What kind of entrepreneurs can succeed ?
From my personal experience I can see 2 types of successful entrepreneurs :
1.) The Born Entrepreneurs Type.
*These are people whom are born entrepreneurs, they cant work for anyone and they constantly have new bright ideas almost every week on what can be done to make money. Basically they just love making money as its in their blood stream. For many the roads ahead may not be easy as born entrepreneurs strive through lots of hardship sailing through failures after failures before reaching success. But they never give up hope for success and they know it is just around the next corner. Their experience is something that even Havard or Insead cant teach, their hardship in building a success enterprise whether big or small is something no case study can really tell you to the point.
2.) The Worker Entrepreneurs Type.
*Very often we see most new entrepreneurs whom had almost immediately achieved good initial success are those from this category. They often spend many years working in a company and along the way acquired the know-how of the business they worked day in / day out. When they finally decided to throw in the towel and venture into the business world, some smarter ones will actually initiate the same business similar or an exact copy of their employer. Some would even take a client or two with them when they start. These entrepreneurs have with them the know-how and mechanics of the business so initial success will be easier. But taking a business beyond what you have already known is the big challenge to come.
Successful entrepreneurs must have the never dying spirit inside themselves to succeed. When the going gets tough the tough gets going on ...
Once a friend told me about his problems back in Malaysia about how he also want to drive a Mercedes like me and how he wished he also could do business, make money and owns several apartments. We looked into what he could do and what he knows + how much he have and whether he is suitable for the entrepreneur life of hardship and sometimes you'll probably be worse off than when you are working a stable 9to5 job.
We found that he knows only what he is doing now best and we studied his employer business model and its often not surprising that it can be mimic and his clients are more than supportive for a lower price point. And so he took the 2nd road towards entrepreneurship and made lots of money along the next 4 years, drives 3 cars and purchased 4 apartments. All great entreprenuers are not just born lucky, well some are but many are carved out by themselves or someone along the road towards success. My friend business later failed and he lost all his money, cars and apartments today. But most important of all he also lost his confidence of becoming a success again. As an entrepreneur you can lose everything but never your confidence in yourself to come back up again.
Sunday, May 23, 2010
Sunday, May 16, 2010
FIFA heading to Facebook with Playfish
May 11th 2010Social gaming giant Playfish is developing a Facebook title based on Electronic Arts’ world-conquering FIFA franchise. The project – called FIFA Superstars – is the first to be unveiled since Electronic Arts bought Playfish late last year in a deal worth up to $400 million.
Playfish had in the past revealed its enthusiasm in working with EA’s most high profile and lucrative franchises on the Facebook battlefield. Yet the studio clarified it would still be working on its own IP.
EA Sports boss Peter Moore said the integration of FIFA and Facebook made sense.
“Our FIFA products connect fans from all over the world who share a common passion for the sport, and soon our partnership with Playfish will allow us to bring the FIFA brand to the growing Facebook community,” he said.
“Leveraging our football gaming knowledge and marrying it with the social gaming expertise of our partners at Playfish is sure to provide more great opportunities to bring hundreds of millions of new fans to compete against their friends to win the FIFA World Cup through an engaging interactive football experience.”
---
This story originally appeared on Develop.
NOTE : Just as predicted by me in early 2009 that all big brands and games Co. will be moving into Facebook with their big IPs. And these big brand names will need probably more sophisticated game play that better reflects their existing game IP and play mechanics. Otherwise we will see a sub-brand culture appearing on Facebook such as - QFifa or FBFifa !
Friday, May 7, 2010
Virtual Goods industry going UP. 虚拟商品行业持续上升
A new study by virtual goods provider Viximo suggests that by 2011, sales of virtual goods will amount to 20 percent of U.S. game software revenues. According to the report this forecast is predicated on the expectation that virtual goods will grow faster than the overall gaming software industry. In 2009, U.S. retail sales of console, portable, and PC game software generated revenues of $10.5 billion, an 11 percent decline over the $11.7 billion generated in 2008. In the meantime, virtual goods revenues are expected to hit roughly $1.6 billion in 2010 and grow further in 2011 to more than $2 billion or roughly 20 percent of the market revenue.
The interesting thing here is that there is a new revenue streams available for games - social games while the traditional consoles take better advantage of Internet connectivity providing beyond home console play mechanics now and consumers continue to embrace bite-size purchases, there is potential for virtual goods to provide sustained revenue stream to games company.
