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Sunday, October 14, 2012

P4RC Partners with Esoteric Development

Los Angeles, CA (PRWEB) October 03, 2012

P4RC, Inc. announced today that it has partnered with Esoteric Development to bring “Ski On Neon” and “Box 2 Box” to P4RC’s Social Rewards Network.

“With over 8 million downloads, Esoteric Development is an ideal partner as we continue to scale our network,” said Jason Seldon, Founder and CEO of P4RC. “’Ski On Neon’ and ‘Box 2 Box’ are both amazingly addictive games that will provide many hours of fun for players on P4RC’s network.”

Esoteric Development joins Perfect Dimension, Eye Interactive, Serendipitous Bits, Melesta, Alcomi, DevForFun, Smappsoft, and many more developers on P4RC’s network. P4RC currently has more than two dozen iOS games signed up with a combined user base of over 20 million players.

To download “Ski On Neon,” please visit: http://bit.ly/nCgs5m

To download “Box 2 Box,” please visit: http://bit.ly/U4tug2

About P4RC, Inc.
Founded in 2011, P4RC (pronounced pärk) is an addictive social gaming network for iOS that allows players to compete with their friends and win real prizes from sponsoring brands, leading to an increase in player loyalty, downloads, and duration of gaming sessions for P4RC's partners. To learn more about P4RC, please visit http://www.p4rc.com. Follow P4RC on Twitter (@p4rcinc) or Facebook (facebook.com/p4rcinc).



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Saturday, October 13, 2012

Animation Studio Divide Nine Signs with WME

Los Angeles, CA (PRWEB) October 02, 2012

Animation and interactive studio Divide Nine has signed with WME for representation across all areas.

The Los Angeles-based studio will finance and produce 3D CGI animated feature films, and it already has several animated features in development. The studio also has mobile games and apps, social technology platforms and numerous global interactive products in its pipeline.

"Partnering with WME ensures Divide Nine not only access to talent but also connects with distribution channels for content capitalizing on the dramatic new opportunities emerging from the digital media revolution" said Krishna Divide Nine C.E.O.

Krishna and Lisa Gopala formed Divide Nine in 2008 after successful tenures as executives at companies such as Philips, MySpace, and Cafedirect.

About WME:
Leading entertainment and media company WME represents elite artists from all facets of the industry, including motion pictures, television, music, theatre, publishing and physical production. WME also advises some of the world’s most recognized consumer brands to create entertainment-based marketing solutions and invests in companies across the digital media landscape. WME is headquartered in Beverly Hills with offices in New York, London, Nashville and Miami.

About Divide Nine:
Led by Krishna and Lisa Gopala, Divide Nine is uniquely positioned at the intersection of entertainment, feature animation and social technology. With a team of seasoned, heavy hitting industry execs combined with emerging, fresh talent, Divide Nine is a rapidly growing studio at the heart of LA Technology and Entertainment. For more information visit http://www.dividenine.com.

###

For more information:
Christian Muirhead
cmu(at)wmeentertainment(dot)com
310-859-4184

Jenn Deese
jenn(at)melrosepr(dot)com
310-450-7960



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Applicasa Launches Industry-First, All-In-One Platform For In-App...

APPS WORLD, London, U.K. (PRWEB) October 03, 2012

Applicasa, a startup that offers a one-stop-shop, server-side solution for mobile app developers, announced today from Apps World London the private beta launch of its mobile game management platform that provides developers with simple but powerful tools to increase revenue from their apps. Integrated seamlessly into the company’s backend-as-a-service SDK, the new platform allows developers to set up a virtual store and implement in-app purchases that leverage rich data analytics. Applicasa’s new offering is the only one currently available on the market that combines an in-app purchase tool, data analytics, and a backend-as-a-service in one powerful, turnkey solution.

For a live demo of the new mobile game management platform, interested parties attending Apps World can visit Applicasa at booth #168.    

“Since launching our backend-as-a-service solution in January, we talked to scores of mobile game developers about the tools and functionality they wanted to see next,” stated Lior Malenboim, co-founder and CEO of Applicasa. “Generating revenue is of the utmost concern to game developers across the board, so we’ve created what we believe is the first-of-a-kind platform that helps them do just that. Because it combines in-app purchases, data analytics, and server-side functionality into a single offering, our new platform will benefit apps that require an A to Z solution as well as those that already have in-app purchase capabilities.”

