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			<image><link>http://blog.digitalchocolate.com/</link><url>http://blog.digitalchocolate.com/wp-content/themes/tripblog/images/dchoc_logo.png</url><title>Digital Chocolate</title></image><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="self" href="http://feeds.feedburner.com/Blogdigitalchocolatecom" type="application/rss+xml" /><feedburner:emailServiceId>Blogdigitalchocolatecom</feedburner:emailServiceId><feedburner:feedburnerHostname>http://feedburner.google.com</feedburner:feedburnerHostname><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="hub" href="http://pubsubhubbub.appspot.com" /><item>
		<title>APPONOMICS:  HOW THE MOBILE WEB WILL “SUPERSIZE” GAMES IN THE WEST</title>
		<link>http://feedproxy.google.com/~r/Blogdigitalchocolatecom/~3/TuS_aORj7gY/</link>
		<comments>http://blog.digitalchocolate.com/?p=368#comments</comments>
		<pubDate>Tue, 17 Nov 2009 18:11:00 +0000</pubDate>
		<dc:creator>Trip</dc:creator>
				<category><![CDATA[Trips Blog]]></category>
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		<guid isPermaLink="false">http://blog.digitalchocolate.com/?p=368</guid>
		<description><![CDATA[Apple is still hot  and here comes Android; the mobile web is now at a tipping point.  3G, WiFi,  touchscreens and app stores are now proliferating across numerous platforms and  devices, and for billions of consumers their next phone will be a mobile web  device.  The West finally has a chance [...]]]></description>
			<content:encoded><![CDATA[<p>Apple is still hot  and here comes Android; the mobile web is now at a tipping point.  3G, WiFi,  touchscreens and app stores are now proliferating across numerous platforms and  devices, and for billions of consumers their next phone will be a mobile web  device.  The West finally has a chance to catch and pass pioneering markets like  Japan and Korea.  This is exciting for <a title="http://www.digitalchocolate.com/iphone" href="http://www.digitalchocolate.com/iphone">Digital Chocolate</a> as most of  our channels and customers are in the West, where it now looks like the mobile  game market can grow four times larger in the four years from 2008 to  2012.</p>
<p>Before the App Store,  the Western game market was mostly Java games on 2G networks using slow WAP  browsers.  I think it is reasonable to believe that this Western market  consisted of 1 billion of these feature phones but that only 50 million were  actively buying games from the carrier decks.  If we assume that those gamers  spent $20 per year then the market would be $1 billion in consumer spending.  If  half of that revenue share went to the game publishers it would size the  pre-Apple Western mobile game business at $500 million in 2008.  But that’s only  50 cents per year per handset in the market because of the low level of customer  participation.</p>
<p>Led by the iPhone and  3G networks, the mobile web is coming fast to the West.  AT&amp;T and Verizon  recently reported respective annual increases of 87% and 92% in the number of  customers owning phones with mobile web capability.  They also reported  year-over-year increases of 33% and 28% in quarterly revenue from web data  traffic.  These are the first tectonic shifts from the first network with a  great device and the first one with a great 3G network; the best is yet to  come.</p>
<p>Earlier in 2009, the  Apple audience reached 50 million, at which time I would estimate that the  annual rate of Apple game purchases by consumers was $200 million.  At 70%  revshare, the game publishers’ share of market would be $140 million.  Some will  complain about lower app store pricing but in reality this market is much  healthier because a lot more customers are playing games.  Let’s assume that  these mobile web users are 4 times more likely to pay for games.  That would  mean that 20% of this audience, or 10 million handsets, generated the $200  million in purchases.  If so, we’re right back to the $20 per year being spent  by each gamer on the carrier deck.  But now there are 4 times more gamers!  And  since the revshare is higher at 70%, the net revenue per handset to the game  publishers is $2.80 per handset – nearly 6 times more than the 50 cent level of  the carrier deck.</p>
<p>And this is the tip  of the iceberg since handset forecasters believe that most of those 1 billion  Western feature phones will become mobile web phones in the next three years.   The behavior we see on the iPhone has been seen before in Japan and Korea, and  can and will become mass market.  The primary reason for this change in behavior  is that with the improvements in networks, devices and apps, the web is finally  *fun* on mobile devices.  And much more convenient than a desktop PC.  And  everyone wants to do it.  Like they’re already doing it in  Japan!</p>
<p>If we apply “  Apponomics” to 1 billion Western mobile web phones, the game market would be 20  times larger than it was on 50 million iPhones.  That would be $4 billion in  consumer spending, but perhaps to be cautious we should trim $1 billion from  this number to account for the late adopters who have tighter budgets.  Then the  market in 2012 would “only” be $3 billion at retail and at 70% revshare would be  $2.1 billion in publisher revenue.  That’s more than 4 times larger than our  $500 million estimate for 2008, and it is only three years away.  And it’s not  crazy.  Apps are catching on and will go mainstream.  Once upon a time nobody  had a PC and now every desktop has one.  The mobile web will be like that.  Even  if only half of this audience of 1 billion handsets buys a game, we are talking  about 500 million casual gamers.  If that many people are playing they would  only need to spend $6 per year to hit these forecasts.  That’s only 50 cents a  month.  I think this amply proves that pricing is not going to be an issue – it  will be dwarfed by the increase in viable mobile web devices and the higher  degree of audience participation.  What a surprise, the mobile web will be a lot  like … the web.</p>