*Predictions from me :
We would see social games moving upstream into the mainstream pretty soon and huge IP names coming into the social games and virtual worlds (*or I would prefer to call it today - virtual MMO) for virtual worlds are going through a revolution to becoming more game like rather than just a virtual community. *Mainstream do not mean that social games will be replacing or becoming core AAA games. But social games will be going through a new change as it will get more sophisticated, more expensive to produce and we will start to see big branded names label on new social games coming up soon !
一个由虚拟物品供应商Viximo新的研究表明,到2011年,虚拟商品销售将达到美国的游戏软件收入的百分之二十。根据该报告这一预测是基于预期的虚拟商品的增长速度将高于整体游戏软件产业。 2009年,美国零售销售游戏机,便携,电脑游戏软件产生的105亿美元,比2008年的11.7美元产生的11亿美元下降百分之收入。在此期间,虚拟物品的收入预计将达到大约16亿美元的2010年和2011年进一步增长到超过20亿元,市场收入约占百分之二十。有趣的是,这里有一个新的收入来源的游戏 - 而传统的社会游戏机需要更好地利用国际互联网连接之外提供游戏机玩力学家现在和消费者继续拥抱一口大小的采购,有潜力的虚拟货物提供持续的收入来源,以游戏公司。从我*预测:我们会看到社会的游戏成为主流上游移动很快,有大量的知识产权名称纳入社会游戏和虚拟世界(*未来或我宁愿呼吁今天的虚拟世界 - 虚拟网络游戏)正在经历一个革命将会越来越小游戏像,而不是只是一个虚拟社区。*并不意味着主流社会的游戏将取代或成为核心AAA级游戏。不过,社会的游戏将是一个经历,因为它会得到更复杂,成本贵很多and我们将开始看到大品牌的名字很快就来up new社会games标签的新变化!
The interesting thing here is that there is a new revenue streams available for games - social games while the traditional consoles take better advantage of Internet connectivity providing beyond home console play mechanics now and consumers continue to embrace bite-size purchases, there is potential for virtual goods to provide sustained revenue stream to games company.
*Predictions from me :
We would see social games moving upstream into the mainstream pretty soon and huge IP names coming into the social games and virtual worlds (*or I would prefer to call it today - virtual MMO) for virtual worlds are going through a revolution to becoming more game like rather than just a virtual community. *Mainstream do not mean that social games will be replacing or becoming core AAA games. But social games will be going through a new change as it will get more sophisticated, more expensive to produce and we will start to see big branded names label on new social games coming up soon !
一个由虚拟物品供应商Viximo新的研究表明,到2011年,虚拟商品销售将达到美国的游戏软件收入的百分之二十。根据该报告这一预测是基于预期的虚拟商品的增长速度将高于整体游戏软件产业。 2009年,美国零售销售游戏机,便携,电脑游戏软件产生的105亿美元,比2008年的11.7美元产生的11亿美元下降百分之收入。在此期间,虚拟物品的收入预计将达到大约16亿美元的2010年和2011年进一步增长到超过20亿元,市场收入约占百分之二十。有趣的是,这里有一个新的收入来源的游戏 - 而传统的社会游戏机需要更好地利用国际互联网连接之外提供游戏机玩力学家现在和消费者继续拥抱一口大小的采购,有潜力的虚拟货物提供持续的收入来源,以游戏公司。从我*预测:我们会看到社会的游戏成为主流上游移动很快,有大量的知识产权名称纳入社会游戏和虚拟世界(*未来或我宁愿呼吁今天的虚拟世界 - 虚拟网络游戏)正在经历一个革命将会越来越小游戏像,而不是只是一个虚拟社区。*并不意味着主流社会的游戏将取代或成为核心AAA级游戏。不过,社会的游戏将是一个经历,因为它会得到更复杂,成本贵很多and我们将开始看到大品牌的名字很快就来up new社会games标签的新变化!
Saturday, May 1, 2010
Rumours : Second Life IPO coming soon !
My earlier blog suggested about "The End of Virtual Worlds" just around the corner for majority of the virtual worlds players. And also hinted on what kind of virtual worlds could succeed. There were times when both me and my partner were pitching to our clients on : Client-download virtual worlds VERSUS Flash-based virtual worlds. Always we would cite Second Life, There.com, Vivaty, Metaverse and the others.