Mobile games are an enormous market, with over 100 million mobile gamers in the U.S. alone, according to international market research firm Newzoo. Yet, like a majority of mobile apps, most gaming apps are free. According to newly released research by Gartner, 89% of the nearly 46 billion worldwide mobile app store downloads this year will be free. Newzoo calculates that 90% of mobile game spending comes from freemium apps, which allow free app downloads but charge a premium for advanced features or virtual goods. Because game developers can’t make money solely from app downloads, they have to explore other avenues of monetization such as in-app purchases. Juniper Research predicts that mobile game developers will bring in roughly $4.6 billion from in-app purchases over the next four years, with Gartner predicting that in-app purchases will drive 41% of app store revenue by 2016.

Although in-app purchases have significant revenue potential, few app developers have the tools, or knowledge of users and their in-game behavior, to create effective, in-app promotions - much less convert casual users into repeat, paying customers. Effective in-app purchase capabilities also remain a significant hurdle for app developers, who often lack a virtual store in their app. As a consequence, mobile game apps often generate little revenue and suffer from a lack of user engagement, ineffective promotions, and poor user retention.

Targeting Promotions through Data Analytics, Generating Revenue through In-App Purchases
Applicasa’s intelligent mobile game management platform enables developers to gather and analyze rich data about user spending and playing behavior, and then segment users based on this information. Users can be segmented based on a wide range of variables including:
    the highest amount spent in one transaction    total purchased    last time played    current balance of virtual currency     total times played    the average time spent playing    location    preferred time of play    inventory    language    levels completed     achievements

In addition to enabling user segmentation, Applicasa’s new platform allows developers to create and manage promotions tailored to each user group and facilitate in-app purchases of virtual goods. Using Applicasa’s solution, developers can drop a few lines of code – or “events” - into their apps that trigger a promotion when users reach a milestone such as a goal, score, etc. Promotions can include such things as deals (e.g. daily discounts or two-for-ones), announcements (i.e. push notifications to give users updates on events or new releases), or rewards of virtual goods or currency. And by enabling in-app purchases of virtual goods, developers can better engage users and optimize revenue return as the game proceeds.

To sign up for Applicasa’s private beta program or watch a demo showcasing the new platform, interested parties can visit http://www.applicasa.com. As part of its private beta process, Applicasa will give interested developers who sign up early access on a rolling basis.

All-in-One Solution Does Heavy Lifting With In-App Purchases So Developers Don’t Have To

Applicasa’s new platform integrates both in-app purchases and data analytics into its existing server-side mobile app solution, eliminating the need for developers to go through the timely and expensive process of creating a backend for their apps. Instead, developers and game companies can use Applicasa’s platform to quickly and easily build a complete, cloud-connected backend without entering a single line of server code. The end result is that mobile game developers can focus on creating their game engine rather than puzzling through the complexities of in-app purchase, user analytics, or server-side app development.

About Applicasa
Applicasa’s server-side solution for mobile game developers includes an in-app purchase platform that integrates both intelligent promotions and data analytics into its existing backend solution. Through its web-based service, Applicasa provides developers with a rich set of cloud-based features and functionality for their mobile games so they can quickly and easily provide customized offerings and increase in-app purchase revenue. Founded in mid-2011, the company is privately held. For more information, please visit http://www.applicasa.com.

# # #

Press Contact:
Carmen Hughes
Ignite Public Relations
W: +1.650.227.3280 ext. 101
C: +1.650.576.6444
carmen(at)ignitepr(dot)com



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Friday, October 12, 2012

CGHUB.com Launches iPhone & iPad Apps Showcasing the Top Artists...

Los Angeles, CA (PRWEB) October 01, 2012

CGHUB.com announced the launch of their new iOS apps for iPhone and iPad today, giving entertainment artists in the feature film and video game industries worldwide the opportunity to share their work on the popular mobile platform and gain greater visibility.

CGHUB.com was founded in 2008 and has grown to become one of the leading entertainment art communities on the internet. CGHUB is home to artists who are employed at companies such as Disney, Dreamworks, Blizzard, and BioWare, and share their personal and professional work with a global community of professional and aspiring artists.

The CGHUB.com iPhone app gives users a clean & streamlined way to browse and be inspired by all of the amazing artwork on CGHUB.com, allowing you to focus on the art, follow your favorite artists, and share your work and receive feedback from users around the world.