<p><a href="http://feedads.g.doubleclick.net/~a/BgDiOLDXIHIZVzKwux9yWNbaYdE/0/da"><img src="http://feedads.g.doubleclick.net/~a/BgDiOLDXIHIZVzKwux9yWNbaYdE/0/di" border="0" ismap="true"></img></a><br/>
<a href="http://feedads.g.doubleclick.net/~a/BgDiOLDXIHIZVzKwux9yWNbaYdE/1/da"><img src="http://feedads.g.doubleclick.net/~a/BgDiOLDXIHIZVzKwux9yWNbaYdE/1/di" border="0" ismap="true"></img></a></p><img src="http://feeds.feedburner.com/~r/Blogdigitalchocolatecom/~4/TuS_aORj7gY" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>THE MOBILE MANIFESTO</title>
		<link>http://feedproxy.google.com/~r/Blogdigitalchocolatecom/~3/FtJsI2nCtqg/</link>
		<comments>http://blog.digitalchocolate.com/?p=360#comments</comments>
		<pubDate>Tue, 17 Nov 2009 01:05:24 +0000</pubDate>
		<dc:creator>Trip</dc:creator>
				<category><![CDATA[Trips Blog]]></category>
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		<guid isPermaLink="false">http://blog.digitalchocolate.com/?p=360</guid>
		<description><![CDATA[Western  fascination with the iPhone has invigorated the mobile content market but here  are ten things that must happen for mobile to fulfill its enormous  destiny:
1.   It’s About the Mobile Web
The  principles that have made the World Wide Web such a huge success have to be  enabled on mobile [...]]]></description>
			<content:encoded><![CDATA[<p>Western  fascination with the iPhone has invigorated the mobile content market but here  are ten things that must happen for mobile to fulfill its enormous  destiny:</p>
<p>1.   It’s About the Mobile Web</p>
<p>The  principles that have made the World Wide Web such a huge success have to be  enabled on mobile networks and devices.  This includes innovative and healthy  content supply chains, social value, viral spread, viral discovery, free trial,  and having a variety of ways to monetize and bill for mobile content.  DoCoMo  did this right from the beginning of mobile data in Japan in 1999 and today  Japan has the highest user penetration, highest user spending on mobile data,  and highest spending on mobile content.  Far more email in Japan is sent from  mobile devices than from desktops.  Korea copied the key elements of this model  and had similarly great results.  In the West, many phone companies ignored  DoCoMo and what had been learned from their sister wireline broadband companies,  where again today we have consumers spending more on data than on voice because  of the web.</p>
<p>2.  3G  is a Requirement</p>
<p>To  really feel like the web, 3G is the baseline requirement for network  performance.  It didn’t happen with 2G.</p>
<p>3.   Touchy Feely</p>
<p>Another  baseline requirement appears to be the better feeling of “flow” that is provided  by a touch screen.  Capacitive touch screens that rely on sensing electricity  levels are ideal because they can be more, “swipey”.  This quality of user  experience has obviously caught the imagination of the  public.</p>
<p>4.  App  Stores with Integrated Billing</p>
<p>A  shopping experience like Apple’s App Store that adopts many of the DoCoMo  business practices is also a requirement for both the customers and the supply  chain.</p>
<p>5.   Virtual Economies Will Lead</p>
<p>For  games in particular we will see a shift from games as a product to games as a  service and a shift from paying for the game to free trial with paying for the  stuff you need to fully enjoy the game.</p>
<p>6.   Offer Completion Networks</p>
<p>Yes,  they need to be cleaned up but they are an important economic element and they  need to migrate to mobile like banner ad networks have.</p>
<p>7.   Content Supply Chain Health</p>
<p>DoCoMo  originally paid 91% of content fees to their content publishers and also  cultivated support for the innovative and serious professional suppliers who  could scale and help drive market growth.  Today, companies like Facebook and  Apple are actually too laissez faire; they take the app supply chains for  granted and overrate the importance of both the big companies and the long  tail.</p>
<p>8.  A  New Middle Class Must Rise</p>
<p>The  supply of web content or App Store content can divide into 3 classes:  big  companies, the long tail, and an emerging middle class of newer and smaller  companies that are doing native development that is innovative and that fits the  new mobile medium.  The operators of the App Stores need to actively cultivate  this new middle class.  Ultimately the long tail will produce some gems and  develop some amateurs into professionals.  But the long tail must be viewed more  as a developmental part of the supply chain, not the key driver.  And big  companies cannot define or grow a new medium (the web being Exhibit A).  To  develop this middle class the App Store owners need to actively identify, help  and support a handful of small companies that have the potential to scale into  the future Googles and Facebooks of mobile.</p>
<p>9.   Social Will Go Mobile and Across Platforms</p>
<p>The  entire concept of social media that is now dominated by desktop PCs will shift  to the mobile side and cross-platform.  Why?  First, because there are only  going to be 1-2 billion PCs compared to 5-6 billion mobile devices.  Second,  because you especially need to be “connected” 24&#215;7 to obtain social value and  this can only come from your mobile device.  The shift already happened in  Japan; in the West it is merely awaiting the rest of the needs on this list.   Finally, when you get to social media as a service in the cloud you will want to  connect with friends and other people regardless of what network or device they  are coming in from.  Companies that are better at covering more platforms will  have an advantage.</p>
<p>10.   Social Networks Will Be Mobile Apps but Not Mobile Portals</p>
<p>Facebook  is already a potent mobile app but won’t be the same kind of “destination” that  they have become on the PC.  SNS will have to have a shrunken feature set to fit  on the mobile side and will compete on a more level playing field with other  apps that are entirely crafted with mobility in mind.</p>
<p>There  is compelling early evidence of our enormous market potential and how these  issues and opportunities are already taking shape.  Morgan Stanley analyst Mary  Meeker did a great job at the recent Web 2.0 conference of organizing some of  the facts and data behind these trends.  You can find her slide show at this  link:</p>
<p><a title="http://www.techcrunch.com/2009/10/20/mary-meeker-economy-is-recovering-mobile-is-exploding-and-the-iphone-is-awesome/" href="http://www.techcrunch.com/2009/10/20/mary-meeker-economy-is-recovering-mobile-is-exploding-and-the-iphone-is-awesome/">http://www.techcrunch.com/2009/10/20/mary-meeker-economy-is-recovering-mobile-is-exploding-and-the-iphone-is-awesome/</a></p>

