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Conclusions from the Social Gaming Summit

Last week we attended the Social Gaming Summit at Chelsea’s Stamford Bridge stadium in London. Here is what we learnt:

1. Facebook has become ultra-competitive as a games platform. According to Dan Laughlin, Biz Dev director at 6waves, to get to 1m MAUs (monthly active users) on Facebook you will need to spend hundreds of thousands of dollars, if not more. Sure you can get some virality, but it’s not the same as it was 2 or 3 years ago. K-factors of less than 0.1 indicate the low amount of viral growth in games on Facebook today.

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Turbulenz at Casual Connect Seattle

Turbulenz had a great week at Casual Connect Seattle. Lots of new friends as well as existing Turbulenz partners stopped by our booth to see the latest beta release of the Turbulenz Game Network. Once again, we heard loud and clear from game developers that mobile is too crowded, Steam is too core, consoles too expensive, and that Turbulenz fills the void of monetizing high quality games in the browser. Look for more news about the new developers we brought on board to Turbulenz over the next several months. And if your team is interested in partnering with Turbulenz and increasing your game’s presence and revenue stream on the web, please contact us at info@turbulenz.com.

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Turbulenz at Develop and Evolve - what did we learn?

Turbulenz were at Develop and Evolve in Brighton, here are our main take aways, helpfully condensed into 10 bite size portions of wisdom. 

1. Physical Media is Dead 

Games industry will be £87bn by 2014. In 2008 digital sales made up 31% of the industry. In 2010 this figure had increased to 45% meaning nearly half of all game revenue is generated without need for a retailer. Still wondering why HMV are doing so badly now?

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Successful E3 for Turbulenz

Turbulenz have returned from another successful E3. As our regular followers will know, one of our goals at Turbulenz is to help developers get more from games they have already invested time and money into. Taking existing content and re-factoring it for the browser - using the Turbulenz tools - opens up that game to a much wider audience in the browser. And so, as developers and publishers alike look to recoup the investments they have made by bringing those games to new platforms, Turbulenz is well positioned. 

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