Left Behind Games, which last month announced a pilot release of its Christian-themed games in 100 Texas Wal-Mart stores, reports brisk sales of their offerings in the Lone Star state.
Stating in a bit of PR that the experiment is “progressing beyond the company’s original expectations,” a company representative claimed that about 25% of their inventory has been sold in the two weeks since the pilot started, which is operating in Houston and Dallas area stores.
CEO Try Lyndon said:
At the rate Wal-Mart inventory is moving, they will be out of games before Christmas, unless they reorder. With seven weeks remaining, and accelerated sales expected as we near the holidays, we believe test results will be favorable leading to a broader national market for Christian based PC games.
In an effort to boost sales, Left Behind Games is sending mailers to areas surrounding Wal-Mart stores that stock their games, offering to send a second free game to anyone purchasing a Left Behind title from the world’s largest retailer.
A handful of game companies and retailers are listed within Newsweek’s Green Rankings list, which rates the Top 500 environmental companies in America.
While the list, with 500 entries, is hardly exclusive, each entrant was awarded an overall hard numeric score. The company that fared the best overall? Hewlett-Packard with a Green Score of 100, followed by Dell in second with a 98.87.
In the gaming (and related) business sector, Microsoft came in at #31 with a score of 83.79, followed by retailers Wal-Mart (#59) with a score of 80.38 and Best Buy (#61) with a score of 80.33. GameStop clocked in at #228, with a score of 71.37, with Electronic Arts (#381) and Activision Blizzard (#416) following. EA and Activision Blizzard had scores of 65.58 and 63.80 respectively.
Image via otherpower.com
Left Behind Games Inc., a publisher of Christian-themed videogames, has secured a pilot release of its titles in 100 Wal-Mart stores in the Houston and Dallas areas.
Three games will be sold as part of a test to determine the viability of selling the titles in additional Wal-Mart locations. Left Behind Games, also known as Inspired Media Entertainment, believes that Texas is ripe for its offerings, noting that there are over 23,000 churches in Texas, with over 5.0 million Evangelical Protestants and more than 1.7 million Mainline Protestants.
CEO Troy Lyndon has high hopes for the Christian game market:
The US market for Christian video games could reach $648 Million within the next five years based upon just 3% of video game sales being in the Christian segment.
As noted by Joystiq, the ESRB is currently listing the upcoming PC version of Manhunt 2 with an Adults Only (AO) rating.
GamePolitics readers will likely recall that the console versions of Manhunt 2 generated a major controversy in the summer of 2007 when the game was banned in Britain and tagged with an AO here in the States. Rockstar subsequently released a toned-down version that earned an M (17+) rating for the U.S. market.
That was a critical milestone, because the Big Three console makers won't license AO-rated games for their systems, which makes it tough for a publisher to earn a return on its investment. That's why you don't see any AO-rated console games. While the open architecture of the PC negates licensing concerns, an AO-rated Manhunt 2 would still get thumbs-down from major retailers like GameStop and Wal-Mart.
That means that Rockstar is either planning a digital distribution campaign for Manhunt 2 or that it will edit the PC version - as it did with the console editions - to earn an M from the ESRB. Of course, there is a third scenario: Rockstar could ship an M-rated version to retailers while distributing an AO-rated version online.
We wonder how Valve might react to handling an AO game if its Steam service, which currently distributes Rockstar's GTA IV online, is under consideration as a potential digital distribution source for Manhunt 2.
While most of the video game world's attention next week will be focused on the Los Angeles Convention Center and the glitz surrounding E3, a small group of industry professionals will meet to tackle environmental concerns.
On Monday the Greener Gaming Gathering, billed as a "video game sustainability luncheon" will take place in Burbank. The event is sponsored by AGI Polymatrix, which manufactures media packaging and is being held in association with game retailers trade group the Entertainment Merchants Association.
Speakers at the invitation-only event will include Wal-Mart's senior buyer for video game software, Darin Dickson. Cody Sisco from Business for Social Responsibility will make a presentation and an expert panel will discuss sustainability issues related to replication, packaging and transportation of video games.
GP: It's encouraging to see the video game industry thinking proactively on environmental issues.
The annual report of game publishing giant Electronic Arts landed in GP's inbox this morning. Typically, reading through these things is a surefire remedy for insomnia, but EA's contains a few tidbits worth mentioning.
1.) EA's failed bid to gobble up Take-Two cost the company $21 million:
As a result of the terminated discussions [with T2], we recognized $21 million in related costs consisting of legal, banking and other consulting fees...
2.) EA uses DRM (you knew that) and is watching for piracy online:
We typically distribute our PC products using copy protection technology, digital rights management technology or other technological protection measures to prevent piracy... We are actively engaged in enforcement and other activities to protect against unauthorized copying and piracy, including monitoring online channels for distribution of pirated copies, and participating in various industry-wide enforcement initiatives, education programs and legislative activity around the world.
3.) Only 3% of EA employees are unionized, and they all work for DICE:
As of March 31, 2009, we had approximately 9,100 regular, full-time employees, of whom over 5,100 were outside the United States... Approximately 3 percent of our employees, all of whom work for DICE, our Swedish development studio, are represented by a union, guild or other collective bargaining organization.
4.) GameStop and Wal-Mart are EA's biggest customers; each accounts for 14% of EA sales:
Worldwide, we had direct sales to two customers, GameStop Corp. and Wal-Mart Stores Inc., which each represented approximately 14 percent of total net revenue for the fiscal year... the concentration of our sales in one, or a few, large customers could lead to a short-term disruption in our sales if one or more of these customers significantly reduced their purchases or ceased to carry our products...
5.) EA worries about game content legislation and its potential effect on sales:
Legislation is continually being introduced in the United States... for the establishment of government mandated rating requirements or restrictions on distribution of entertainment software based on content... Other countries have adopted or are considering laws regulating or mandating ratings requirements... Adoption of government ratings system or restrictions... could harm our business by limiting the products we are able to offer to our customers...
6.) EA worries about falling victim to a Hot Coffee incident but has taken steps to prevent it from happening:
If one or more of our titles were found to contain hidden, objectionable content, our business could suffer... Retailers have on occasion reacted to the discovery of such hidden content by removing these games from their shelves, refusing to sell them, and demanding that their publishers accept them as product returns.
We have implemented preventative measures designed to reduce the possibility of hidden, objectionable content from appearing in the video games we publish. Nonetheless, these preventative measures are subject to human error, circumvention, overriding, and reasonable resource constraints.
On Monday the gaming press, including GamePolitics, was abuzz with news that Wal-Mart had apparently entered the used game business in direct competition with category leader GameStop.
However, Ars Technica's Ben Kuchera dug deeper into the story and reports that the game trade machines currently located at dozens of Wal-Marts in the Northeast actually belong to Ohio-based e-Play. Although it's not stated, one would assume there is some type of financial arrangement between the companies. e-Play CEO Alan Rudy told Ars Techica:
Walmart is providing vestibule space to e-Play at 77 of its Northeast region stores. Some stores have Video Game Buy Back only kiosks and some kiosks are full-functioning, but e-Play manages all aspects of kiosk operations for both types. While we have over 200 other retail locations, this is currently a pilot program with Walmart, but we are optimistic of its success and future expansion.
Rudy believes e-Play is well-positioned against newcomer to the used game trade, Amazon.com:
The e-Play trade method does not involve printing shipping labels or waiting on snail mail to deliver your games or to return your Amazon gift card. Soon, e-Play will also post their buy-back pricing online so customers can preview this information before going to a kiosk.
Check out the Ars piece for some fascinating details on how e-Play machines keep traders honest.