his friends, family, and women was more important than making money. He had priorities.


My parents got divorced when I was young. I lived with my mom and then moved to Indiana to live with my dad. I've had seven stepdads. My two half-siblings, though, are on my dad's side from his second marriage. He divorced again, and moved into my building in Seattle with my 16-year-old half-brother, who is at my place playing Xbox all the time. He plays all of our games before they're released.


I grew up pretty poor. I bond with anyone who has ever eaten government cheese. I never did extracurricular activities, because I always had a job. When I went to Purdue University, I met Brian Fiete in a programming class. I never had a computer growing up, but I wanted to be a computer engineer. Brian was always the first person done in class, and I was always second. I suggested we make a game together. It evolved into an online game we named ARC, based on an arcade version of paintball. At the time, my GPA was 1.67. I had to choose between working on this game or failing out of college. So I put all my energy into the game.


That was in 1997. People started playing our game online, and then someone named Warpig logged on and said, "Let's chat." That was Jason Kapalka, our third co-founder. He worked at a game company and wanted to license ARC.


We made $45,000, which, when you're 19 and from Indiana, feels like a million bucks. Meanwhile, some friends of the family were next-door neighbors with the founders of Sierra, a gaming company in Seattle. Someone at Sierra called us for an interview, and next thing we knew, Brian and I both left Indiana to work on games for Sierra. After we sold ARC to Sierra for $100,000, we left the company and used the money to start our own business with Jason.


It was not well thought out; more like, Let's live off ramen noodles, play games, and see what happens. We called our company Sexy Action Cool because we thought it was funny; plus, we thought we were going to develop games, not sell directly to the public. Jason and I were working on an animated PG-13 strip-poker game called Foxy Poker that had no nudity but was a really good game. We approached Strip-Poker.com, a porn site, and said, "Why don't you give us a bunch of money and sell our game?" They laughed and said no.


Then we created Bejeweled. I was in Indiana visiting family when I saw this simple solitaire game online -- no animation or graphics, but I thought it was cool. So I sent an e-mail to Brian and Jason with an idea for a game, which Brian created the next day using different colored circles. Jason sent a bunch of gem graphics on Day Three, and by Day Four, Bejeweled -- a really simple game where you match gems -- was done.


We tried to sell it to Pogo, the online gaming site. Yahoo didn't want it, either. We wound up making a flat-rate deal with Microsoft. It became phenomenally successful for MSN, with 60,000 users a day. But we were making only $1,500 a month.


Back then, in 2000, fans started asking for a downloadable version, because everyone was still using dial-up modems and didn't want to tie up their phone lines. So we made one, with better graphics and sound -- and charged for it. I had to convince Yahoo, MSN, and so on that people would play the free version on their sites and then download a better version for $20. And then we'd split the sale 50-50 with the host site. It was a new business model.


We launched in 2001 and made $35,000 the first month. The next month, we made $40,000. We were like, Holy crap! We're finally making money, but it won't last. So Brian and I hang out in Argentina and drink wine for four months. When Yahoo signed on, we moved back.


We didn't know anything about business, so we hired consultants who said, "We'll fix all your problems -- just pay us $100,000 and give us 3 percent of your company." That pissed us off -- if you don't play games, don't give advice on how to make games. They did get us to hire a comptroller. Before that, my aunt was doing the bookkeeping.


We decided from the start to make our games incredibly fun and easy so that they appeal to everyone. We currently have 35. We never think we have the magic formula or assume a hit. And yet every game we've done has made money. It took us three years to perfect Plants Vs. Zombies. We don't track the resources that go into each game. If it's a great game, it's worth a lot of money. If it's a B+ game, it's essentially worth zero.


In 2004, we had 15 employees and turned down a $60 million offer to buy our company. We knew we had to start taking the business side more seriously. So we hired David Roberts, our CEO. He had worked for Apple and Adobe, and he understood we wanted him to grow the business but leave the creative side alone.


When Dave started, we were focused on creating new games instead of supporting revenue streams from each game. Dave changed that. More than 30 percent of our annual revenue comes from Bejeweled, because it can be played on all these different platforms: PC/Mac, Xbox, PlayStation, Wii, DS, PalmPilot, iPhone, iPad, in-flight entertainment.


Jason and I interact a lot, and Jason and Brian interact a lot. Brian's working on a game with Jason, and Jason is also involved with the creative direction of the company. There's a power to three -- there's a constant rejiggering and shifting of opinions.