The new apps allow users to interact with friends by giving & receiving likes, faves & comments, keep track of the newest images as they are submitted, and quickly view the most popular images of the day, week, and all time. Users can browse member's galleries, favorites, and add them to your following list. Robust filters let you find exactly the kind of images you are interested in. Fast browsing of high-res images in full screen mode look amazing on iPad & iPhone Retina displays. "It's like we're seeing the artwork again for the first time," said PR coordinator Jennifer Yu.

This is the first version of the app, and there are many new features in development, so expect several updates in the coming weeks & months.

You don't need to be an artist to join and enjoy the incredible work on CGHUB.com, fans and anyone who appreciates beautiful imagery are welcome to join and be a part of our growing community.

Available October 1, 2012, users can download the app from Apple's app store by searching for "cghub."



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Thursday, October 11, 2012

Gaming Market Reviewed in the Most Recent Transparency Market Research...

London, UK (PRWEB) September 28, 2012

Gaming products enjoy the highest interest around the globe. In the USA, people of different ages, genders and paces of life spent above USD 24.7 billion on video games in 2011. The average age of a video games purchaser in the USA is 41 years. However, around 30 percent of gamers were over 50 years. Over 257 million units of both video and computer game units were sold in 2010 in the country.

The world gaming market was evaluated at USD 71 billion in 2011. It is expected to expand by USD 47 billion by 2016 demonstrating regular annual increases of approximately 14 percent. The largest growth is set to take place in Asia.

New market research report “Gaming Market - Global Industry Analysis, Size, Growth, Share & Forecast, 2011 – 2015” prepared by Transparency Market Research has been recently published by Market Publishers Ltd.

Report Details:

Title: Gaming Market - Global Industry Analysis, Size, Growth, Share & Forecast, 2011 – 2015
Published: September, 2012
Pages: 65
Price: US$ 4,395.00
http://marketpublishers.com/report/consumers_goods/toys-games/gaming-market-global-industry-analysis-size-growth-share-forecast-2011-2015.html

The report draws up an elaborate picture of the gaming market. Detailed description of market trends, its size and analysis, market opportunities, growth drivers and restraints can be found in the report. The research also examines segmentation of the gaming market by type, monetization and revenue generation methods. The study provides valuable data on the gaming market majors, their strategies and latest developments. Besides, company profiles, recommendations and market outlook through 2015 are available.

Report Contents:

1. INTRODUCTION

1.1. Report Description
1.2. Research Methodology

2. EXECUTIVE SUMMARY

3. GLOBAL GAMING MARKET OVERVIEW

3.1. Market Trends and Future Outlook
3.2. Global Gaming Market Size and Forecast, 2011 - 2015
3.3. Global Gaming Market Share, 2011 – 2015
3.4. Value Chain Analysis
3.5. Growth Drivers
3.5.1. Growth in Broadband Industry
3.5.2. Efficient Hardware compatibility
3.5.3. Wireless Gaming
3.5.4. Increase in disposable incomes
3.5.5. Technological Advancement
3.5.6. Innovative Pricing model
3.6. Restraints
3.6.1. Maturity of other segments
3.6.2. Frauds
3.6.3. Innovation in Gaming
3.7. Opportunities
3.8. Porter’s Five Force Model
3.8.1. Bargaining power of Supplier
3.8.2. Bargaining power of Buyer
3.8.3. Threat of Substitute
3.8.4. Threat of New Entrant
3.8.5. Rivalry among Competitors
3.9. Gaming Overall Market Segmentation

