Around the Virtual World
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ByA weekly wrap up of interesting news about virtual worlds, virtual goods and other social media.
Viximo's Game Service Reaches 100M Users
Facebook may dominate the social game market, but it isn't the only show in town. Viximo has made a good business out of providing games to dozens of smaller social networks. The company is announcing today that it reaches more than 100 million users.
OpenFeint Tries Group Buying for Mobile Games With Game Channel
Game Channel's headline feature is called "Fire Sale", an attempt to spin the Groupon model of advertising a deal and to attract the attention of a sizable group of people. Once enough people have joined the deal, the price drops to a set point and the purchases of the group go ahead.
Nexon Selects PlaySpan's Monetization Platform for Nexon Cash
Nexon America, the North American publishing arm of Nexon Corp., announced today a new partnership with PlaySpan, the global leader in monetization solutions for online games, virtual worlds, and social networks, and video games. Under the agreement, Nexon will leverage PlaySpan's Monetization-As-A-Service platform to expand purchasing capabilities to millions of gamers and provide comprehensive credit card processing and fraud risk management services to cover sales of "NX," the publisher's virtual currency.
Virtualizing Your Reality: 10 Questions With Mark Egan
In its May 2010 research note on x86 server virtualization infrastructure, Gartner opens with the assertion that "...the market has a number of viable choices." But its Magic Quadrant shows that VMware has stretched out its lead like Usain Bolt into the top-right corner of the top-right quadrant (combination of execution and vision), with the rest of the quadrant noticeably vacant.
Facebook Beats Yahoo and Google to Become the Fastest Company to Post $2 Billion in Revenue
Facebook's primary source of income is from advertisements and virtual currencies. According to Bloomberg, Facebook founded in 2004, will be the fastest company to reach the $2-billion mark compared to Google, founded in 1998, hit $1.5 billion in 2003 while Yahoo founded in 1994 posted $1.6 billion in revenues in 2003.
Social Networking Grows Unevenly Around the Globe
Use of social networking services has blown up globally, but some countries are more into it than others, according to a new Pew Global Attitudes study. Poland, Britain and South Korea rival the U.S. in usage, but Facebook and its ilk may have a Germany/Japan problem.
Electronic Arts Tries to Launch a Preemptive Strike on Social Network Gaming


r shield due to Google's so-called "intentional exploitation" of thousands of Viacom's copyrighted works. Google believes that it is entitled to the safe harbor since it took down the copyrighted files when properly notified of their unauthorized postings. Interestingly, Viacom has apparently hired Ted Olson, of Bush v. Gore and the challenge to California's Proposition 8 fame, to represent it on appeal.

Intellectual Property Protection for Games
Overview of Legal Issues with Virtual Currencies
Pillsbury's Online & Video Games Team