<p><a href="http://feedads.g.doubleclick.net/~a/gZt8vvUH6XqfYIwzmoqBqOJn78k/0/da"><img src="http://feedads.g.doubleclick.net/~a/gZt8vvUH6XqfYIwzmoqBqOJn78k/0/di" border="0" ismap="true"></img></a><br/>
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		<item>
		<title>OFFERGATE</title>
		<link>http://feedproxy.google.com/~r/Blogdigitalchocolatecom/~3/WBEgobVTwSw/</link>
		<comments>http://blog.digitalchocolate.com/?p=357#comments</comments>
		<pubDate>Thu, 12 Nov 2009 21:38:47 +0000</pubDate>
		<dc:creator>Trip</dc:creator>
				<category><![CDATA[Trips Blog]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[Facebook]]></category>
		<category><![CDATA[offer completion]]></category>
		<category><![CDATA[Offerpal]]></category>
		<category><![CDATA[social games]]></category>
		<category><![CDATA[T-Mobile]]></category>
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		<guid isPermaLink="false">http://blog.digitalchocolate.com/?p=357</guid>
		<description><![CDATA[There have been some juicy video clips and news accounts that began sparking 2 weeks ago when TechCrunch and Offerpal traded tirades about the offer completion networks that are enabling social gaming growth on Facebook.
I take a balanced view of all of this.  First of all we are talking about a new industry that is [...]]]></description>
			<content:encoded><![CDATA[<p>There have been some juicy video clips and news accounts that began sparking 2 weeks ago when TechCrunch and Offerpal traded tirades about the offer completion networks that are enabling social gaming growth on Facebook.</p>
<p>I take a balanced view of all of this.  First of all we are talking about a new industry that is having typical growing pains.  And yes, there are abuses.  One of the worst is the scams that offer something simple like a free ringtone and then ask for your phone number.  But then they start charging you by using premium SMS fees on your phone bill for huge monthly subscriptions that you didn’t realize you signed up for.  This problem has plagued the mobile industry for awhile and it migrated to these new offer networks.  There are a variety of other abuses.</p>
<p>On the other hand, there is an important role being played by the offer networks.  Some offers provide a good deal and the offer networks let the game publisher filter which ones their customers can see.  Some customers cannot pay and offers provide an alternative.  Some customers are not yet at a level of engagement with a game that would compel them to set up a payment method.  So filling out an offer or two to enhance the game experience can be a bridging mechanism towards both engagement and a better payment method.  This is especially true on the mobile side where consumer smartphone deployments other than the iPhone have gotten ahead of the payment methods.</p>
<p>T-Mobile in the U.S. just announced that they will soon be launching direct carrier billing for their Android phones, so that is a step in the right direction.  But let’s not give up on offer completion networks prematurely.</p>