4. GAMING MARKET SEGMENTATION

4.1. Gaming Market Segmentation by Type
4.1.1. Gaming Hardware Market Size, Analysis and Forecast, 2011 - 2015
4.1.1.1. Video game handheld and accessories
4.1.1.1.1. Market Trend Analysis
4.1.1.1.2. Market Size and Forecast. 2011 - 2015
4.1.1.2. Video game consoles and accessories
4.1.1.2.1. Market Trend Analysis
4.1.1.2.2. Market Size and Forecast. 2011 - 2015
4.1.1.3. Hardware market share Analysis and Forecast, 2011 - 2015
4.1.2. Gaming Software Market Size, Analysis and Forecast, 2011 - 2015
4.1.2.1. Video game console software
4.1.2.1.1. Market trend Analysis
4.1.2.1.2. Market Size and Forecast, 2011 - 2015
4.1.2.2. Gaming development tools software
4.1.2.2.1. Market Trend Analysis
4.1.2.2.2. Market Size and Forecast. 2011 - 2015
4.1.2.3. PC gaming software
4.1.2.3.1. Market Trend Analysis
4.1.2.3.2. Market Size and Forecast. 2011 - 2015
4.1.2.4. Mobile gaming software
4.1.2.4.1. Market Trend Analysis
4.1.2.4.2. Market Size and Forecast. 2011 - 2015
4.1.2.5. Video game handheld software
4.1.2.5.1. Market Trend Analysis
4.1.2.5.2. Market Size and Forecast. 2011 - 2015
4.1.3. Online Gaming Market
4.1.3.1. Internet Users
4.1.3.1.1. Market Trend Analysis
4.1.3.1.2. Market Size and Forecast. 2011 - 2015
4.1.3.2. Mobile Users
4.1.3.2.1. Market Trend Analysis
4.1.3.2.2. Market Size and Forecast. 2011 - 2015
4.2. Monetization and Revenue Generation methods
4.2.1. Advertising or content services
4.2.2. Advergaming
4.2.3. In game advertising
4.2.4. Content devices music
4.2.5. Online platforms
4.2.6. Hosting
4.2.7. Publishing Platforms
4.2.8. Currency/product exchange service
4.3. Global Gaming Market Revenue and Forecast by Geography
4.3.1. U.S.
4.3.1.1.1. Market Trend Analysis
4.3.1.1.2. Market Size and Forecast. 2011 - 2015
4.3.2. Europe
4.3.2.1.1. Market Trend Analysis
4.3.2.1.2. Market Size and Forecast. 2011 - 2015
4.3.3. Asia Pacific
4.3.3.1.1. Market Trend Analysis
4.3.3.1.2. Market Size and Forecast. 2011 - 2015
4.3.4. ROW
4.3.4.1.1. Market Trend Analysis
4.3.4.1.2. Market Size and Forecast. 2011 - 2015

5. COMPETITIVE LANDSCAPE

5.1. Summary
5.2. Market Share By Key Players
5.3. Competitive Strategy By Key Players
5.4. Agreements and Collaborations
5.5. Recent Developments

6. RECOMMENDATIONS

6.1. Market Strategy for Success
6.2. Barriers to be Considered
6.3. Future Assumptions

7. COMPANY PROFILES

7.1. Nintendo
7.1.1. Company overview
7.1.2. Products and service
7.1.3. Business strategies
7.1.4. Financial Overview
7.1.5. Recent Development
7.2. Activision Blizzard

More new market research reports by the publisher can be found at Transparency Market Research page.



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Wednesday, October 10, 2012

Company Jiggle Launches New Facebook Ranking Application

Los Angeles, CA (PRWEB) October 03, 2012

Jiggle Inc. is pleased to announce the launch of the Facebook application that can be found here: http://www.jiggleapp.com. The application was launched in early August after about six months of development.

With this application, Facebook users can see who interacts most with them and who interacts most with any of their Facebook friends. It also has a breakdown of the interactions a particular Facebook user has with another user, including photos they are in together, wall posts, photo comments, and wall post comments. The goal of the application is to provide a different way of looking at a Facebook user’s profile – one that focuses more on relationships the user has had with their Facebook friends.

As an illustration of a use case for the application, suppose that a Facebook user just added a new friend on Facebook. With Jiggle, that Facebook user can click on that new friend and see the list of people who have interacting the most with him or her. In doing so, they will get a good summary of the user’s social network and who his or her close friends on Facebook really are. If it is someone the Facebook user is close with it, it will likely confirm what he or she already suspected about his or her’s social network. If it is a more distant friend, it should be more revealing. The idea of the application was first conceived by Gevork Palyan, who wanted to see a Facebook application that is more integrated with the Facebook experience. About the application, he said, “In using Facebook applications and games, I noticed that very few of them actually make use of Facebook content. Many of these applications could exist outside of Facebook. I wanted to create an application that would make use of a Facebook user’s content and couldn’t exist without it.”

The Jiggle application has similar functionality to other existing applications on Facebook like My Top Fans and My Super Fans. However, this application allows Facebook users to rank the top friends of their entire social network, not just their own. This key idea was proposed by Raffi Hagopian, one of the several developers on the project. As he put it, “Most people already know who their top friends on Facebook are. This information is not as interesting. However, they are more likely to interested in who their friends’ top friends are whether they admit or not.”