Todays biggest news or rumour which could just be true is SECOND LIFE is going for an IPO really soon. Rumour is that it will happens in 2010 or 2011. In the 2009 LA Games Con, Benchmark Capital mentioned that Second Life is doing very well reaping in new revenues thus giving much hope to the virtual world community all over the world.
How is Second Life doing today ?
It seems the mother of virtual worlds ( *Habbo could be the father of virtual worlds as both Habbo and Second Life started in 2000 ) is well alive and secretly growing under the radar. Second Life virtual economy is adapting to the new business model of virtual goods. Last year, in the midst of the recession, Second Life’s virtual goods economy in user-to-user transactions was $567 million, up 65 percent from the year before. San Francisco-based Linden Lab is announcing today that March user-to-user transactions topped $57 million. For the quarter, user-to-user transactions were $160 million, up 30 percent from a year ago. The company’s monthly unique user number peaked in March at 826,000, up 13 percent from a year ago.
Second Life has continued to thrive because it nailed a particular kind of customer: the creative class. These are the artistic people who have fun creating avatars, or virtual characters, goods, and homes inside the virtual world. They put those goods up for sale, making the world more fun and the economy more vibrant. There are people whom quit their real world job to work on a Second Life business full time simply because there is real money involved. There is 250,000 virtual objects a day and are uploaded for sale in Second Life.
The key chance came sometime last year for Second Life, Linden Lab poured more marketing resources ( MONEY ) into attracting new users and making improvements in its user interface ( *a new viewer, which is used to view the world and designed it to make 3D browsing feel more comfortable for new users and to make it easier to find places in Second Life ), which was never user friendly to the mass users. And the most important change element was mimicking what Habbo did by - offering homes to new users. With a single click, a user could move into an incredible Japanese home or a cabin in Lake Tahoe.
Inside Second Life, lots of companies left ghost towns. But about 1,400 businesses remain, and the online voice chat they engage in generates billions of minutes of usage.
According to Mark Kingdon, chief executive of San Francisco-based Linden Lab :
Facebook grows past 400 million –dwarfing the numbers of Second Life — more than half of Linden Lab’s customers report that they are active on Facebook. Hence, Kingdon argues that Second Life is complimentary to other social media, which generates traffic for the virtual world.
Linden Lab has 350 employees, but they aren’t creating virtual goods for the company to sell. Linden Lab leaves that up to its Residents, while most of the company’s employees work as developers or in customer support. The developers are hard at work on ways to connect Second Life to the social Web more explicitly, so that content created in Second Life can flow into other places.
“Our strategy is to bring more of Second Life out to the Web,” Kingdon said. “The distinctions between Second Life and the Web will blur more and more.”
Linden Lab came a long way but learned the hard way, the new formula seems right as its been proven by Habbo and IMVU to be highly lucrative.
NOTES of The Day : Light of hope for virtual worlds companies ? Lessons learned - even the dead can rise ! Users experience is key important and always know where the money mechanics are + monopolise a niche' group that is big enough to grow the business. BUT can ghost towns and good commercial business tactics make an internet virtual world company IPO ? MMO is all about the users and not commercial business deals, so maybe I do have lots of lesson to learn from Second Life afterall.
Todays biggest news or rumour which could just be true is SECOND LIFE is going for an IPO really soon. Rumour is that it will happens in 2010 or 2011. In the 2009 LA Games Con, Benchmark Capital mentioned that Second Life is doing very well reaping in new revenues thus giving much hope to the virtual world community all over the world.
How is Second Life doing today ?
It seems the mother of virtual worlds ( *Habbo could be the father of virtual worlds as both Habbo and Second Life started in 2000 ) is well alive and secretly growing under the radar. Second Life virtual economy is adapting to the new business model of virtual goods. Last year, in the midst of the recession, Second Life’s virtual goods economy in user-to-user transactions was $567 million, up 65 percent from the year before. San Francisco-based Linden Lab is announcing today that March user-to-user transactions topped $57 million. For the quarter, user-to-user transactions were $160 million, up 30 percent from a year ago. The company’s monthly unique user number peaked in March at 826,000, up 13 percent from a year ago.
Second Life has continued to thrive because it nailed a particular kind of customer: the creative class. These are the artistic people who have fun creating avatars, or virtual characters, goods, and homes inside the virtual world. They put those goods up for sale, making the world more fun and the economy more vibrant. There are people whom quit their real world job to work on a Second Life business full time simply because there is real money involved. There is 250,000 virtual objects a day and are uploaded for sale in Second Life.