<p><a href="http://feedads.g.doubleclick.net/~a/lcWQtNPkWsbB6BOsw1S_cbkdj1I/0/da"><img src="http://feedads.g.doubleclick.net/~a/lcWQtNPkWsbB6BOsw1S_cbkdj1I/0/di" border="0" ismap="true"></img></a><br/>
<a href="http://feedads.g.doubleclick.net/~a/lcWQtNPkWsbB6BOsw1S_cbkdj1I/1/da"><img src="http://feedads.g.doubleclick.net/~a/lcWQtNPkWsbB6BOsw1S_cbkdj1I/1/di" border="0" ismap="true"></img></a></p><img src="http://feeds.feedburner.com/~r/Blogdigitalchocolatecom/~4/WBEgobVTwSw" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>GONE FISHING</title>
		<link>http://feedproxy.google.com/~r/Blogdigitalchocolatecom/~3/WdxLJrPqxsQ/</link>
		<comments>http://blog.digitalchocolate.com/?p=322#comments</comments>
		<pubDate>Tue, 10 Nov 2009 22:26:28 +0000</pubDate>
		<dc:creator>Trip</dc:creator>
				<category><![CDATA[Trips Blog]]></category>
		<category><![CDATA[acquisition]]></category>
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		<guid isPermaLink="false">http://blog.digitalchocolate.com/?p=322</guid>
		<description><![CDATA[EA paying up to $400  million for Playfish is a wonderful validation of the emerging social gaming  space.  This is a legitimate industry sector that is expanding the audience size  for digital games by an order of magnitude.  It makes sense for EA and other big  companies to take casual, mobile [...]]]></description>
			<content:encoded><![CDATA[<p>EA paying up to $400  million for Playfish is a wonderful validation of the emerging social gaming  space.  This is a legitimate industry sector that is expanding the audience size  for digital games by an order of magnitude.  It makes sense for EA and other big  companies to take casual, mobile and social content much more seriously.   Combined with Google’s announcement about the acquisition of Admob, we’re also  seeing a sudden increase in the mergers and acquisition activity of big Internet  companies.  This is a key step in the recovery of our financial markets and will  lead to more deals and even some IPOs.  Another indicator is the Nasdaq Computer  100 Index which is up 85% in the last six months.  For big media companies and  financial institutions, these deals are a clarion call that they should all get  their big bets placed in social gaming and the mobile web.  The early birds get  the worm, or in this case the fish.</p>
<p>EA also announced  plans to lay off 1,500 workers in what is a continuing trend of disruption of  the console game sector.  It was not long ago that the Sony PlayStation  dominated gamer mindshare and dollar but look at Sony today.  Even Nintendo is  being disrupted by the iPod touch and everyone, even Apple, is being disrupted  by Facebook’s massive growth.  The Omni Media explosion is getting everyone to  play games but they’re playing on a variety of platforms in a lot of new ways.  It is no longer controlled by the big players and their traditional channels.   This is a classic example of Clayton Christensen’s thesis from The Innovator’s  Dilemma.  EA made a smart move in moving quickly to nab Playfish and other big  media companies subject to digital disruption will need to follow  suit.</p>

<p><a href="http://feedads.g.doubleclick.net/~a/r0eKQwvE2dbDboLgeXma3rBXvGc/0/da"><img src="http://feedads.g.doubleclick.net/~a/r0eKQwvE2dbDboLgeXma3rBXvGc/0/di" border="0" ismap="true"></img></a><br/>
<a href="http://feedads.g.doubleclick.net/~a/r0eKQwvE2dbDboLgeXma3rBXvGc/1/da"><img src="http://feedads.g.doubleclick.net/~a/r0eKQwvE2dbDboLgeXma3rBXvGc/1/di" border="0" ismap="true"></img></a></p><img src="http://feeds.feedburner.com/~r/Blogdigitalchocolatecom/~4/WdxLJrPqxsQ" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>HORNED IN</title>
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		<comments>http://blog.digitalchocolate.com/?p=283#comments</comments>
		<pubDate>Thu, 05 Nov 2009 00:26:28 +0000</pubDate>
		<dc:creator>Trip</dc:creator>
				<category><![CDATA[Trips Blog]]></category>
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		<guid isPermaLink="false">http://blog.digitalchocolate.com/?p=283</guid>
		<description><![CDATA[I love  Disneyland and just took my kids there for the umpteenth time.  So we did the  submarine ride and got in a line for the Matterhorn and I accidentally bumped my  iPhone screen where the email button is and next thing I knew I’d downloaded 140  emails that I didn’t [...]]]></description>
			<content:encoded><![CDATA[<p>I love  Disneyland and just took my kids there for the umpteenth time.  So we did the  submarine ride and got in a line for the Matterhorn and I accidentally bumped my  iPhone screen where the email button is and next thing I knew I’d downloaded 140  emails that I didn’t really feel like reading on vacation.  But I was stuck in a  line so I thought maybe I would just clean up the mailbox by deleting things  that didn’t require a lot of reading or replying.  I get pretty engrossed in  this and have marked nearly 100 messages for deletion when I’m surprised that it  is time to board the toboggan car.  I climb in with my five-year old and get our  seatbelts sorted out but I don’t want to quit the email app until I’ve finished,  so I’m holding the iPhone carefully as the ride begins and am feverishly trying  to delete these 100 messages while we’re on the ramp up to the top.  But I don’t  quite make it and off we go down the Matterhorn and I am desperately clutching  the iPhone – this thing is my life and any moment my life could go flying into  the abyss!  My kid is slamming into me and I’m being tossed left and right and I  can’t use my arms to brace or hold on because I have to hold both my child and  the iPhone.  I’m getting pounded around all the way down the mountain, scared  I’m going to lose the dang phone; this is perhaps the most terrified I have been  on a theme park ride.  However, it’s only the second-weirdest experience using a  mobile app that I know about.  My favorite is still Jason Ford’s story about a  Sprint customer putting their phone in a plastic baggie so they could keep  playing a game in the shower.  I’m crazy but not <em>that</em> crazy.</p>
<p>Then we  go to ride the carousel and we get very lucky – the live band from the Mary  Poppins’ movie, the scene where the characters ride horses off a carousel into a  horse race – actually gets on the carousel with us.  I’m really thrilled by this  special moment because we find a horse on the outside that goes up and down that  is immediately following the band – we are literally imitating in real life the  scene from the film.  But my son is grumpy throughout the ride.  It later  develops that he wanted a certain horse and a little girl had beaten him to it.   He was apoplectic and I could not talk him down from the ledge.  So we had to  then wait one entire ride cycle to get to be first in line for yet another ride  where I could then outrace the other parents to make sure he got the horse he  wanted.  If I were to ask him in 20 years about the time we got to ride in the  horserace from Mary Poppins, I am sure he’d only say, “All I remember is that  girl stole my horse”.  Ah, parenting!</p>
<p>I then  enjoyed the hilarious irony of the Pinocchio ride that features Pleasure Island  – a place where self-indulgent adolescents go to overindulge and are turned into  overstuffed herbivores.  I wonder if Disneyland realizes they are doing a parody  of themselves?</p>

