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Call the neighbors and wake the children, because for one day only, Pet Society fans can get their hands on an absolutely adorable Black Kitty Chair. Everyone loves free stuff, especially when it's a fun item. So make sure to tell all your Pet Society friends about the free kitty throne. Just imagine a kitty sitting on this kitty chair, could there be anything cuter?
All you need to do is make sure you've clicked 'Like' on the Pet Society Facebook fanpage, then click the link below:
Get your free Black Kitty Chair >
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If you're not yet a fan of Pet Society, just head to their Facebook fanpage by clicking here, and 'Like' the page. Then click the link above to get your free Black Kitty Chair in Pet Society.
Showing posts with label electronic arts. Show all posts
Showing posts with label electronic arts. Show all posts
Wednesday, February 1, 2012
Friday, December 23, 2011
Yup, it's true - Electronic Arts lassos Bejeweled maker PopCap for $650 million
Turns out (one of) the rumors from the past few weeks are true -- Bejeweled-creator PopCap has been purchased by Electronic Arts for upwards of a billion dollars, an unnamed source confirms for Games.com this afternoon. The official news should be breaking shortly... stay tuned...
And the news is out. Electronic Arts has purchased PopCap for $650 million, adding its slate of critically acclaimed, best-selling games like Bejeweled, Plants vs. Zombies, Zuma, Bookworm (and other) to EA's already vast library of games.
"We picked EA because they have recast their culture around making great digital games," said PopCap CEO David Roberts says in a statement. "By working with EA, we'll scale our games and services to deliver more social, mobile, casual fun to an even bigger, global audience."
"EA and PopCap are a compelling combination," EA CEO John Riccitiello says. "PopCap's great studio talent and powerful IP add to EA's momentum and accelerate our drive towards a $1 billion digital business. EA's global studio and publishing network will help PopCap rapidly expand their business to more digital devices, more countries, and more channels."
EA will pay $650 million in cash and $100 million in shares of EA common stock will be issued to select PopCap stockholders. PopCap sellers will also be eligible for additional cash, based on PopCap's performance through December 2013.
This is an unexpected development, especially after PopCap had been very forthcoming about its plans to go public earlier this year. It will also be interesting to see how EA will help PopCap reach a new audience and how PopCap, in turn, will enhance EA's casual games business.
And the news is out. Electronic Arts has purchased PopCap for $650 million, adding its slate of critically acclaimed, best-selling games like Bejeweled, Plants vs. Zombies, Zuma, Bookworm (and other) to EA's already vast library of games.
"We picked EA because they have recast their culture around making great digital games," said PopCap CEO David Roberts says in a statement. "By working with EA, we'll scale our games and services to deliver more social, mobile, casual fun to an even bigger, global audience."
"EA and PopCap are a compelling combination," EA CEO John Riccitiello says. "PopCap's great studio talent and powerful IP add to EA's momentum and accelerate our drive towards a $1 billion digital business. EA's global studio and publishing network will help PopCap rapidly expand their business to more digital devices, more countries, and more channels."
EA will pay $650 million in cash and $100 million in shares of EA common stock will be issued to select PopCap stockholders. PopCap sellers will also be eligible for additional cash, based on PopCap's performance through December 2013.
This is an unexpected development, especially after PopCap had been very forthcoming about its plans to go public earlier this year. It will also be interesting to see how EA will help PopCap reach a new audience and how PopCap, in turn, will enhance EA's casual games business.
Thursday, December 15, 2011
Facebook gaming's fat cats will only get fatter, unfortunately
Companies like Zynga and EA (with the help of Playfish and PopCap) have long dominated the Facebook game scene. Sadly, it looks like that's not going to change anytime soon, according to a report released by Lazard Capital Markets. Basically, the report comes to the conclusion that, because they've already achieved critical mass, Zynga and EA will continue to rule Facebook games.
The report is based on meetings with six privately-held social game makers, including CrowdStar, Digital Chocolate, Funzio, HeyZap, IGG, and Tapjoy, according to All Facebook. "We acknowledge that toughening competition on Facebook could constrain margins and is generally negative for the space; however," the report reads, "we believe that rising user acquisition costs could be relatively positive for companies like Zynga and Electronic Arts that have already built large user bases on Facebook and disproportionately benefit from network effect and, therefore, may have an advantage over the newer companies in the space."
In other words, Zynga and EA will always competitive advantage over even relatively large companies like CrowdStar simply due to the fact that these companies already have created massive internal networks of players. This is exactly why no other company could release a game that amasses 5 million players in six days like CastleVille. The smaller developers' response?
Look elsewhere, basically. But when the majority of social gamers hang out on Facebook, where else is there to look? It's quite the predicament that the industry faces, especially considering the implications it could have as far as creativity is concerned on the platform. Developers will continue to create games that attempt to emulate Zynga and EA's wild success, and the copycat syndrome will persist. If the indie's time on Facebook is over, then all the hope we have for successful games that test the limits of the genre is for the players to grow tired of 'Ville after 'Ville.
