04/08/2011 |

AT&T and mobile social games company ngmoco, which is owned by Japanese gaming giant DeNA, have just announced a pretty significant agreement to bring the Mobage social gaming platform to AT&T Android customers.
According to a release, Mobage will serve as a hub for AT&T Android users to discover and play games, as well as connect and communicate with other players worldwide. AT&T says the agreement is the first of its kind between ngmoco and a U.S. wireless carrier.
AT&T...
Is the world ready for the mobile social gaming revolution? Tokyo-based DeNA, the company that makes $1.3 billion a year just by offering mobile games to Japanese cell phone users and acquired ngmoco for $400 million in December, seems to think so. DeNA/ngmoco released an English (and Chinese) ve...
Following its November partnership with TinyCo, socialgames outfitngmoco(now a DeNA-owned company) is partnering with game publisher Glu Mobile, Inc. The deal will brings Glu’s popular Gun Brosgame to ngmoco’s Mobage gaming platform for Android.No word yet on whether the rest of Glu...
GREE and Mobage are brand names that don’t ring a bell with too many people (yet) as far as markets like the US or Europe are concerned, but these mobile social gaming platforms are hugely successful in Japan. The Tokyo-based companies behind these homegrown gaming networks, GREE and DeNA, ...
Kiip is not an ad network. It’s a mobile games reward network. Today it launches Swarm, a feature with a very unique value proposition: Let brands sponsor in-app tournaments where users win big prizes for high scores. Brands get exposure by piggybacking on an app’s existing user base,...
Over at WindowsITPro, Paul Thurott outlines some details of Microsoft/Nokia’s (purported) marketing plans for Windows Phone in 2012. Amongst them: a $10 to $15 commission for retail sales people who sell Windows Phone handsets over Android or iOS.In turn, John Gruber asks: “If this s...
When books get turned into movies, there’s usually little added to the original story. But with interactive apps, the narrative doesn’t have to be dumbed down or retold. Instead it can be explored from a different angle to expand the audience’s understanding of a fictional world...
Once upon a time, Facebook game companies like Zynga fattened up their user counts thanks to viral distribution to non-gamers through the news feed. Facebook later curtailed this channel, forcing developers to concentrate on paid marketing and true word of mouth to grow. A new boom period could b...
San Francisco-based Fingerprint Digital, a startup building educational apps for kids, is blowing up. The company released its first apps into iTunes on December 1st, and already, it has seen over 270,000 game playing sessions for a combined total of over 2 million minutes played. And, according ...
Zynga is still in its quiet period for another 24 days after going public yesterday, so chief operating officer John Schappert wouldn't answer my more specific questions about the company's future plans when I talked to him last night.After opening up at anaggressively priced $10 per share, the c...
In October of 2001, Rockstar Games dropped a bomb on the gaming world. That bomb was called Grand Theft Auto III. In just one release, Rockstar shifted their flagship 2D series into a 3D world, introduced an enormous chunk of the population to the concept of massive sandbox games, and stirred up ...