The key chance came sometime last year for Second Life, Linden Lab poured more marketing resources ( MONEY ) into attracting new users and making improvements in its user interface ( *a new viewer, which is used to view the world and designed it to make 3D browsing feel more comfortable for new users and to make it easier to find places in Second Life ), which was never user friendly to the mass users. And the most important change element was mimicking what Habbo did by - offering homes to new users. With a single click, a user could move into an incredible Japanese home or a cabin in Lake Tahoe.
Inside Second Life, lots of companies left ghost towns. But about 1,400 businesses remain, and the online voice chat they engage in generates billions of minutes of usage.
According to Mark Kingdon, chief executive of San Francisco-based Linden Lab :
Facebook grows past 400 million –dwarfing the numbers of Second Life — more than half of Linden Lab’s customers report that they are active on Facebook. Hence, Kingdon argues that Second Life is complimentary to other social media, which generates traffic for the virtual world.
Linden Lab has 350 employees, but they aren’t creating virtual goods for the company to sell. Linden Lab leaves that up to its Residents, while most of the company’s employees work as developers or in customer support. The developers are hard at work on ways to connect Second Life to the social Web more explicitly, so that content created in Second Life can flow into other places.
“Our strategy is to bring more of Second Life out to the Web,” Kingdon said. “The distinctions between Second Life and the Web will blur more and more.”
Linden Lab came a long way but learned the hard way, the new formula seems right as its been proven by Habbo and IMVU to be highly lucrative.
NOTES of The Day : Light of hope for virtual worlds companies ? Lessons learned - even the dead can rise ! Users experience is key important and always know where the money mechanics are + monopolise a niche' group that is big enough to grow the business. BUT can ghost towns and good commercial business tactics make an internet virtual world company IPO ? MMO is all about the users and not commercial business deals, so maybe I do have lots of lesson to learn from Second Life afterall.
Friday, April 30, 2010
The World's Most Successful Drop Outs





1. Dropped Out: Paul Allen attended Washington State University for just two years before dropping out.
Accomplishments: Allen co-founded Microsoft in 1975 with Bill Gates, who he convinced to drop out of Harvard. In addition to his stake in Microsoft, Allen owns a dozen professional sports teams, seemingly endless tracts of real estate, and has stakes in dozens of technology and media companies such as Dreamworks Studios.
2. Dropped Out: Richard Branson left school when he was only 16.
Accomplishments: Branson has built his brand Virgin—which includes Virgin Records, Virgin Atlantic Airways, and hundreds of other companies—into an international powerhouse that has driven his personal wealth into the billions.
3. Dropped Out: Michael Dell started a computer company called PCs Limited while attending the University of Texas at Austin. He dropped out of school to operate it.
Accomplishments: Dell’s company was later renamed Dell, Inc., which reported revenues of over $61.4 billion last year.
4. Dropped Out: Larry Ellison is a two-time drop out. He went to both the University of Illinois and the University of Chicago. But he never got a degree.
Accomplishments: Ellison put up $2,000 in 1977 to start what would become Oracle Corporation, the world’s second-largest software company.
5.Dropped Out: David Geffen never attended college.
Accomplishments: Geffen is known as Hollywood’s richest man. He founded Asylum Records and Geffen Records, and later built DreamWorks with Steven Spielberg.
6. Dropped Out: Stanley Ho left college after just a few years.
Accomplishments: Known as “The King of Gambling,” How is responsible for almost 1/3 of Macau’s GDP.
7. Dropped Out: Mike Hudack left high school and never attended college
Accomplishments: Hudack is the founder and CEO of blip.tv, a hosting platform for creators of digital video content. Blip is now backed by venture capital, including Bain Capital Ventures.
8. Dropped Out: Steve Jobs attended college for just one semester.
Accomplishments: He’s the founder and CEO of Apple Inc. He became Disney’s largest shareholder after selling it Pixar. Fortune has described Jobs as America’s most powerful businessman.
9. Dropped Out: David Karp dropped out of the elite Bronx High School of Science when he was 15. After two more years of homeschooling, he moved to Tokyo.
Accomplishments: Karp went on to found Tumblr, the blog hosting and social network company.
