Archive for the ‘mmotraffic’ Category

MMO Traffic expands to North America, names online industry veteran Thomas Lee as head of new U.S Operations.

MMO Traffic, a division of MMO Life, the world’s leading international MMO marketing company, has appointed Thomas Lee as Chief Revenue Officer and head of U.S. operations. Adding to their world-renowned leadership team, Lee will act as a bridge between the MMO Traffic team in the Netherlands and the new U.S. operation in Los Angeles. Lee’s new role includes overseeing the U.S. expansion,spearheading business development efforts, expanding operations, overseeing partner relations and bringing new developers on board. He will in addition focus on building relations with international companies, specifically those based in Asia.

“Appointing Thomas is an extremely important play for the future growth of MMO Traffic,” said Chief Executive Officer and Founder, MMO Traffic, Reinout te Brake. “As a respected game industry veteran, Thomas’ extensive international network, deep knowledge of the MMO industry and broad experience collaborating across departmental lines mixed with his extraordinary respect of people and our shared values and ambitions make him the perfect choice to lead U.S. operations, build our developer network and ensure the continued success of MMO Traffic.”

A video game executive and entrepreneur with a deep understanding of both development and publishing, Lee brings with him more than 15 years of game industry experience with some of the world’s most distinguished publishers, including Origin/EA, Square Enix, and most recently Gamepot (USA) Inc., where he served as Senior Director of Business and Marketing spearheading efforts to make gamepotusa.com a top free-to-play game portal in North America. Prior to Gamepot, Lee was a pivotal member of Nexon America’s new business development team for two years, overseeing the free-to-play game publisher’s major growth.

“The opportunity with MMO Traffic is a perfect fit with my knowledge and international network,” said Thomas Lee, chief revenue officer, MMO Traffic. “As Chief Revenue Officer, and the new Head of U.S. Operations, I look forward to furthering the company’s success and growth as we continue to redefine the MMO game marketing landscape, becoming the leading MMO marketing partner worldwide.”

MMO Traffic, part of the MMO Life Group, is the largest MMO games network using affiliate partnerships with a worldwide reach. MMO Traffic strives to increase developer’s player base by using new channels to gain higher customer penetration and provide customers with additional value through delivering targeted audience. By connecting premium content with the high-quality targeted affiliates, MMO Traffic delivers a profitable balance for both developers and affiliates alike.

Offerings include MMO Traffic’s portfolio of leading MMO games, from wide-ranging, localized content catering to the needs of the general public to those of hardcore MMO game fans. The company provides unique, high converting campaign formats with a variety of choice, ranging from display ads and widgets to integrated content in the look and feel of the affiliate’s websites.

MMO Traffic has also developed a state-of-the-art platform with a universal interface. The company’s proprietary geo-IP targeting software aggregates detail-rich micro data (i.e. IP-tracking, digital postal, geographical intelligence) that is invaluable for planning highly regionalized advertising campaigns and creative, localized content.

The 10 Painful Reasons Why Your Blog Doesn’t Make Money Online – Sourceblogger

Are you having trouble making money online? Of course you are! Want to start making money online for all the time and energy you spend blogging? Of course you do!
But, there’s a real reason why you haven’t been successful —and no one has honestly shared with you the painful truth why your blog doesn’t make money online, have they?!
Until now!
Some of what is going to be shared…you may know it already…whether you want to admit it or not.
So, put your seatbelt on and let’s take a look at what we can do to start increasing your online earnings, shall we?

1) Why Did You Pick The Niche/Category of Making Money Online Anyway?

As was mentioned in “How Much Money Do Bloggers Make Blogging,” only a very small percentage of bloggers are consistently making a significant amount of money online blogging.

If you sat down with that select group of bloggers, you would see they possessed something that you do not at this point — experience.

It’s very difficult to provide monetization advice when you just don’t have that experience. And no, you can’t “fake it until you make it!”

2) Who Are You? Why Should I Listen To You About Making Money Online From Blogging?

Sure, bloggers are 30% more likely to buy something online, but only from reputable resources.

Blogging is truly about trust, transparency and visibility…qualities that you have not established thus far.

Reach out to your fellow bloggers and readers; develop your network first.

(Hint: Think about getting your own domain. Blogspot in your site’s URL is a big deterrent. Are you just here temporarily?

3) I Want  Know More About…

Developing an opt-in list, the successful creation and launching of a digital product or service , I want to know what a shared revenue project is, I want to know what affiliates to use and what type of advertising would work for my blog, I want to know…how to increase traffic. I want to know…I want to know…I want to know! Hello?!

So, you wanted to be the “Make Money Online” guru…are you prepared to answer these types of questions from your readers?

To read the rest of the article, please follow the link to the source: http://sourceblogger.com/the-10-painful-reasons-why-your-blog-doesnt-make-money-online/

DFC Intelligence Forecasts English Language Free-to-Play Games to Reach $2 Billion

August 31, 2010San Diego, CA A new report from DFC Intelligence forecasts that the market for English language client-based free-to-play (F2P) games on the PC is expected to grow from about $250 million in 2009 to $2 billion by 2015.  This growth is largely due to widespread adoption of high-speed Internet connections combined with a growing willingness of consumers to buy digital content and improved payment options such as prepaid retail cards. The F2P market has been firmly established in Asia for many years.  According to DFC analyst Insun Yoon, “for many Korean companies the market in North America has not taken off nearly as fast as they expected.  Much of this can be attributed to the immature infrastructure and a lack of established payment and service mechanisms.  The good news is that this is starting to change and consumers are starting to realize that the game play of top high-end F2P games can be quite sophisticated.”

Most F2P games operate under a model where users can download and play a game for free and have the option to buy virtual goods or upgrade to a subscription package that opens additional play content.    “F2P games can have multiple payment options and most successful games look to bundle products in creative packages such as the ability to buy a monthly or annual subscription that include a set amount of virtual currency.  Creativity in marketing, packaging and distribution are the keys to generating increased revenue” said David Cole, an analyst at DFC.  By the end of 2010, it is expected that English language client based F2P games will have a combined total of 128 million registered users.  While this is not as high as many browser based games and games on social networks,  F2Ps have fairly high conversion rates. “Registered user numbers are a fairly meaningless metric in this market.  Once a consumer is able to get a game downloaded and running conversion rates for high-end F2P games tend to be fairly high,” says Yoon.

One major problem is that in North America and Europe it is still difficult for consumers to successfully install a large client.  In conjunction with Pando Networks, a game delivery services company, DFC is providing a separate report on Online Game Delivery.  This report shows that consumers in South Korea, Romania, Japan and Sweden have significantly higher download speeds than the rest of the world.  According to the Pando report, eight of the fastest 12 cities in the world are located in Korea.