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Shockwave (game portal)

From Wikipedia, the free encyclopedia
Video Game Distributor and Game Portal
Not to be confused withAdobe Shockwave.
Shockwave
Company typePrivate[1][2]
IndustryVideo games
FoundedAugust 2, 1999; 26 years ago (1999-08-02)
Headquarters,
U.S.[2][3]
Number of employees
25–100[2]
Websitewww.shockwave.com

Shockwave.com, or Shockwave, is an online and offline video games distributor andgame portal. It is owned by Shockwave LLC, based inLos Angeles, California, United States.[3] It was launched byMacromedia on August 2, 1999, to promote the company'sShockwave andFlash players, both used on the website. As of 2005, the website had 22 million users. By 2010, it hosted more than 400 games in a variety of genres.

The corporate owner, also known as Shockwave.com, was based in San Francisco. Following thedot-com bubble, the company merged with Atom Corporation in 2001 to form AtomShockwave Corporation. It was renamed Atom Entertainment in 2006, and was purchased byMTV Networks for $200 million.Defy Media purchased the website in 2014, sold it to Addicting Games in 2018 which was itself sold toEnthusiast Gaming in 2021. Shockwave was resold in 2024.

History

[edit]

Early history

[edit]

In February 1998,Macromedia launched the website ShockRave,[4][5][6] featuring various interactive games and cartoons.[6][7][8] The website's purpose was to showcase projects that developers had created using Macromedia's animation software.[6][9][10]

Shockwave.com was announced on May 24, 1999,[11] as an expansion and replacement of ShockRave.[12] Shockwave.com was formed to promote Macromedia'sShockwave andFlash players, both of which the new website would require.[11] At the time, 100 million people around the world had Shockwave and Flash installed on their computers.[13] Shockwave.com was formed as a separate but wholly owned business within Macromedia, with its own finances. Its CEO was Stephen Fields, a former executive forDisney Interactive Studios.[13][14][15]

Shockwave.com was launched on August 2, 1999. The website included cartoons, games such asCentipede andMissile Command, anMP3 directory, and a program for creating animated greeting cards.[16][17] The company, also known as Shockwave.com, was based in San Francisco and had 50 employees.[10]

Critics were skeptical that an entertainment-based website such as Shockwave could succeed, in part because of bandwidth limitations. However, Shockwave gained several notable investors in its first six months, includingJames H. Clark,Michael Moritz, andRobert A. Daly.[18] The majority of the website's revenue would come from advertising.[13]DoubleClick provided advertising services for Shockwave during the first six months. As the website gained popularity, Shockwave began handling advertising itself.[19]

In October 1999, Macromedia announced that it had plans to spin off Shockwave as its own independent company. Macromedia chief executiveRob Burgess said about Shockwave, "It's an entertainment company and we are a software company. You need to run those two things as separate operations". One possibility was to have a public offering of the company in early 2000.[20] Burgess served as Shockwave's interim chief executive while simultaneously running Macromedia.[18] Lawrence Levy, a formerchief financial officer forPixar, became Shockwave's chief executive of entertainment in mid-2000.[21] Shortly thereafter, the company laid off 20 of its 170 employees at offices in Los Angeles and San Francisco.[22]

During its first year, Shockwave assembled a creative team consisting of film directors –James L. Brooks,David Lynch, andTim Burton – as well as comedianBen Stein, comic book writerStan Lee, andSouth Park creatorsTrey Parker andMatt Stone. The team received equity stakes in the company, in exchange for providing creative content to the site.[18][23][24][25] Shockwave focused on original, interactive content rather than live-action television.[18] The site included crude-humored material, such asJoe Cartoon,[18] andDumbLand.[26] Fields hoped to eventually turn Shockwave.com into a specialty cable channel.[13] Stein believed that Shockwave would become "theCBS of this era".[18] Burgess hoped for it to become "theUnited Artists of the Web".[27] It opened a Japanese subsidiary in September 2000, with the American parent as its majority shareholder, with two local shareholders, Transcosmos and Fuji Bank. Shockwave Japan was the first international version to launch, as a localized version of the parent website.[28]