10. Dropped Out: Ralph Lauren studied business for two years at Baruch College before dropping out.
Accomplishments: He founded Polo Ralph Lauren. He’s why you have the pony on your shirt.
11. Dropped Out: Kirk Kerkorian dropped out of school in the 8th grade.
Accomplishments: Kerkorian has been one of the most important shapers of Las Vegas, and currently has a large stake in some of the most hotels in Vegas: Bellagio, Excaliber, Luxor, Mandalay Bay, MGM Grand, New York-New York, Circus Circus, and The Mirage. He’s said to be the richest man in Los Angeles, with a personal fortune of $16 billion.
12. Dropped Out: Kevin Rose dropped out of the University of Nevada, Las Vegas in 1998.
Accomplishments: Rose used money planned for a downpayment on a house with his (now ex) girlfriend to start the website Digg. He graced the cover of BusinessWeek in 2006 with the headline "How This Kid Made $60 Million In 18 Months.
And the last one ....
Dropped Out: Mark Zuckerberg dropped out of Harvard after starting a social networking site in his dorm room in 2004.
Accomplishments: The social networking site he founded is Facebook. In 2008 Forbes valued his net worth at $1.5 billion, though reports say he may have to scrape by with only $1 billion for 2009.
Accomplishments: Allen co-founded Microsoft in 1975 with Bill Gates, who he convinced to drop out of Harvard. In addition to his stake in Microsoft, Allen owns a dozen professional sports teams, seemingly endless tracts of real estate, and has stakes in dozens of technology and media companies such as Dreamworks Studios.
2. Dropped Out: Richard Branson left school when he was only 16.
Accomplishments: Branson has built his brand Virgin—which includes Virgin Records, Virgin Atlantic Airways, and hundreds of other companies—into an international powerhouse that has driven his personal wealth into the billions.
3. Dropped Out: Michael Dell started a computer company called PCs Limited while attending the University of Texas at Austin. He dropped out of school to operate it.
Accomplishments: Dell’s company was later renamed Dell, Inc., which reported revenues of over $61.4 billion last year.
4. Dropped Out: Larry Ellison is a two-time drop out. He went to both the University of Illinois and the University of Chicago. But he never got a degree.
Accomplishments: Ellison put up $2,000 in 1977 to start what would become Oracle Corporation, the world’s second-largest software company.
5.Dropped Out: David Geffen never attended college.
Accomplishments: Geffen is known as Hollywood’s richest man. He founded Asylum Records and Geffen Records, and later built DreamWorks with Steven Spielberg.
6. Dropped Out: Stanley Ho left college after just a few years.
Accomplishments: Known as “The King of Gambling,” How is responsible for almost 1/3 of Macau’s GDP.
7. Dropped Out: Mike Hudack left high school and never attended college
Accomplishments: Hudack is the founder and CEO of blip.tv, a hosting platform for creators of digital video content. Blip is now backed by venture capital, including Bain Capital Ventures.
8. Dropped Out: Steve Jobs attended college for just one semester.
Accomplishments: He’s the founder and CEO of Apple Inc. He became Disney’s largest shareholder after selling it Pixar. Fortune has described Jobs as America’s most powerful businessman.
9. Dropped Out: David Karp dropped out of the elite Bronx High School of Science when he was 15. After two more years of homeschooling, he moved to Tokyo.
Accomplishments: Karp went on to found Tumblr, the blog hosting and social network company.
10. Dropped Out: Ralph Lauren studied business for two years at Baruch College before dropping out.
Accomplishments: He founded Polo Ralph Lauren. He’s why you have the pony on your shirt.
11. Dropped Out: Kirk Kerkorian dropped out of school in the 8th grade.
Accomplishments: Kerkorian has been one of the most important shapers of Las Vegas, and currently has a large stake in some of the most hotels in Vegas: Bellagio, Excaliber, Luxor, Mandalay Bay, MGM Grand, New York-New York, Circus Circus, and The Mirage. He’s said to be the richest man in Los Angeles, with a personal fortune of $16 billion.
12. Dropped Out: Kevin Rose dropped out of the University of Nevada, Las Vegas in 1998.
Accomplishments: Rose used money planned for a downpayment on a house with his (now ex) girlfriend to start the website Digg. He graced the cover of BusinessWeek in 2006 with the headline "How This Kid Made $60 Million In 18 Months.
And the last one ....
