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Article from Techcrunch.

“No, Conduit was not acquired for a billion dollars or more by Google or Microsoft … yet (although one executive suggested to me in a phone call this week that the company should, in fact, be worth about half of Facebook’s valuation on the private market – meaning about $35 billion at present day – because they reach about half of the social network’s audience).

We’ll see about that.

Either way, what’s really happening, according to solid sources close to the company, Conduit is in fact acquiring another Israeli startup in the Web app publishing and distribution space, namely Wibiya, and they added that the deal could close as early as next Monday or Tuesday.

According to those people, who are familiar with the negotiations, the transaction hasn’t been signed off yet and the deal could still fall through, although multiple sources I’ve spoken with are confident the acquisition will close soon.

I hear that the purchase price is roughly $45 million, which means the deal would give a solid return to both Wibiya’s founders and investors, who have pumped about $2.6 million into the company. Backers include Primera Capital, Yossi Vardi, Oded Vardi and Jeff Pulver.

If the acquisition closes, all 17 Wibiya employees are expected to join Conduit.

Wibiya essentially enables publishers to add a social layer to their websites, rendering said sites interactive, free of charge, in order to grow their audience organically.

It is similar to what Conduit does, although Conduit is mostly known for its Web toolbars and web application marketplace. Complementarity seems to be the key word, here.

From what I’ve gathered about the company, Wibiya currently partners with publishers of about 120,000 websites, many of which are small ones, although its customer base also includes the likes of TheStreet.com, Playboy.com and Glam.com. In total, Wibiya is said to reach 200 million unique users, although that is to be taken with a grain of salt in my opinion (even Twitter reportedly boasts less active users than that).

Conduit partners with companies like Zynga, Fox, MLB and Time Warner Cable to reach about 230 million unique users, according to its own count. I should note that the company does seem to do extremely well even though those numbers seem to be inflated: it has raised less than $10 million since its founding in 2005 and boasts about 250 employees today.”

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Article from SFGate.

“It’s been a big couple of weeks in mobile. Verizon Wireless finally got the iPhone. Hewlett-Packard unveiled the first fruits of its Palm purchase last year. Nokia, the world’s biggest maker of handsets, abandoned its once-dominant Symbian mobile software system and demoted itself to a kind of glorified contract manufacturer of Microsoft-powered devices.

The struggle for mobile dominance has entered a new phase. Why would Nokia throw out Symbian, with its 37 percent market share, in favor of software with less than one-seventh of that? Because recently hired Chief Executive Officer Stephen Elop is convinced that Microsoft has better odds of going up against the four other mobile powers – Apple, Google, Research In Motion, and HP – and making its new Windows Phone 7 software a center of gravity for the world’s programmers, manufacturers, and consumers.

“The game has changed from a battle of devices to a war of ecosystems,” Elop told investors at a recent London news conference.

Actually, it’s the same game that created the most valuable franchises in tech history, from IBM to Microsoft to Facebook. All successfully established themselves as “platforms,” in which countless entrepreneurs and programmers developed products and applications that gave value to customers and profitability to shareholders – sucking oxygen away from rivals all the while.

Platform leaders

In the 1960s, IBM trounced Sperry and other mainframe manufacturers by creating a soup-to-nuts stack of hardware, software and services.

In PCs, Microsoft erased Apple’s early lead by signing up hardwaremakers to create cheap machines, and software companies to develop Windows versions of everything from word processors to Tetris.

Facebook vanquished social networks such as MySpace by repositioning itself as a platform – a decision that led to the creation of gamemaker Zynga and other app companies that keep Facebook’s 500 million users hanging around.

What’s different this time is scale.

“Mobile is the biggest platform war ever,” said Bill Whyman, an analyst with International Strategy & Investment. More smart phones were sold than PCs in the fourth quarter, and sales should reach $120 billion this year. That doesn’t count billions more in mobile services, ads, and e-commerce.

This war will probably last for some time, too. Unlike with PCs, where the unquestioned victor – Microsoft – quickly emerged and enjoyed years of near monopoly, no one has a divine right to dominance in mobile. Microsoft crushed its competition by forcing people to make a choice. There were far more software applications for PCs, and most didn’t work on Macs. The more Microsoft-powered machines out there, the more people wrote software for them, the more people bought them, and the bigger the whole system became. Economists have a name for that phenomenon: “network effects.”

Appealing products

All cell phones can talk to each other and handle the same websites and e-mail systems, so winning means making products that function more effectively and appealingly. That sums up Apple’s success.