Corporate changes

[edit]

Shockwave.com lost $30 million during the last nine months of 2000,[29] a result of thedot-com bubble. To survive,[30] the company announced in December 2000 that it would purchase Atom Corporation and merge with it. Shockwave would also acquire the short-film websiteAtom Films.[31][32][33] The purchase was finalized on January 15, 2001, and AtomShockwave Corporation was formed shortly thereafter. Macromedia owned 30 percent of the new company.[34][35][36] Later in 2001, AtomShockwave cut much of its workforce, part of a restructuring amid poor economic conditions.[37][38] The company also shut down its European headquarters.[39]

In November 2005, AtomShockwave acquired the online game websiteAddicting Games,[40] and also launched a new video website known as Addicting Clips. At the time, AtomShockwave had 85 employees.[30] The company was renamed as Atom Entertainment Inc. on January 11, 2006.[41]MTV Networks, a division ofViacom, announced in August 2006 that it would purchase Atom Entertainment for $200 million.[42][43] A subsidiary, Shockwave Japan, closed on January 31, 2009.[44] In June 2014,Defy Media purchased Addicting Games and Shockwave from Viacom.[45][46]Addicting Games, Inc subsequently took over ownership.[47] In September 2021 Enthusiast Gaming purchased Addicting Games.[48] In April 2024 Shockwave was sold.[49]

Features

[edit]

At the time of its launch, the website offered two user control tools: the free Shockwave Remote, and the $19.95 Shockmachine. The latter option gave consumers additional options, such as being able to download and save an unlimited amount of content from the website. Some games and cartoons could only be accessed with a purchase of Shockmachine.[17][27]

In March 2000, Shockwave launched a new website design, compatible with slower Internet connections. It also partnered with MTVi Group, which consisted ofMTV.com,VH1.com, and Sonicnet.com. MTVi would provideInternet radio services and content to Shockwave. The updated website introduced music videos, known as Shockwave Singles, which were designed to be played on the Internet. In addition, it introduced the Shockwave MixMakers feature, allowing users to remix songs.[50][51][27]

The website received another redesign in 2006, along with the creation of an online game development studio known as Shockwave.com Game Studios.[52] A year later, Shockwave introduced member profiles.[53]

Games

[edit]

Shockwave.com offers internally developed games, as well as those created by third parties.[54] In May 2001, Shockwave began offering select games for purchase, allowing users to download them for offline play.[55][56][57] The move came a week before the launch ofRealArcade, a competing service.[58] Three months later, the website was relaunched with new games.[59]

GameBlast, a subscription game service, was launched in late 2002. Shockwave had previously allowed users to play demo versions of games for free, while GameBlast allowed users to play the full versions for a monthly fee.[60] In 2003, the website began offering prepaid cards for Gameblast, through a partnership withAT&T.[61]

In 2005, the website introduced new games which incorporated advertising into their design.[62][63][64] At the time, Shockwave had more than 200 games.[63] Viacom launched a mobile version of the website in September 2006.[65] A month later, the mobile site began offering 30 subscription-based cellphone games, known as Shockwave Minis. The collection included games based on Viacom properties such asSpongeBob SquarePants andPimp My Ride. Shockwave Minis utilizedAdobe Flash Lite, and were only available onVerizon Wireless phones. New games would be introduced monthly.[66][67]

In 2009, Shockwave launched a premium service called Club Shockwave. The service allows members to play a number of exclusive games, download titles, and enter for a chance to win cash prizes.[68][69] As of 2010, Shockwave hosted more than 400 games[68] in a range of genres including puzzle, action, strategy, racing, sport, jigsaw, adventure, multiplayer games, and downloadable games.[70] Some games were only available as downloads, while others were web-based only.[71] In 2010, the website introduced Shockwave Cash, a virtual currency that could be used to buy virtual goods in several games.[72][73] Shockwave Cash was discontinued in 2012, but users were still allowed to use any earned or purchased currency.[74]

Audiences and reception

[edit]

