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IO’10 Ryan Morel

December 23rd, 2009 by Arjan Olsder Posted in Analysis & Editorial | No Comments »

Pressok-entertainment Starting off with Reaxion, Ryan has built up many years of mobile games sales experience from the US. Now, he’s serving up games with PressOK Entertainment and sharing his vision in the Industry Outlook 2010.


The Market in 2009

2009 was a transition year for PressOK Entertainment.  Historically, both Reaxion and Mobliss (the two companies merged and now operate two business units, PressOK and Reaxion, with Mobliss as the corporate entity), focused on large, mostly branded, games for feature phones; in 2009, we switched our product development focus to original, more bite sized, games for the smartphone market. 

The transition was a bit slower than we would have preferred, but we launched a hit game on iPhone (Finger Physics which was the #1 overall Free App and remains in the top 25 Paid Apps) and have an exciting lineup of content for the smartphone market in 2010.

The Market in 2010

We expect 2010 to be an interesting year with the emergence of operator and handset manufacturer app stores, specifically for Android and Blackberry.  We expect the iPhone to continue to be king (we're getting crazy with these predictions), but Android and Blackberry present interesting opportunities for developers who are willing to be patient and deal with handset fragmentation. 

From a game perspective, we expect to see more substantial moves towards mobile social gaming.  With the emergence of smartphones and 3G penetration, there's no reason developers and publishers can't do more to take advantage of the social nature of the mobile handset. 

PressOK Entertainment in 2010

From a platform support perspective we'll be focused on iPhone, Blackberry, and BREW for the first half of the year, and we'll add Android to the mix once that market place becomes a bit more viable, which we expect to happen around Q3. 

From a content perspective our goal is to create games that people want to share with their family and friends, with the incentives and tools for them to actually do that from the game itself. 

Realistically, this isn't rocket science, it comes down to who can create fun games, get them on the right channels/platforms and provide ways for people to share them – we believe we can do that in 2010.

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