Steve Jobs figured out long ago that when people spend their own money, they’ll pay for something a lot nicer than the unsexy gear the cheapskates in corporate procurement choose. While others competed on price, Apple focused on making its products reliable and easy to use. Once customers buy an iPhone and start investing in iTunes songs and apps, they tend to stick with the system and keep buying – even though there’s no proprietary lock on the proverbial door.

Apple’s huge sales volume makes carriers and suppliers more likely to agree to its terms. The software that powers everything Apple makes – all variations of the Mac operating system OS X – is as intuitive to developers as Angry Birds is to app shoppers.

The result is economic leverage of staggering power. To create a blockbuster, Apple doesn’t need to spend billions on a start-from-scratch moon-shot of a development project. It just needs to tweak a previous hit.

Take the iPad, which is in many ways a large iPod touch. Apple won’t say how much the iPad cost to develop. Consider these numbers, though: In the year that ended Sept. 30, during which Apple introduced the iPad and the iPhone 4, the company spent $1.8 billion on research and development. Over the same period, Apple’s revenue increased by $22.3 billion. Nokia spent three times as much as Apple on R&D – $5.86 billion – and increased revenue by just $1.5 billion. No wonder that Apple, whose share of total global mobile-phone sales is only 4.2 percent, gets more than half the profit generated by the industry, according to research firm Asymco.

Fast-growing Android

Even Google, Apple’s mightiest rival, got only a $5 billion increase in sales on its $3.4 billion R&D budget. It does have plenty to show for its efforts, though: Its Android platform is growing at a blistering pace. In the fourth quarter, according to research firm Canalys, twice as many Android devices shipped as iPhones.

“Google is being far more aggressive in building its platform than Microsoft ever was,” says Bill Gurley, a partner at Benchmark Capital.

Barring big surprises, the other contenders – RIM, HP, and Microsoft – are in for a slog: too dependent on mobile devices to give up, yet lacking the tools to make much progress. All lost market share in 2010 and have far fewer apps available for their devices.”

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Article from SFGate.

“There’s been a lot of talk about San Francisco’s Zynga, the hot developer of the popular online games FarmVille and CityVille, going public.

Now comes a new report from eMarketer that predicts the social gaming market will surpass $1 billion this year, as online advertisement spending increases.

It calculates that nearly 62 million Internet users, or 27 percent of the online audience, will play at least one game on a social network monthly this year, up from 53 million last year.

Much of social gaming revenues, about 60 percent, come from virtual goods — special glow-in-the-dark cows and the like that players can buy for small change. They quickly add up — to an estimated $653 million this year.

Marketers are expected to pump more dollars into online advertisements, spending $192 million, up 60 percent over last year.”

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Article from SFGate.

“If Facebook were a country, it would be the third largest in the world, so it figures that the social networking giant is trying to develop its own currency – Facebook Credits. Already, those credits can buy virtual goods from more than 200 applications on the Facebook platform, like special crop seeds or enhanced tractors in the otherwise free-to-play social game FarmVille. But credits have moved into the physical world as well. Last week, Safeway Stores joined Target, Best Buy and Walmart in selling Facebook Credit gift cards, just in time for them to become a stocking stuffer for the onrushing holiday shopping season. “We want Facebook Credits to be the virtual currency on Facebook,” said product marketing manager Deborah Liu for the Palo Alto firm. Analysts say Facebook Credits also have the potential to become a universal online currency that crosses both applications and country borders, not to mention a multibillion-dollar revenue source for Facebook, which takes a 30 percent cut of each transaction. Credits, for example, could be the future currency used by publishers of digital content like news and video, said analyst Atul Bagga of the investment research firm Think Equity LLC. For now, “Facebook is only taking baby steps,” Bagga said. “But you can see that Facebook Credits can go far.”

Positioned to win

Indeed, online payment systems are a key component of the main theme for the Web 2.0 Summit that begins today at the Palace Hotel in San Francisco. The convention will focus on “a battle to gain the upper hand in crucial ‘points of control’ across the Internet Economy,” entrepreneur and tech journalist John Battelle wrote earlier this year in a blog post setting up the theme for this year’s conference. And with more than 500 million active members, Facebook is already positioned to become a winner in that battle. “As Facebook Credits increases in usage, Facebook will begin to look and feel like its own economy,” said Augie Ray, a senior analyst at Forrester Research Inc. The privately held Facebook isn’t disclosing how many of its members now use Facebook Credits, which grew out of a Gift Shop feature that closed Aug. 1. Earlier this month, Wedbush Securities projected Facebook will generate more than $1 billion in sales from virtual goods this year, and approach $2 billion next year. Currently, there are more than 200 games and applications from 75 developers that accept Facebook Credits for those virtual goods, including 22 of the 25 most popular social games. On Nov. 2, Facebook signed a five-year deal with Redwood City video game giant Electronic Arts to use Facebook Credits as its exclusive payment method for its social games, such as Pet Society, Restaurant City and FIFA Superstars. That followed a similar deal earlier this year with San Francisco’s Zynga Game Network Inc., maker of popular social games like FarmVille. But there are non-game apps, such as Family Tree and Hallmark Social Calendar, that also accept Facebook Credits for virtual gifts such as digital birthday cards. And charitable organizations like Stand Up to Cancer and the anti-malaria Nothing But Nets have accepted Facebook Credits donations. The payment system could become especially important since Facebook is also pushing its Connect program to directly bridge the social network’s members with millions of other websites.