<p><a href="http://feedads.g.doubleclick.net/~a/Ts733WMqH6fLGV2a_DBohZVvGTQ/0/da"><img src="http://feedads.g.doubleclick.net/~a/Ts733WMqH6fLGV2a_DBohZVvGTQ/0/di" border="0" ismap="true"></img></a><br/>
<a href="http://feedads.g.doubleclick.net/~a/Ts733WMqH6fLGV2a_DBohZVvGTQ/1/da"><img src="http://feedads.g.doubleclick.net/~a/Ts733WMqH6fLGV2a_DBohZVvGTQ/1/di" border="0" ismap="true"></img></a></p><img src="http://feeds.feedburner.com/~r/Blogdigitalchocolatecom/~4/yT5dk_upbhs" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>WHEN DO YOU WANT IT, WALT?</title>
		<link>http://feedproxy.google.com/~r/Blogdigitalchocolatecom/~3/UbpjuiddY_I/</link>
		<comments>http://blog.digitalchocolate.com/?p=226#comments</comments>
		<pubDate>Thu, 29 Oct 2009 18:22:22 +0000</pubDate>
		<dc:creator>Trip</dc:creator>
				<category><![CDATA[Trips Blog]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[Disneyland]]></category>
		<category><![CDATA[Jesus Christ]]></category>
		<category><![CDATA[Madden]]></category>
		<category><![CDATA[Matterhorn]]></category>
		<category><![CDATA[Pirates]]></category>
		<category><![CDATA[Snow White]]></category>
		<category><![CDATA[Walt Disney]]></category>

		<guid isPermaLink="false">http://blog.digitalchocolate.com/?p=226</guid>
		<description><![CDATA[Naturally I had to hit the new Walt  Disney Family  Museum on the first weekend it was open.  After Jesus Christ, Walt Disney is my favorite hero and I’ve studied his life and career quite a bit.  Needless to say I loved the museum which is really well done.  As always I was [...]]]></description>
			<content:encoded><![CDATA[<p>Naturally I had to hit the new Walt  Disney Family  Museum on the first weekend it was open.  After Jesus Christ, Walt Disney is my favorite hero and I’ve studied his life and career quite a bit.  Needless to say I loved the museum which is really well done.  As always I was inspired by connection points that I found with Disney.  He struggled and had serious failures.  At the museum I learned that Snow White, the first full-length animated film, had been known as, “Walt’s Folly”.  It reminded me of the period at EA when Madden Football was being called, “Trip’s Folly”.  Disney was infatuated with The Matterhorn, making both a movie and a theme park attraction out of it.  At the museum there are photos of Walt and his wife hiking in Zermatt.  I’m equally in love with The Matterhorn, which I climbed back in 1991 when I was still doing technical rock climbing (before I had kids).  I also grew up with Disneyland, which opened not long after I was born and was near my home.  Seeing all the models and drawings at the museum took me back to my childhood when I had a strong interest in architecture and did layouts of theme parks and built hypothetical attractions.  But the best reminder for me was in remembering that Walt was about my current age when he launched Disneyland.  I like to pursue new ideas and Disney is such a great role model because he was always innovating and he kept on doing it until the day he died.</p>
<p>The museum reminded me of my days at Apple where we worked with a former Disney Imagineer named Mike Vance.  Vance had told us about Joe Fowler, the Navy Admiral who managed theme park construction for Disney for many years.  Fowler was famous for being able to do any hair-brained scheme that Walt could dare to come up with.  Walt went on the Pirates ride before its debut and felt there was something missing.  He decided that the bayou needed fireflies.  A lot of engineering managers would have blown a gasket at this point on a project and would have said it was too late, over budget, would kill the schedule and should have been specified earlier.  And would have been indignant.  Admiral Joe Fowler just said, “When do you want them, Walt?”  The fireflies are one of my favorite things at Disneyland and I still remember the first time I went on the ride and kept studying them until I figured out how they did it (same thing with the clouds that go past the moon; in both cases really simple and elegant design solutions).  Well, I remember at Apple that after hearing this story some of us gently suggested to our engineers that they should be more like Admiral Fowler.  They didn’t agree.  In fact one of them went and got buttons made with the slogan just to mock us.  Ironically that guy later got fired for complaining that I was insisting that they use a mouse for user input and refusing to cooperate about it.</p>

