INFOSPACE, INC. (Exact Name of Registrant As Specified in Its Charter)
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
The Video Game Industry an Industry Analysis, from a VC Perspective
The Video Game Industry An Industry Analysis, from a VC Perspective Nik Shah T’05 MBA Fellows Project March 11, 2005 Hanover, NH The Video Game Industry An Industry Analysis, from a VC Perspective Authors: Nik Shah • The video game industry is poised for significant growth, but [email protected] many sectors have already matured. Video games are a large and Tuck Class of 2005 growing market. However, within it, there are only selected portions that contain venture capital investment opportunities. Our analysis Charles Haigh [email protected] highlights these sectors, which are interesting for reasons including Tuck Class of 2005 significant technological change, high growth rates, new product development and lack of a clear market leader. • The opportunity lies in non-core products and services. We believe that the core hardware and game software markets are fairly mature and require intensive capital investment and strong technology knowledge for success. The best markets for investment are those that provide valuable new products and services to game developers, publishers and gamers themselves. These are the areas that will build out the industry as it undergoes significant growth. A Quick Snapshot of Our Identified Areas of Interest • Online Games and Platforms. Few online games have historically been venture funded and most are subject to the same “hit or miss” market adoption as console games, but as this segment grows, an opportunity for leading technology publishers and platforms will emerge. New developers will use these technologies to enable the faster and cheaper production of online games. The developers of new online games also present an opportunity as new methods of gameplay and game genres are explored. -
The Mobile Revolution : the Making of Mobile Services Worldwide / Dan Steinbock
❙ i London and Sterling, VA ii ❙ Publisher’s note Every possible effort has been made to ensure that the information contained in this book is accurate at the time of going to press, and the publishers and authors cannot accept responsibility for any errors or omissions, however caused. No responsibility for loss or damage occasioned to any person acting, or refraining from action, as a result of the material in this publication can be accepted by the editor, the publisher or any of the authors. First published in Great Britain and the United States in 2005 by Kogan Page Limited. Reprinted 2005 Apart from any fair dealing for the purposes of research or private study, or criticism or review, as permitted under the Copyright, Designs and Patents Act 1988, this publi- cation may only be reproduced, stored or transmitted, in any form or by any means, with the prior permission in writing of the publishers, or in the case of reprographic reproduction in accordance with the terms and licences issued by the CLA. Enquiries concerning reproduction outside these terms should be sent to the publishers at the undermentioned addresses: 120 Pentonville Road 22883 Quicksilver Drive London N1 9JN Sterling VA20166–2012 United Kingdom USA www.kogan-page.co.uk © Dan Steinbock, 2005 ISBN 0 7494 4296 4 British Library Cataloguing-in-Publication Data A CIP record for this book is available from the British Library. Library of Congress Cataloging-in-Publication Data Steinbock, Dan. The mobile revolution : the making of mobile services worldwide / Dan Steinbock. p. cm. Includes bibliographical references and index. -
MOBILE GAMING: a Framework for Evaluating the Industry 2000-2005 JUSSI-PEKKA PARTANEN Copyright (C) 2001 Gaptime Century, Ltd
MOBILE GAMING: A Framework for Evaluating the Industry 2000-2005 JUSSI-PEKKA PARTANEN Copyright (C) 2001 Gaptime Century, Ltd. MOBILE GAMING: A FRAMEWORK FOR EVALUATING THE INDUSTRY 2000-2005 Abstract (English) Author: Jussi-Pekka Partanen, Gaptime Century Ltd. Report title: Mobile Gaming:A Framework for Evaluating the Industry 2000-2005 Date: 15.06.2001 Pages: 110 A mobile game is a commercial product that is distributed to the customer using mobile operator’s network. The game is an interactive product; many kinds of entertainment services are not covered by this report, such as joke or comics services or the popular ring tone and logo services. What distinguishes mobile games from other kinds of entertainment services is that the interactivity creates so-called stickiness for the service. The games may be addictive and offer something more than “disposable” fun, as operator logos do. The target of this study is to give an introduction to the mobile gaming industry and build a framework for analysing the success of mobile game products and companies. Currently the mobile gaming industry is in the introduction phase. Many start-up companies are developing different games and technologies and believe that they will be the winners when the market moves from introduction to the growth stage. At this point the company must have the critical mass in order to flourish, otherwise the companies with bigger better partnering networks and marketing and sales forces are eating the smaller one. The framework depends on the following methods: the industry and mobile game life cycle model, value distribution in the value delivery network and external company analysis. -
The Game Plan
INSIDER VIEWS ON VIDEO GAME DEVELOPMENT Menu 03 Foreword By Jonathan Kestenbaum, CEO, NESTA 04 Introduction 07 Level 01 Two Can Play this Game 26 Level 02 The Game Plan 55 Level 03 Staying Ahead of the Game NESTA has long championed the importance of the UK video games Foreword by sector as a driver of growth and innovation. Through a blend of Jonathan robust evidence and a portfolio of practical pilots called ‘Raise the Game’, we’ve worked with the sector to devise strategies that Kestenbaum ensure the UK remains at the forefront of global video games CEO, NESTA development. Gaming Mentoring has been one of these pilots. Over the course of _ a year we’ve paired industry luminaries with emerging developers. This has enabled early-stage UK video games companies to benefit from the experience of business leaders who ‘have been through Through a blend of it’, and provided them with invaluable advice on business growth robust evidence and a during a tumultuous economic climate. portfolio of practical It’s now a good time to present our lessons to the industry at pilots called ‘Raise the large. The essays in this book give mentors and mentees the Game’, we’ve worked chance to express in their own voices their experience of this with the sector to programme. devise strategies that The essays also provide practical advice on how to best overcome ensure the UK remains common development challenges, as well as diverse views of the future of the video games sector. We are sure this knowledge will at the forefront of be valuable for both experienced developers and new generations global video games of UK video games talent – and also provide a really interesting development. -
Infospace Announces Acquisition of European Mobile Games Publisher IOMO Submitted By: Speed Communications Thursday, 2 December 2004
InfoSpace Announces Acquisition of European Mobile Games Publisher IOMO Submitted by: Speed Communications Thursday, 2 December 2004 InfoSpace, Inc. (NASDAQ: INSP) today announced its acquisition of UK-based IOMO Limited, an award-winning developer and publisher of mobile games. The consideration is approximately $15 million, payable in cash. “We are excited to build our presence in Europe and to expand our role in the mobile games space by acquiring IOMO," said Jim Voelker, chairman and chief executive officer of InfoSpace, Inc. "With IOMO’s great team, strong publishing capabilities and broad distribution relationships, we will extend our reach by offering high quality mobile games to subscribers across the world.” Currently, IOMO distributes its mobile games through several major mobile operators and handset manufacturers, including Vodafone, O2, Orange, Nokia and Motorola. IOMO’s games are distributed to subscribers in more than 15 countries, including the U.K., Germany, Italy, Spain, Ireland, Greece, Portugal, Australia, New Zealand, Thailand and China. In the three months ended September 30, 2004, IOMO generated approximately $1 million in revenue. Since the company was founded in 2000, IOMO has built a reputation on creating more than 80 innovative, high quality mobile games, such as the BAFTA nominated Scooby Doo, Tomb Raider, Tiger Woods PGA Tour Golf and Colin McRae Rally 2005. In recent months, IOMO has developed and/ or published several of the “top ten” games downloaded across all four major mobile operators in the UK, according to ELSPA, the Entertainment & Leisure Software Publishers Association. IOMO’s high quality product offerings earned it the honor of being named the Best Mobile Development Studio at the Develop Industry Excellence Awards in each of the last two years.