The application is written entirely in Javascript and makes use of Facebook’s graph api. No data is stored on servers and communication with Facebook is all encrypted. The application runs on all modern browsers and mobile devices.



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Ipw Announces The Legacy Series: November Issue Focuses on Innovation,...

Denver, CO (PRWEB) September 27, 2012

Many of the world’s most innovative and visionary leaders, developers of new technology and forward-thinking industry experts will be featured in The Legacy Series’ premiere issue, “ Innovations and Technology: Featuring the Contributions of Steve Jobs.”

The publication will hit newsstands nationally at the end of November. It will also be published in website, e-reader and mobile app formats. As a bonus, thousands of copies will be direct mailed to select Fortune 1000 executives and made available onsite at MacWorld iWorld 2013. Advertising, marketing and distribution partners are being finalized for all formats. Among promotional partners for The Legacy Series: Innovations and Technology is the Jimmy V Foundation for Cancer Research, one of the most innovative cancer-fighting charities created in honor and memory of late college basketball coach Jim Valvano.

“This publication celebrates the American ingenuity, innovation and vision that has always enabled us to lead the business world and rise above the economic highs and lows,” Charles Warner, CEO of Innovative Properties Worldwide and publisher of The Legacy Series, said. “We will present high-profile conversations with some of the most innovative people in business today, as well as articles that look specifically at some of our most promising work and technology.”

The Legacy Series will feature a combination of interviews, feature articles, and reports on the front line industries and professions serving present and future business growth:
Women in TechnologyEducationInnovation and Visionary LeadershipTransportationCooperative CapitalismGreen Technology & Alternative EnergyGaming ConsolesThe Digital WorldMusic and Film

Leading writers and journalists will combine profiles, anecdotes and insights in these pieces, which will later be available as individual, downloadable PDFs. Among confirmed creative leaders being interviewed is Craig Perkins, who won the 2012 iPhone Film Fest Award and stands at the forefront of future filmmaking; Berny Dohrmann, Founder of CEO Space International; and Dr. Gustavo Rabin, executive consultant to Apple and author of Becoming A Great Leader.

“We’re exploring the role of vision, innovation and application of best business practices to serve the marketplace of today and tomorrow,” Warner said. “The leaders that we are interviewing have brought great developments in their fields and industries. Their insights create great results. That’s what people like to read today — material that they can apply directly.”

The Legacy Series focuses on the works and legacy of late Apple CEO Steve Jobs. During his unparalleled career, Jobs directly influenced or revolutionized seven industries — all of which are examined in the publication. His inventions and innovations changed the face of music, desktop computing and publishing, and notebook computing, among others. His no-frills but visionary business approach and the sheer volume of organizations that spun into creation from his products attest to his impact on the marketplace.

“We’re looking at the contributions of Steve Jobs as our departure point for this publication,” Warner said. “Jobs showed just how far smart business, innovation, vision and a good team can take you. He is the greatest innovator of our time, right on par with Thomas Edison and Benjamin Franklin in how revolutionary and definitive his creations were for the time. We are promoting that spirit through our articles, interviews, and discussions that will take readers to the front lines of innovation today.”

Advertising space, marketing and distribution partnerships with The Legacy Series will be available through October 30, 2012. A special section will be devoted to the hottest tablets, smart phones, computers, gadgets, gaming systems, cameras, software and websites for this holiday shopping season and beyond.

About Innovative Properties Worldwide

The publisher of The Legacy Series, Innovative Properties Worldwide, Inc., is a Denver-based company specializing in commemorative and event publications with compelling messages and purposes; and other forms of on-site advertising and promotions. The editorial and executive team behind the company combines over 70 years of magazine experience in defense, active lifestyle, technology, travel, sports and entertainment publications. They are all avid Mac and iProduct users with many years of experience utilizing the innovative technologies in business, graphic design, education, video and music production, some dating back to the release of the MacIntosh computer in 1984. With a proven track record of high end commemorative and tribute publications combined with creative cross platform marketing, IPW is your source for taking your
project to the next level. Whether your need is custom publishing, sponsorship sales or creating new revenue streams through strategic partnerships, IPW is ready and willing to lead the way. http://www.goipw.com



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