<p><a href="http://feedads.g.doubleclick.net/~a/UibiaQYks3nKQdGV442xGtMKG2Q/0/da"><img src="http://feedads.g.doubleclick.net/~a/UibiaQYks3nKQdGV442xGtMKG2Q/0/di" border="0" ismap="true"></img></a><br/>
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		<item>
		<title>OMG – WHO’S GOT THE EDGE?</title>
		<link>http://feedproxy.google.com/~r/Blogdigitalchocolatecom/~3/9VTc4_rwJMc/</link>
		<comments>http://blog.digitalchocolate.com/?p=148#comments</comments>
		<pubDate>Tue, 27 Oct 2009 21:03:37 +0000</pubDate>
		<dc:creator>Trip</dc:creator>
				<category><![CDATA[Trips Blog]]></category>
		<category><![CDATA[casual]]></category>
		<category><![CDATA[console]]></category>
		<category><![CDATA[convenience]]></category>
		<category><![CDATA[GaaS]]></category>
		<category><![CDATA[MMO]]></category>
		<category><![CDATA[mobile]]></category>
		<category><![CDATA[OMG]]></category>
		<category><![CDATA[Omni Media]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[platforms]]></category>
		<category><![CDATA[Publishers]]></category>
		<category><![CDATA[Rules]]></category>
		<category><![CDATA[service]]></category>
		<category><![CDATA[Social]]></category>
		<category><![CDATA[Viral]]></category>

		<guid isPermaLink="false">http://blog.digitalchocolate.com/?p=148</guid>
		<description><![CDATA[Let’s talk about the  Ten Rules of Omni Media Gaming and do some handicapping of platforms and game  publishers, to see how well positioned they are for the emergence of  OMG.
1.         Less is  More.  Advantage goes to mobile and casual game publishers who grew up doing  this.  Console, boxed PC [...]]]></description>
			<content:encoded><![CDATA[<p>Let’s talk about the  Ten Rules of Omni Media Gaming and do some handicapping of platforms and game  publishers, to see how well positioned they are for the emergence of  OMG.</p>
<p>1.         Less is  More.  Advantage goes to mobile and casual game publishers who grew up doing  this.  Console, boxed PC and MMO publishers are at a big disadvantage because  their brands stand for hardcore immersion.</p>
<p>2.          Socializing.  Current advantage goes to publishers and platforms that enable  virality through virtual worlds, social networks and the iPhone.  Console and PC  publishers are again behind the curve, and so are the casual game portals that  are too much like retail stores.</p>
<p>3.          Convenience.  Big advantage to mobile publishers because mobile devices are the  ultimate in convenience and “thin clients”.  Similarly, web services including  social games and virtual worlds are capable of making the transition to mobile  as the mobile web gets established.  Publishers of conventional web downloadable  games, MMOs and boxed games are at a disadvantage because their game files are  enormous and not portable.</p>
<p>4.         “Checking  In”.  Even the consoles now have online communities but the long-term advantage  will go to game publishers that are cross-platform and “in the cloud” rather  than being platform-specific.  This is wide open because nobody is yet truly  cross-platform or legitimately operating on the SaaS (Software as a Service)  model.</p>
<p>5.         Ubiquity.   There is a short list of classic games that, like Tetris, add brand power on top  of ubiquity.  But to grow the market it will take many original new games that  have mass appeal and that are worth talking about with your friends.  Hence the  long-term advantage will go to publishers of the best original casual games.   Again the console, PC and MMO publishers lose the edge because they stand for  high performance, not ubiquity.</p>
<p>6.         Short  Sessions.  Because they have been doing this for years, the big advantage goes  to publishers of the best original mobile and casual games.  Social game  companies have been doing this with the so-called “hamster games” but are trying  to improve their game design skills.  Once again the console, PC and MMO  companies are in the wrong position both in terms of brands and  technology.</p>
<p>7.          Personalization.  The virtual worlds and social gaming companies have the lead,  but every game company does this to some extent and understands the  principles.</p>
<p>8.         Games as a  service.  Companies that already operate client-server networked games should  have the advantage here, but I don’t believe that brands, technology and skills  from an MMO will translate into success with Omni Games as a Service.  Also, all  of the network game companies are entirely too native and dug in on particular  platforms, ranging from Xbox LIVE to Facebook or even the iPhone.  To succeed  with Games as a Service a publisher has to be cross-platform, an area where some  mobile publishers have the edge because they have already organized their  technology to deal with device fragmentation.</p>
<p>9.          Cross-platform.  Today, nobody really has scaled a product line or a major  service across all the relevant gaming platforms, so this concept is wide open.   But again the clear edge goes to companies that already have a development  process that plans for all platforms in advance.</p>
<p>10.        Access  points.  A big edge here for companies that are already accustomed to free games  that are delivered from a server.  Many of the larger and more mature game  companies don’t believe you can make money this way, so they are out of  position.  This is true whether they are virtual worlds, MMOs, PC, console or  even casual web game companies:  all of them want you to purchase and install a  large client on one specific platform that will be your only access  point.</p>