Dropped Out: Mark Zuckerberg dropped out of Harvard after starting a social networking site in his dorm room in 2004.
Accomplishments: The social networking site he founded is Facebook. In 2008 Forbes valued his net worth at $1.5 billion, though reports say he may have to scrape by with only $1 billion for 2009.
Zynga's Secret To Success: Steal Great Ideas!

*Here is a good article I found about Zynga secret ingredient to success ... in China certain online games companies applied the same strategy over the years by just copying successful online games and had achieved success for themselves too. "Tian Loong Ba Bu" ( Changyou ) vs. "Genghis Khan" ( CiLing ) is a good example.
Here's Zynga Secrets ...
One reason people love to hate Zynga is the approach Zynga has taken to becoming so successful: The Microsoft approach.
Specifically: Copy a competitor's product, then crush the competitor.
Bill Gates did not grow Microsoft into an global giant by purely innovating or creating completely new products. Instead, he identified successful products, duplicated them, and used Microsoft's superior positioning and power to crush the existing competition.
For instance, Microsoft's Windows banished the Macintosh to years of relative obscurity; Internet Explorer killed off Netscape; Excel walloped Lotus, and Word replaced WordPerfect as the gold standard in word-processing. Similarly, to grow his company, Zynga founder and CEO Mark Pincus has applied this model to the social gaming industry. One way Zynga creates huge hits is by identifying popular games from other studios, creating a near replica, and then beating the original with a bigger marketing budget.
As with Microsoft, this strategy has made Zynga unpopular. The company has already paid one seven-figure settlement, and is mired in a slew of ongoing lawsuits. But unpopularity -- and even perpetual legal battling -- may be problems Zynga is happy to put up with. As Microsoft has demonstrated, the strategy works.
Until his recent displays of philanthropic munificence, Bill Gates was never a beloved figure -- not the way Steve Jobs and Larry Ellison were. But you never caught his shareholders complaining.
So far, Mark Pincus and Zynga appear to be making that same trade-off.
Here's Zynga Secrets ...
One reason people love to hate Zynga is the approach Zynga has taken to becoming so successful: The Microsoft approach.
Specifically: Copy a competitor's product, then crush the competitor.
Bill Gates did not grow Microsoft into an global giant by purely innovating or creating completely new products. Instead, he identified successful products, duplicated them, and used Microsoft's superior positioning and power to crush the existing competition.
For instance, Microsoft's Windows banished the Macintosh to years of relative obscurity; Internet Explorer killed off Netscape; Excel walloped Lotus, and Word replaced WordPerfect as the gold standard in word-processing. Similarly, to grow his company, Zynga founder and CEO Mark Pincus has applied this model to the social gaming industry. One way Zynga creates huge hits is by identifying popular games from other studios, creating a near replica, and then beating the original with a bigger marketing budget.
As with Microsoft, this strategy has made Zynga unpopular. The company has already paid one seven-figure settlement, and is mired in a slew of ongoing lawsuits. But unpopularity -- and even perpetual legal battling -- may be problems Zynga is happy to put up with. As Microsoft has demonstrated, the strategy works.
Until his recent displays of philanthropic munificence, Bill Gates was never a beloved figure -- not the way Steve Jobs and Larry Ellison were. But you never caught his shareholders complaining.
So far, Mark Pincus and Zynga appear to be making that same trade-off.
New Genre New Platform : Social Games
Social gaming, in particular gaming on Facebook, is the fastest growing and one of the most exciting areas in tech right now. Zynga the current social games leader, has gone in just a few months to a 10-figure valuation, while established companies like Electronic Arts are putting serious resources into the space and acquire PlayFish for 400 million to get to the top of the business.
The explotion of the social gaming sector had been attracting more and more talent from the traditional PC and video game industry. Infact everyone wants a piece of this social games pie, DigitalChocolate from the mobile games industry had marked as a new top performer on Facebook. Social gaming really is just becoming an extension of the overall games ecosystem, it's another new platform that games companies can target like console, handheld, mobile, PC, iPhone, iPad and so on.
The explotion of the social gaming sector had been attracting more and more talent from the traditional PC and video game industry. Infact everyone wants a piece of this social games pie, DigitalChocolate from the mobile games industry had marked as a new top performer on Facebook. Social gaming really is just becoming an extension of the overall games ecosystem, it's another new platform that games companies can target like console, handheld, mobile, PC, iPhone, iPad and so on.
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