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Area 120 is beginning to use Google’s massive reach to scale HTML5 GameSnacks platform

Hundreds of millions of users, especially in developing markets, don’t own high-end smartphones and can’t afford fast data plans to enjoy much of anything on the web.

Google has been exploring multiple ways to better serve this segment of the user base. It has tried partnerships to make the internet more affordable to tens of millions of users. It has worked with smartphone makers to bring reliable Android experience to cheap smartphones. In fact, it’s currently working on a project with telecom operator Jio Platforms in India to further lower the price point for decent Android experience.

For mobile games, however, Google has a slightly different idea to reach users. Area 120, Google’s in-house incubator for experimental projects, last year launched GameSnacks. It’s an HTML5 gaming platform, where titles are bite-sized and they load much faster and consume far less resources because of the way they have been designed.

And that idea appears to be working.

Google said on Tuesday that over the past year it has made inroads with GameSnacks, and is now ready to scale the platform and test monetization models to make it worthwhile for game developers.

In an exclusive interview with TechCrunch, Ani Mohan, general manager of GameSnacks, said the platform has amassed over 100 titles and millions of users.

“HTML5 gaming has been growing, especially outside of the United States. HTML5 is a great way to get games to users who have just come online and probably haven’t played games online before. These games are cross-device, work on low-bandwidth connection, and are instantly playable as they don’t require users to install any files,” he said.

These single-player games, that work on any device with as low RAM as 1GB and 2G to 3G data connection, are available to users through the GameSnacks website. They can be played on desktop as well as Chrome on an iPhone or iPad (if you wanted to give it a whirl).

Now the company is using its scale to expand the reach and discoverability of GameSnacks. Mohan said in recent weeks GameSnacks games have been made available from the New Tab page in Chrome for users in India, Indonesia, Nigeria and Kenya.

In India, Google’s biggest market by users, GameSnacks games are also arriving to Google Pay. The company is also experimenting with bringing GameSnacks games to Discover feed.

Mohan said the company is starting these integrations is select countries because that’s where many users face the challenges the platform is trying to address. “We view this as an early stage of experimentation. If it goes well, we will love to expand it,” he said.

Additionally, Mohan said the company is experimenting with bringing GameSnacks games to the Google Assistant.

“Now that few of these integrations are live, one of things we are hoping to do is talk to developers, and tell them that there is an easy way to get on Google,” he said.

Developers on GameSnacks currently monetize their games via a non-exclusive licensing model. Mohan said the team, which comprises six people (though more people from Google contribute to it), is working on helping these developers monetize their games using next-generation AdSense for Games ad formats.

“We want to help them build viable businesses over time so we’re going to start experimenting with advertising on the platform,” he said. However, this will be for a select number of GameSnacks games for now.

Emerging markets such as Africa and Asia are not new to the world of HTML games. In India, for instance, a gaming platform called Gamezop raised $4.2 million last year to expand its HTML5 games to reach more developers and embed them into over 1,000 apps.

In 2018, South African telco MTN Group launched the Bonus Bucks HTML5 game portal for its subscribers in the Southern African country. Facebook operated HTML5 Instant Games on Messenger for years until taking it off the messaging service. A quick search on our own archive returns scores of firms that work on HTML5 games in the past, though we have seen fewer examples in recent years.

Mohan remains bullish that there is a big opportunity for HTML games and this extends beyond Africa and Asia. “We don’t see these markets as our only option. These are just the markets we’re starting with because the need for HTML5 games… is especially compelling. We think the market size for this is much broader because HTML has users all around the world,” he said.

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Snapchat launches Mario Party-style multiplayer games platform

Snap is unlocking a new revenue stream while giving you something to do between chats and Stories. Today Snapchat debuts its Snap Games platform that lets you play real-time, multiplayer games while texting and talking with your friends. The platform is based on Snap’s secret late-2017 acquisition of PrettyGreat, an Australian game studio with talent from HalfBrick (which built Fruit Ninja). That team built Bitmoji Party, a Mario Party-style mini-game fest, to show off the platform that includes five games from developers like Zynga and ZeptoLab. The games are rolling out worldwide on iOS and Android starting today.