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		<item>
		<title>DOMINATING THE DIGITS</title>
		<link>http://feedproxy.google.com/~r/Blogdigitalchocolatecom/~3/n9S9VpfcUrQ/</link>
		<comments>http://blog.digitalchocolate.com/?p=206#comments</comments>
		<pubDate>Thu, 22 Oct 2009 16:00:37 +0000</pubDate>
		<dc:creator>Trip</dc:creator>
				<category><![CDATA[Trips Blog]]></category>
		<category><![CDATA[3D Brick Breaker Revolution]]></category>
		<category><![CDATA[3D Rollercoaster Rush]]></category>
		<category><![CDATA[App Store]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[community]]></category>
		<category><![CDATA[Digital Chocolate]]></category>
		<category><![CDATA[Haunted 3D Rollercoaster Rush]]></category>
		<category><![CDATA[review]]></category>
		<category><![CDATA[SEO]]></category>

		<guid isPermaLink="false">http://blog.digitalchocolate.com/?p=206</guid>
		<description><![CDATA[We recently reached  40 million downloads on the Apple App Store and continue to be # 1 on that  platform in total downloads, number of apps charting at # 1 (six), number of  apps charting in the Top 5 (twelve) and total number of consumer reviews  (closing in on 1,500,000).  That [...]]]></description>
			<content:encoded><![CDATA[<p>We recently reached  40 million downloads on the Apple App Store and continue to be # 1 on that  platform in total downloads, number of apps charting at # 1 (six), number of  apps charting in the Top 5 (twelve) and total number of consumer reviews  (closing in on 1,500,000).  That last figure blows me away; our App Store review  forum community rivals the population of Barcelona, Vienna or  Philadelphia!</p>
<p>Because of these  leadership characteristics, we also look pretty good on another somewhat odd  metric:  if a consumer enters a single digit into the App Store search feature  there is about a 20% chance that Digital Chocolate will be one of the top  “recommendations”.  This is not some SEO trick it is simply the result of being  so dominant in downloads and the apparent fact that the search system proposes  recommendations based on what other customers have been looking for and  downloading.  When a whole lot of people are looking for Digital Chocolate, the  search engine sees some of these letters or numerals and it thinks, “oh, you  must be looking for Digital Chocolate, everyone else is”.  We’re the # 1  recommendation for the letters “D” and “H” and the numeral “3”; and the # 2  recommendation for the letter “C” and the numerals “3” and “9”.  For the numeral  “3”, we comprise the top 3 recommendations (3D Brick Breaker Revolution, Haunted  3D Rollercoaster Rush and 3D Rollercoaster Rush).  We even show up in the top  handful of recommendations for the letter “I” which is apparently because of the  word, “Inc.” at the end of our company name.  No doubt tens of thousands of apps  have the letter “I” in words like this but they’re not getting the download  activity that we are.</p>

<p><a href="http://feedads.g.doubleclick.net/~a/Y3YhWyL_innWETM7tAteCzzYB_Y/0/da"><img src="http://feedads.g.doubleclick.net/~a/Y3YhWyL_innWETM7tAteCzzYB_Y/0/di" border="0" ismap="true"></img></a><br/>
<a href="http://feedads.g.doubleclick.net/~a/Y3YhWyL_innWETM7tAteCzzYB_Y/1/da"><img src="http://feedads.g.doubleclick.net/~a/Y3YhWyL_innWETM7tAteCzzYB_Y/1/di" border="0" ismap="true"></img></a></p><img src="http://feeds.feedburner.com/~r/Blogdigitalchocolatecom/~4/n9S9VpfcUrQ" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>TOWERING ADDICTION</title>
		<link>http://feedproxy.google.com/~r/Blogdigitalchocolatecom/~3/sCB3rfLqcYs/</link>
		<comments>http://blog.digitalchocolate.com/?p=201#comments</comments>
		<pubDate>Tue, 20 Oct 2009 01:19:50 +0000</pubDate>
		<dc:creator>Trip</dc:creator>
				<category><![CDATA[Trips Blog]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[avatars]]></category>
		<category><![CDATA[battle]]></category>
		<category><![CDATA[friends]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[multiplayer]]></category>
		<category><![CDATA[Tower Bloxx]]></category>
		<category><![CDATA[Xbox]]></category>
		<category><![CDATA[Xbox LIVE]]></category>
		<category><![CDATA[YouTube]]></category>