Are you sick of the current stable of popular Facebook games? What new approaches or genres would you like to see on Facebook?
The report is based on meetings with six privately-held social game makers, including CrowdStar, Digital Chocolate, Funzio, HeyZap, IGG, and Tapjoy, according to All Facebook. "We acknowledge that toughening competition on Facebook could constrain margins and is generally negative for the space; however," the report reads, "we believe that rising user acquisition costs could be relatively positive for companies like Zynga and Electronic Arts that have already built large user bases on Facebook and disproportionately benefit from network effect and, therefore, may have an advantage over the newer companies in the space."
In other words, Zynga and EA will always competitive advantage over even relatively large companies like CrowdStar simply due to the fact that these companies already have created massive internal networks of players. This is exactly why no other company could release a game that amasses 5 million players in six days like CastleVille. The smaller developers' response?
Look elsewhere, basically. But when the majority of social gamers hang out on Facebook, where else is there to look? It's quite the predicament that the industry faces, especially considering the implications it could have as far as creativity is concerned on the platform. Developers will continue to create games that attempt to emulate Zynga and EA's wild success, and the copycat syndrome will persist. If the indie's time on Facebook is over, then all the hope we have for successful games that test the limits of the genre is for the players to grow tired of 'Ville after 'Ville.
Are you sick of the current stable of popular Facebook games? What new approaches or genres would you like to see on Facebook?
Monday, December 12, 2011
Internet safety expert accuses The Sims Social of promoting cybersex
I hope you packed some dry clothes, because we're about to lead you down one slippery slope. (Zing!) Charles Conway, self-proclaimed UK-based Internet safety expert and editor of Scam Detectives, alleges that EA and Playfish's enormously popular The Sims Social promotes cyber sex between children and adults (fat chance). And it's all thanks to The Sims Social's Woo-Hoo feature.
While playing the game, players can build asynchronous relationships with one another that can quickly grow into romantic relationships. Ultimately, those relationships will draw the players' avatars closer and can result in them having Woo-Hoo. And like any social activity in the game, players are rewarded Social Points for this that they can use to buy new items.
"Even if Facebook did verify the age of it's users (which it doesn't), at what age does it become acceptable for a child to engage in "virtual sex" for rewards," Conway asks. "Does it ever become acceptable? Isn't sex for rewards the very definition of prostitution? How is playing this game different to children having "cybersex" in a chatroom?"
The list of questions goes on. Sure, Woo-Hoo in The Sims Social is an allusion to having sex, but the "sexual" act displayed is arguably far from lewd--way less provocative than what children have access to on basic cable. More importantly, Woo-Hoo does not allow players to directly communicate within the game in real time like a chat room would.
"When 40% of kids admit that they have Facebook 'friends' that they don't know in 'real life,' there's a real risk of a predator using a game like this to build a relationship with a child that could lead to real world abuse," Conway writes. However, what is not pointed out is that all social relationships requested between The Sims Social players--including romantic ones--require the consent of the player from the start and at every stage of advancement.
If a player feels uncomfortable during any point of the "relationship," they can halt its progress. As for Playfish and EA restricting adult content (which suggestiveness is debatable), there are a number of Facebook games that arguably promote drug trafficking, serial murder and nearly genocidal manslaughter. Maybe it's time for Facebook to meet with the ESRB and PEGI.
Do you think that Woo-Hoo in The Sims Social promotes cybersex or prostitution? Would you agree with a rating system for Facebook games like one that exists for traditional games?
While playing the game, players can build asynchronous relationships with one another that can quickly grow into romantic relationships. Ultimately, those relationships will draw the players' avatars closer and can result in them having Woo-Hoo. And like any social activity in the game, players are rewarded Social Points for this that they can use to buy new items.
"Even if Facebook did verify the age of it's users (which it doesn't), at what age does it become acceptable for a child to engage in "virtual sex" for rewards," Conway asks. "Does it ever become acceptable? Isn't sex for rewards the very definition of prostitution? How is playing this game different to children having "cybersex" in a chatroom?"
The list of questions goes on. Sure, Woo-Hoo in The Sims Social is an allusion to having sex, but the "sexual" act displayed is arguably far from lewd--way less provocative than what children have access to on basic cable. More importantly, Woo-Hoo does not allow players to directly communicate within the game in real time like a chat room would.
"When 40% of kids admit that they have Facebook 'friends' that they don't know in 'real life,' there's a real risk of a predator using a game like this to build a relationship with a child that could lead to real world abuse," Conway writes. However, what is not pointed out is that all social relationships requested between The Sims Social players--including romantic ones--require the consent of the player from the start and at every stage of advancement.
If a player feels uncomfortable during any point of the "relationship," they can halt its progress. As for Playfish and EA restricting adult content (which suggestiveness is debatable), there are a number of Facebook games that arguably promote drug trafficking, serial murder and nearly genocidal manslaughter. Maybe it's time for Facebook to meet with the ESRB and PEGI.
Do you think that Woo-Hoo in The Sims Social promotes cybersex or prostitution? Would you agree with a rating system for Facebook games like one that exists for traditional games?
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