To monetize the platform, Snapchat will let users opt in to watching six-second unskippable commercials that reward them with a power up or bonus in-game currency. Snapchat will share revenue from the ads with developers, though it refused to specify the split. It could be a little weird watching ads to more easily beat your friends. But down the line it’s easy to imagine Snapchat selling cosmetic upgrades via in-app purchases akin to Fortnite.

Snap announced the new Snap Games platform at its first-ever press event, the Snap Partner Summit in Los Angeles, where it also announced an augmented reality utility platform called Scan, an ads network and a way to put its Stories in other apps. “We wanted to build something that makes us feel like we’re playing a board game with a family of over a long holiday weekend. Something that makes us feel like we’re sitting with friends, controllers in hand, looking at the same screen,” says Snap’s head of gaming, Will Wu. The Information’s Tom Dotan and Amir Efrati first reported Snap was building a gaming platform and Cheddar’s Alex Heath reported it would end up launching today.

Snap Games could be considered a real-time spin on Facebook Messenger’s Instant Games platform, which has focused on porting to HTML5 well-known asynchronous games like Pac-Man and other arcade titles. Similarly, Snap Games don’t have to be downloaded separately, as they’re piped in from the web. Users can browse available games by tapping a new rocket ship button in the chat bar.

You’re invited to Bitmoji Party 🎉#SnapPartnerSummit pic.twitter.com/WBTntkqZil

— Snapchat (@Snapchat) April 4, 2019

With Bitmoji Party, your avatar competes with up to seven friends simultaneously in a series of mini games where you have to stay balanced on a giant record as a DJ scratches it, or avoid getting knocked in the pool. You also can have another 24 friends spectate and rotate in. Winners earn coins they can use to buy dances to stunt on their competition. And with an ever-present chat bar, users can use text or voice to talk trash.

Rather than port in known IP, Snap recruited developers to build games exclusively for its vertical, real-time multiplayer format. These include:

  • Alphabear Hustle from SpryFox – a fast-paced word puzzler
  • C.A.T.S. (Crash Arena Turbo Stars) Drift Race from ZeptoLab – a cutesy racing game
  • Snake Squad from Game Closure – a reimagining of the classic Snake game set in outer space
  • Tiny Royale from Zynga – a top-down battle royale shooter game that feels like a Game Boy version of Fortnite  top-down battle royale game
  • Zombie Rescue Squad from PikPok – a zombie shooter

Snapchat’s partner games (from left): Tiny Royale, Snake Squad, C.A.T.S. Drift Race

Snap’s game platform has huge potential to boost time spent in the app and the ads views that generates because gaming is perfect for its demographic. “In the United States, Snapchat now reaches nearly 75 percent of all 13 to 34-year-olds, and we reach 90 percent of 13 to 24-year-olds. In fact, we reach more 13 to 24-year-olds than Facebook or Instagram in the United States, the U.K., France, Canada and Australia,” Snap CEO Evan Spiegel revealed today. This is the age group with the free time and dense social graphs to make use of multiplayer real-time games.

The big question is whether Snap’s reward-incentivized video ad views will generate enough cash to keep developers coming to the platform. If not, a limited line of titles could get old quick. Snap has entirely avoided in-app purchases since shutting down its Lens Store in early 2016. There’s understandable concern that kids could rack up huge bills on their parents’ credit cards. But given how Fortnite has normalized paying for no-utility cosmetic upgrades for this same demographic, with the right controls Snapchat could do the same to make itself and its partners a lot more money. And given you’re always playing with your friends, not strangers, there’s an even deeper urge to buy funny costumes and dances to impress them.

Snapchat’s overarching strategy right now is to build an orbit of time-wasters surrounding chat. What began with Stories now includes Discover publications, premium Shows, augmented reality toys and now games. It may never become a favorite with the 35+ age group. But since messaging is the top mobile behavior, Snap can use it to keep people coming back and then distract them while they’re waiting for a reply or need a social alternative to small talk.

 

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