Children's Games Moses Monster

Source: Internet
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Mr Moses (Moshi) sits in a brown leather chair and looks through letters from small fans, most of whom are 5-11 years old. A child wrote in a red ink pen: "Dear Mr. Moses, I very much like the Moses Monster (Moshi monsters)!" ”

The other was a small fan who made some suggestions for new monsters with strange arms. Disappointingly, Mr Moses ' workplace is not a colorful monster hole, but a stylish warehouse office in eastern London. His real name is Smith (Michael Acton-smith), and the company is called the candy of Thinking (Mind Candy). The company has developed colorful children's social games that children call the Moses Monster. He receives letters from hundreds of small fans every month. The game's registered users in English-speaking countries have increased from 11 million in 2009 to 50 million.

Moses Monster is an exclusive development by thinking Candy Company, which has now become the largest digital entertainment brand for children. The magic of the company's rise was that two years ago, the company's capital was desperately scarce and on the verge of bankruptcy, but after a deft restructuring of its founders, it is now on track to sell up to $100 million trillion and make a profit of about 12 million dollars. Thinking Candy Company was founded in 2004, the firm investors have been a great deal of return, such as Axel Partnership (Accel Partners), Index venture capital company (Ventures) and Spark Venture capital company (Spark Ventures). Last July, Spark company sold its stake in half of its thinking candy company at a high price of $4.9 million trillion, when its 7-year investment had grown 15 times times, and the thinking Candy Company's market capitalisation had reached $200 million.

Thinking Candy's profit comes mainly from a small fraction of 50 million registered users who pay 50 dollars a year (or $6 a month) in return for value-added services. Other revenues come from sales of franchises and licensed products, such as board games, plush toys and an official magazine, which are currently sold in Britain better than GQ magazine. While there are many similarities in brand-value development with Rovio's "Angry Birds" game, Smith does not limit his thinking: His work is featured in music label management and reality simulation, and it will also launch a network TV service in Los Angeles.

Although he had no children, Smith tried to create a Disney world of digital Entertainment for his children. When it comes to the company's goal, he is very serious. Large licensed products, such as Muppets and Super warriors, are usually promoted through television or film, but Smith believes that future large products will start from an interactive digital experience channel. and "movies and cartoons will unfold around these."

In fact, Smith grew up in the company of books. His father, a librarian at an American air Force base, had wanted to bring his family back to his home in white Buckinghamshire, England. Smith likes to play scavenger hunts or puzzles, run betting games in school, and do mountain biking in his front yard. These activities fostered his entrepreneurial spirit. After studying geography at the University of Birmingham, he and his friends developed a novel project: The Glass Chess set, which later developed into a network retail company Firebox.com. 5 years later, their company became one of the fastest-growing private companies in the country.

In 2004, he created the thinking Candy company with firebox money. The first game of the new company was the Maze City, a perplex world of characters, where players needed to buy 5 of dollars of cards and decipher the intricate puzzles of cards to find 200,000 dollars hidden in the real world. Smith sought to invest in 3i, a private-equity firm, but 3i did not like the game, and Gordon Golden, Axel's London office, liked it.

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