Shockwave initially targeted a demographic of 18- to 35-year-olds.[18] In April 2000, Shockwave had 15 million registered users, with an average of 80,000 new members signing up each day.[18] As of 2002, AtomShockwave's primary demographic consisted of women over the age of 30.[60] By the end of 2005, Shockwave had 22 million users.[62]

Peter Sucio, writing forPCMag, reviewed Shockwave.com in 2005. He criticized the limited number of free games, but wrote "the games that are free are simply fantastic, because they're produced using the newest version of the Shockwave player. In-game interfaces and graphics really make these titles stand out, and the animation is exceptional".[75] Later that year, the website won an OnDemandie award at the Digital Hollywood conference for best on-demand games service.[76]

In August 2007, Shockwave had 4.8 millionunique visitors, according toComScore Media Metrix.[77] The website'starget market was parents and moms,[78] with its customers mostly women from age 18 to 49 years old.[77]

As of September 2010, it ranked # 2,245 onAlexa and # 1,023 in U.Sweb traffic.[1]

References

[edit]
  1. ^abShockwave.com Site InfoArchived 2014-06-05 at theWayback Machine. Alexa.com (2010-11-25). Retrieved on 2010-12-14.
  2. ^abcAtomShockwave, San Francisco, CA, Employee Directory, Company Information & Locations. Jigsaw.com (2010-11-01). Retrieved on 2010-12-14.
  3. ^abContact Us. Shockwave. Retrieved on 2010-12-14.
  4. ^"Macromedia adds entertainment site".San Francisco Examiner. February 18, 1998. RetrievedJanuary 23, 2020 – via Newspapers.com.
  5. ^Allen, Jules (March 2, 1998)."Site Seeing".Tampa Bay Times. RetrievedJanuary 23, 2020 – via Newspapers.com.
  6. ^abcEvenson, Laura (July 20, 1998)."A New Dimension in Music Videos / MTV gets a run for its money with interactive videos".SFGate. RetrievedJanuary 23, 2020.
  7. ^"Internet Hour".Hartford Courant. March 12, 1998. RetrievedJanuary 23, 2020 – via Newspapers.com.
  8. ^Glaser, Mark (September 17, 1998)."Technology Brings Snoopy, Dilbert and More Into Animated Cyberspace".Los Angeles Times. RetrievedJanuary 23, 2020.
  9. ^Evangelista, Benny (May 24, 1999)."Macromedia Will Unveil a Shocker / Online entertainment firm to be launched".SFGate. RetrievedJanuary 23, 2020.
  10. ^abCrawford, Kate (August 3, 1999)."Star power to drive new multimedia game site".The Sydney Morning Herald. RetrievedJanuary 21, 2020 – via Newspapers.com.
  11. ^ab"Shockwave.com announces online entertainment center". Associated Press. May 24, 1999. RetrievedJanuary 22, 2020.
  12. ^Georgianis, Maria V. (May 26, 1999)."Macromedia Sees Shockwave.com Posting $15 Million in Sales for Year".The Wall Street Journal. RetrievedJanuary 23, 2020.
  13. ^abcdAkin, David (June 4, 1999)."Shockwave is ready to roll on Internet".National Post. RetrievedJanuary 21, 2020 – via Newspapers.com.
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  17. ^abCrouch, Cameron (August 4, 1999)."Remote control the Net on Shockwave.com".CNN. RetrievedJanuary 23, 2020.
  18. ^abcdefgh"The Shockwave.com Of The Future".Forbes. April 25, 2000. RetrievedOctober 16, 2021.
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  23. ^Miller, Greg (March 20, 2000)."Shockwave.com in Deal With James L. Brooks".Los Angeles Times. RetrievedOctober 16, 2021.
  24. ^"South Park soon to be found on Web". Associated Press. December 13, 1999. RetrievedOctober 16, 2021 – via Newspapers.com.
