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8 months ago

LA-based(?) mobile games, apps and platform company Artificial Life (ALIF) claims to have had "a very positive year" in a press release announcing 2009 earnings issued Tuesday, but what they aren't telling you is that their Q4 clearly sucked. I'm still digging through their 10-K to determine what exactly transpired in Q4, but the more I dig and the more I talk to people in the industry about this company, the more there is about it that just don't seem quite right. Perhaps it's their 153 sq ft world headquarters (headcloset?) in LA, or perhaps it's their recent iPhone hyperbole which obfuscates the more probable sub-1mil paid download reality across their portfolio. It could be the queasiness I feel when I read that key elements of the company's 2010 strategy include über-buzzilicious initiatives in mobile green technology (whatever that is) and augmented reality. Or maybe it's just Artificial Life's oddball collection of promotional games, health care and real estate apps, as well as m-commerce and participation TV platforms, that no one I've ever met has ever used. Then again, it could be that despite regular claims of profitability, they seem to keep burning through cash. I know, I know it was just last May that I called these guys "the new hotness"... but whatevs, I think I was kinda digging Jamie Foxx's "Blame It" back then as well. At least I didn't make a $6.5mil investment in the company like 3M did back in October. One wonders what or who they'll be blamin' that on when ALIF dips back below $1 and encounters their next cash crisis.
The results of my latest poll are in... and considering that 2 of the most popular responses show that readers believe that 2010 will be remembered as a year of "pain" and "consolidation" it's pretty clear, despite consumer smartphone exuberance, the general mood amongst those that provide content for those devices is pretty negative. I must say that this echoes the majority of sentiment (with several notable exceptions) that I heard from mobile games publishers at GDC this last week. Competition is intense, iPhone growth is not offsetting carrier declines, price erosion continues on iTunes and no other smartphone platforms are close to providing meaningful revenues yet. Basically we're going through the mobile equivalent of a console upgrade cycle... where consumers (particularly those with a propensity to buy mobile content) are rapidly moving to sexier hardware. The problem is that the content distribution channels are developing unevenly, with business models that don't necessarily play to the advantage of incumbent players. No doubt the landscape of top performing companies in mobile entertainment will look quite different a year from now than it does today.
As always I welcome feedback and dialogue! Please let me know if I'm missing any companies or if you think that my numbers and/or rank order are incorrect. btw - revenue numbers for private companies, or divisions of companies, that haven't publicly disclosed numbers have been left blank intentionally (for now).
My 1 year old BlackBerry Bold can't get off the sauce... it literally needs regular doses of isopropyl alcohol just to stay "functional." To make matters worse its recently taken to huffing Dust-Off to make it through the day. Many of you with BlackBerrys featuring trackballs (Bold 9000, Curve 8900, Tour 9630, 8800 series, etc.) know exactly what I'm talking about... though some of you may be enabling with denial or delusions that your BlackBerry can work through its issues without intervention. People, I'm here to tell you that it's not your fault that your handset's trackball isn't working... you don't have sweatier hands than everyone else and you don't have any greater propensity to eat onion rings before checking your Twitter feed. The problem is clearly a design flaw with the device. If that wasn't the case, then why would RIM be phasing out trackballs in favor of the "trackpad"? Of course, they should have realized that the trackball was a dumb idea from the outset, considering the laptop guys had gone down that road years before and abandoned it for the exact same reasons RIM now has.
Chinese mobile music and wireless value-added services company Hurray! Holding (HRAY) announced unaudited Q4 and full year 2009 results today. Well, as I think we've seen across the board, it's been a dire couple of years for the music-focused mobile entertainment companies. This segment, which was the first to realize success with mobile content, is now crashing hard as ringtones fall out of fashion and full-track downloads fail to ignite any consumer excitement... anywhere. As recently as 2007 Hurray! was a $60mil company, and now it's just about half that size. In an attempt to stem the flow of red ink the company has diversified into the tried and true (?) mobile games space and is aggressively launching new titles (11 Q4 09, 12 planned for Q1) on China Mobile's portal... including the notable, but somewhat derivative-sounding "World of Legend - Magical Land". We'll see how it goes... but as it stands prospects for the company look less than awesome. Luckily for Hurray! they still have a decent cash reserve ($50mil in Q3 09) left over from the good ol' days, which buys them a little time to either right the ship or, perhaps for the cash alone, lure a buyer.