		<guid isPermaLink="false">http://blog.digitalchocolate.com/?p=201</guid>
		<description><![CDATA[Many of us have enjoyed the addictive fun of Tower Bloxx, which launches October 21 on Xbox LIVE.  This is quite a milestone for Digital Chocolate and again proves that great game mechanics and design from a small screen can play even better on a big screen.  The same is true for movies.  A paperback [...]]]></description>
			<content:encoded><![CDATA[<p>Many of us have enjoyed the addictive fun of <a href="http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d80258410956?cid=DC_TBD">Tower Bloxx</a>, which launches October 21 on Xbox LIVE.  This is quite a milestone for Digital Chocolate and again proves that great game mechanics and design from a small screen can play even better on a big screen.  The same is true for movies.  A paperback book with a great story can make a great movie, but $100 million in action scenes and special effects are boring without a good story driving them.  With a game it’s important to match up the audiovisuals to the fidelity of the platform, but in the end the key ingredient is the gameplay.</p>
<p>So indeed, Tower Bloxx on the Xbox has amazing graphics including nice touches like the enormous hand that you can use to straighten your tower to make perfect sets.  And the high-altitude 3D views from the airplane rides you can unlock.  But God is in the new details:  avatars in multiplayer modes and that spawn and control stuff like the crane; wacky power-ups like bombs and the Mayor’s Blessing that protects your tower; building a city with a population of 200,000 living in Mega Towers.  My favorite features are the Battle mode where 4 players compete on 2 teams and divide into offensive and defensive roles.  And the handicapping feature whereby the trailing tower gets more value from power-ups, so the trailing team can stay motivated and keep it exciting for everyone.  And of course there are other details like the Friends Ladder and the usual XBLA Dashboard features.  We’re very pleased with our first console game.  Check it out if you have an Xbox or look for the videos on <a href="http://www.youtube.com/digitalchocolategame">YouTube</a>.</p>
<div><img src="/wp-content/themes/tripblog/images/towering-addiction.bmp" alt="" width="500" height="281" /></div>

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		<item>
		<title>LEMONADE AND NETFLIX</title>
		<link>http://feedproxy.google.com/~r/Blogdigitalchocolatecom/~3/j3jnc-rCtdo/</link>
		<comments>http://blog.digitalchocolate.com/?p=194#comments</comments>
		<pubDate>Thu, 15 Oct 2009 23:02:53 +0000</pubDate>
		<dc:creator>Trip</dc:creator>
				<category><![CDATA[Trips Blog]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[Blockbuster]]></category>
		<category><![CDATA[Christmas]]></category>
		<category><![CDATA[DVD]]></category>
		<category><![CDATA[FedEx]]></category>
		<category><![CDATA[Goodwill]]></category>
		<category><![CDATA[Internet]]></category>
		<category><![CDATA[iPod touch]]></category>
		<category><![CDATA[lemonade]]></category>
		<category><![CDATA[Netflix]]></category>
		<category><![CDATA[VHS]]></category>

		<guid isPermaLink="false">http://blog.digitalchocolate.com/?p=194</guid>
		<description><![CDATA[Recently, there were some kids near my house running a lemonade stand, so of course I had to stop.  I always stop for lemonade stands.  Maybe it’s just that I always want to encourage entrepreneurs.  I got talking with the kids and they were all familiar with Digital Chocolate games.  I was asking them about [...]]]></description>
			<content:encoded><![CDATA[<p>Recently, there were some kids near my house running a lemonade stand, so of course I had to stop.  I always stop for lemonade stands.  Maybe it’s just that I always want to encourage entrepreneurs.  I got talking with the kids and they were all familiar with <a href="http://www.digitalchocolate.com/iphone">Digital Chocolate</a> games.  I was asking them about their gaming platforms and none of them yet had an iPod touch.  I told them to ask for one for Christmas!  I honestly think the iPod touch is going to be the hottest Christmas gift for kids.  I don’t understand why there isn’t more buzz about it yet, but just wait and see.  Another trendy thing around here is Netflix, who is already the FedEx of movie rentals.  But lately many people have been talking about how they are now streaming the Netflix films over the Internet.  I’m still a Blockbuster regular but I did notice that their back catalog shrank when they shifted from VHS to DVD and unloaded all their tapes.  This lack of inventory at Blockbuster may cause me to switch to Netflix just to have the bigger catalog they are known for.  Oddly enough I forestalled that event recently.  I was putting up posters for an event at my church and found myself in a Goodwill store, where I noticed a woman buying a VHS tape at the counter.  Only at that point did I realize that they had inventory of old tapes and I went home with a “treasure” of 20 great tapes.  Okay, so I’m a Luddite; others are streaming Netflix over the Internet and I’m scrounging for VHS tapes at the Goodwill!</p>

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