  25. ^Zito, Kelly (December 8, 1999)."Macromedia Signs 'South Park' Duo for Web / Multiyear agreement is for 39 episodes of Web cartoon series".SFGate. RetrievedOctober 16, 2021.
  26. ^Healey, Jon (March 27, 2000)."Director will bring offbeat eye to the Net; Cartoon: Shockwave.com adds David Lynch to the roster of big-name artists developing animated content for its site".The Baltimore Sun. Archived fromthe original on June 24, 2021.
  27. ^abcDannacher, Lee (April 1, 2000)."Shockwave.Com: Fun and Games on a High-Flying Hub".Animation World Network. RetrievedOctober 16, 2021.
  28. ^Shockwave.com Launches Japan Site
  29. ^"AtomShockwave issues pinkslips".Variety. June 2, 2001. RetrievedOctober 21, 2021.
  30. ^abGaither, Chris (December 31, 2005)."Web film pioneer considers next act".Chicago Tribune. RetrievedOctober 21, 2021.
  31. ^Borzo, Jeanette (December 16, 2000)."Macromedia's Shockwave.com To Buy AtomFilms in Stock Deal".The Wall Street Journal. RetrievedOctober 16, 2021.
  32. ^Wilde Mathews, Anna (December 16, 2000)."Shockwave.com, AtomFilms to Combine Resources for Online Films, Animations".The Wall Street Journal. RetrievedOctober 16, 2021.
  33. ^Harmon, Amy (December 16, 2000)."Company News; Shockwave.com sets AtomFilms Takeover".The New York Times. RetrievedOctober 16, 2021.
  34. ^Hernandez, Eugene; Brooks, Brian (March 20, 2001)."Daily News: AtomShockwave Plans; Code Red's Latest; and HIQI's Rock Doc".IndieWire. RetrievedOctober 19, 2021.
  35. ^Healey, Jon (March 21, 2001)."AtomShockwave Gets Investment of $22.9 Million".Los Angeles Times. RetrievedOctober 21, 2021.
  36. ^Forde, Leon (March 21, 2001)."AtomShockwave Corp launched with $22.9m funding".Screen. RetrievedOctober 21, 2021.
  37. ^Vickers, Amy (June 4, 2001)."AtomShockwave cuts back".The Guardian. RetrievedOctober 21, 2021.
  38. ^"AtomShockwave slashes most of staff".CNET. January 2, 2002. RetrievedOctober 21, 2021.
  39. ^Kemp, Stuart (June 5, 2001)."AtomShockwave To Leave London".Adweek. RetrievedOctober 21, 2021.
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  42. ^Jenkins, David (August 10, 2006)."MTV Networks Acquires Atom Entertainment".Game Developer. RetrievedOctober 21, 2021.
  43. ^Lee, Ellen (August 10, 2006)."MTV to buy another Atom of the Web / Youth-oriented TV company is increasing its online presence".San Francisco Chronicle. RetrievedOctober 21, 2021.
  44. ^Shockwave Closes, Japan Loses One of Its Biggest Casual Gaming Sites
  45. ^Farokhmanesh, Megan (June 9, 2014)."GameTrailers, Addicting Games and Shockwave acquired by Defy Media".Polygon. RetrievedOctober 21, 2021.
  46. ^Takahashi, Dean (June 10, 2014)."Defy Media buys GameTrailers, Addicting Games, and Shockwave from Viacom".VentureBeat. RetrievedOctober 21, 2021.
  47. ^Takahashi, Dean (September 7, 2021)."Enthusiast Gaming acquires Addicting Games for $35M".VentureBeat. RetrievedOctober 21, 2021.
  48. ^Gaming, Enthusiast (2021-09-07)."Enthusiast Gaming Acquires Addicting Games, Enters Casual Gaming Market".Enthusiast Gaming. Retrieved2024-05-30.
  49. ^Gaming, Enthusiast (2024-04-01)."Enthusiast Gaming Advances Strategic Objectives with C$4.1 Million Sale of Select Non-Core Assets".Enthusiast Gaming. Retrieved2024-05-30.
  50. ^"MTVi To Provide Shockwave.com With Internet Radio Services, Content".CMJ New Music Report. April 3, 2000. p. 6. RetrievedOctober 16, 2021.