Making it easy

The system works in a way that’s similar to real-world transactions such as using a BART transit card. Facebook members use a regular credit card, PayPal account or mobile phone account to buy a certain value of Facebook Credits, starting with 15 credits for $1.50. Facebook Credits accepts payments using 15 currencies, including dollars, euros and yen. Like BART cards, which deduct fares based on the distance of travel on the system, a Facebook Credits account is charged for the value of a virtual item that in real currency might cost only a few cents each. It’s the basic concept used by Apple Inc. to sell 99-cent songs on iTunes at a time when downloading songs for free was all the rage, said Alex Rampell, chief executive officer of Trial Pay Inc. “How did Apple get everybody to pay? They just made it very easy,” said Rampell, whose Mountain View company offers an advertising system that entices social game players to try a real product like pizza or cosmetics in exchange for Facebook Credits. Indeed, Facebook’s Liu said the company sees a “sweet spot” for making a frictionless micro-payment system. The company is slowly expanding its list of developers who can “just plug into Facebook Credits” and not have to worry about creating their own payment system, she said. Social gaming is just the first industry to be affected, “but we think a number of verticals will break through,” Liu said.

Potential markets

Airline tickets or other big-ticket purchases may not be practical for Facebook Credits. But news site publishers, for example, could use Facebook Credits to get readers to buy access to an important story or a special video, Bagga said. “And music is a very social phenomenon,” he said. “There are so many industries that can have disruptions due to the social networking phenomenon.” Facebook, however, is based on the proposition that members make the network work by sharing their personal information, so it has also sparked numerous controversies over privacy. Facebook Credits might bring even more scrutiny. “As Facebook becomes a bigger part of the user’s shopping and purchasing activities as well as an even greater part of their communications activities, there’s going to be a greater focus on the part of government as to what Facebook is doing,” Ray said. Read more here

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Article from SF Gate.

“Zynga Game Network Inc.’s estimated worth surpassed Electronic Arts Inc.‘s stock-market value, a sign of the ascendance of social-networking entertainment at the expense of traditional video games.

Zynga, the maker of such games as FarmVille and FrontierVille, is valued at $5.51 billion, according to SharesPost Inc., an exchange for shares of privately held companies. Electronic Arts, the second-largest game publisher by sales, is worth $5.22 billion on the Nasdaq Stock Market.

Started by Mark Pincus almost four years ago, Zynga has become one of the fastest-growing technology companies by using Facebook Inc.’s social network to distribute games. It makes money by selling virtual goods, such as vehicles and weapons that help players advance in games. The company has grabbed about a third of that market, which is worth $1.6 billion this year, according to Inside Network in Palo Alto.

“The valuation is not that crazy, given what’s going on in the market,” said Atul Bagga, an analyst at ThinkEquity LLC in San Francisco, who estimates the virtual-goods market may reach $3.6 billion in three years. “It’s not that terribly expensive seeing the growth prospects.”

Electronic Arts, meanwhile, faces declining retail sales of gaming hardware and software. Before Tuesday, its shares had dropped 7.4 percent since March 1. Zynga’s estimated value has more than doubled in that period.

Electronic Arts was the world’s biggest video-game publisher until 2008, when Activision merged with Vivendi SA‘s gaming business to form Activision Blizzard Inc.

Dani Dudeck, a spokeswoman for San Francisco’s Zynga, said the company doesn’t comment on its valuation. SharesPost bases its number on data from trades of private shares, research estimates and venture-financing valuations. Jeff Brown, a spokesman for Redwood City’s Electronic Arts, didn’t immediately respond to a request for comment.

Zynga is the largest maker of games on Facebook, with more than 210 million monthly active users, according to AppData.com, part of Inside Network, a research firm.

Zynga’s value on SharesPost was $2.61 billion in March. That’s when SharesPost introduced a new index for venture-backed companies, including Facebook, Twitter Inc. and LinkedIn Corp.”

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