Facebook didn't even exist when we started the company. The iPhone didn't exist. We've adapted and changed and rolled with everything that's come our way. We've constantly integrated our approach to games. We're never perfect. We're always pretty good, but we're always trying to be better.



Social games are the rage these days, but making money from them isn’t easy. Gamers play these titles for free, but Adknowledge is figuring out how game publishers can wind up making money from 100 percent of the players.


Adknowledge’s Burlingame, Calif.-based Super Rewards subsidiary is launching a three-part system for making money from virtual currency in games. That could help boost the engagement of players in social games and help raise the revenue generated from each user, said Adknowledge chief executive Scott Lynn. Adknowledge can offer this money-making system as a one-stop shop for publishers and game advertisers.


The three elements include an in-game overlay, offer banners, and a new offer wall for online game publishers. Adknowledge claims the new platform improves the experience for users and increases the number of paying users in a game. Adknowledge is one of a number of companies that give users the option of accepting special offers in lieu of payment for an online game. You can accept an offer such as signing up for a Netflix subscription in return for virtual currency in a game.


But results show that roughly 75 percent of players do not use offers. Super Rewards can target those missing the offers with an in-game overlay, which brings a single, high-value offer to users within a game. The overlay shows up at strategic moments in a game, such as after the initial load. The offers can include promotional language such as “Get More Coins.”


The offer banner uses the space around the main game landscape, presenting a mini version of an offer wall during game play. Users can pay for virtual items at the moment with direct payment methods.


Publishers using the three-part system include The Broth, whose Facebook game Barn Buddy saw its revenue increase 25 percent after using the new system for just five days, said Broth chief executive Markus Weichselbaum. Other publishers have seen a 45 percent increase in the number of new paying users. Adknowledge said developers have seen a 40-percent increase in the number of first-time payers. Super Rewards’ rivals include TrialPay and Offerpal.


Adknowledge has more than 300 employees and $300 million in revenue, making it the largest privately owned internet advertising network. It was founded in 2004 and has grown through acquisitions. The company has raised $48 million in funding from Technology Crossover Ventures.


Next Story: Game media firm IGN Entertainment to give free office space to indie game startups Previous Story: DEMO: VentureBeat’s Matt Marshall touts tech and farming trends (video)




bench craft company rip off

Tony Hawk: Shred dated <b>News</b> - Page 1 | Eurogamer.net

Activision's launched an interactive website "that gives players a head start on honing their over-the-top skate and snowboarding skills as they explore new game content, the latest news and much, much more!" Check it out here. ...

<b>News</b> Corp Gave $1 Million To Chamber Of Commerce: Report

News Corp., the parent company of Fox News, contributed $1 million this summer to the US Chamber of Commerce, the business lobby that has been running an aggressive campaign in support of the Republican effort to retake Congress, ...

As AOL rushes to local <b>news</b>, Examiner.com is already there <b>...</b>

Dean is lead writer for GamesBeat at VentureBeat. He covers video games, security, chips and a variety of other subjects. ...


bench craft company rip off bench craft company rip off

Tony Hawk: Shred dated <b>News</b> - Page 1 | Eurogamer.net

Activision's launched an interactive website "that gives players a head start on honing their over-the-top skate and snowboarding skills as they explore new game content, the latest news and much, much more!" Check it out here. ...

<b>News</b> Corp Gave $1 Million To Chamber Of Commerce: Report

News Corp., the parent company of Fox News, contributed $1 million this summer to the US Chamber of Commerce, the business lobby that has been running an aggressive campaign in support of the Republican effort to retake Congress, ...

As AOL rushes to local <b>news</b>, Examiner.com is already there <b>...</b>

Dean is lead writer for GamesBeat at VentureBeat. He covers video games, security, chips and a variety of other subjects. ...


bench craft company rip off bench craft company rip off

Tony Hawk: Shred dated <b>News</b> - Page 1 | Eurogamer.net

Activision's launched an interactive website "that gives players a head start on honing their over-the-top skate and snowboarding skills as they explore new game content, the latest news and much, much more!" Check it out here. ...

<b>News</b> Corp Gave $1 Million To Chamber Of Commerce: Report

News Corp., the parent company of Fox News, contributed $1 million this summer to the US Chamber of Commerce, the business lobby that has been running an aggressive campaign in support of the Republican effort to retake Congress, ...

As AOL rushes to local <b>news</b>, Examiner.com is already there <b>...</b>

Dean is lead writer for GamesBeat at VentureBeat. He covers video games, security, chips and a variety of other subjects. ...


bench craft company rip off bench craft company rip off












































No comments:

Post a Comment