  51. ^"Shockwave.com Signs Hollywood Heavyweight".Forbes. March 20, 2000. RetrievedOctober 16, 2021.
  52. ^Dobson, Jason (April 3, 2006)."Shockwave Site Redesigned, Development Studio Launched".Game Developer. RetrievedOctober 21, 2021.
  53. ^Olsen, Stefanie (July 17, 2008)."AddictingGames makes social-network play".CNET. RetrievedOctober 21, 2021.
  54. ^Dubin, Jayson (4 May 2012)."AtomShockwave Brings Back the Days of Classic Arcade Gaming".GameZone. RetrievedOctober 21, 2021.
  55. ^Patterson Grenier, Melinda (May 10, 2001)."AtomShockwave Announces Plans To Offer For-Fee Computer Games".The Wall Street Journal. RetrievedOctober 21, 2021.
  56. ^Li, Kenneth (May 10, 2001)."AtomShockwave hopes gamers will pay to play".CNN. RetrievedOctober 21, 2021.
  57. ^"AtomShockwave to go Subscriber Based".IGN. May 10, 2001. RetrievedOctober 21, 2021.
  58. ^RealArcade makes online games available
  59. ^DeMott, Rick (August 24, 2001)."AtomShockwave Relaunches Sites With New Content".Animation World Network. RetrievedOctober 21, 2021.
  60. ^abHu, Jim (November 7, 2002)."Shockwave surfs into online gaming".CNET. RetrievedOctober 21, 2021.
  61. ^"AT&T to offer prepaid Web surfing cards".CNET. April 2, 2003. RetrievedOctober 21, 2021.
  62. ^abShields, Mike (November 7, 2005)."Shockwave.com Lets the Ad Games Begin".Adweek. RetrievedOctober 16, 2021.
  63. ^ab"Ads become part of online game landscape". Associated Press. November 21, 2005. RetrievedOctober 16, 2021 – via Newspapers.com.
  64. ^Graser, Marc (November 21, 2005)."AtomShockwave Launches Gamevertising Network".Ad Age. RetrievedOctober 21, 2021.
  65. ^"Gaming: Shockwave, Viacom Make Their Play".Wireless Business Forecast. September 7, 2006. RetrievedOctober 21, 2021 – via NewsLibrary.
  66. ^"Mobile: Shockwave Minis Launch on Verizon Wireless".Game Developer. October 25, 2006. RetrievedOctober 21, 2021.
  67. ^"Mobile Q&A: Atom Entertainment SVP on Shockwave Minis".Game Developer. November 10, 2006. RetrievedOctober 21, 2021.
  68. ^abIntroduces New Premium Online Gaming Service – Club Shockwave
  69. ^Bell, Erin (March 24, 2009)."Club Shockwave online gaming service launches".Gamezebo. RetrievedOctober 21, 2021.
  70. ^Nickelodeon reveals new-look Shockwave portal | Casual games | News by. Casualgaming.biz. Retrieved on 2010-12-14.
  71. ^"Beyond Downloads – Exploring Advertising Options with Real, MSN, Shockwave".Casual Connect Magazine. Winter 2007. Archived fromthe original on March 2, 2012.
  72. ^Shockwave Catches the Virtual Goods Wave with Newest Games
  73. ^Takahashi, Dean (July 21, 2010)."Shockwave catches the virtual goods wave with newest games".VentureBeat. RetrievedOctober 21, 2021.
  74. ^"Shockwave - Shockwave Cash Help".Shockwave.com. Archived fromthe original on December 22, 2012.
  75. ^Sucio, Peter (March 16, 2005)."Shockwave.com".PCMag. Archived fromthe original on March 7, 2017.
  76. ^Olsen, Stefanie (April 1, 2005)."Awards show spotlights on-demand winners".CNET. RetrievedOctober 21, 2021.
  77. ^ab"Nickelodeon Kids and Family Group's Shockwave.com Sets Site Record With Near 1 Million Game Plays of Self-Published 'Carrie the Caregiver 2: Preschool'".Viacom. September 24, 2007. Archived fromthe original on September 27, 2011.
  78. ^"Viacom Gets Vertical".Forbes. March 28, 2008. RetrievedOctober 21, 2021.

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