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{{Short description|Video Game Distributor and Game Portal}}
{{Distinguish|Adobe Shockwave }}
{{Distinguish|Adobe Shockwave }}
{{Infobox company
{{Infobox company
| name = Shockwave
| name = Shockwave
| logo =
| logo =
| type = [[Privately held company|Private]]<ref name="alexa">[http://www.alexa.com/siteinfo/shockwave.com Shockwave.com Site Info]. Alexa.com (2010-11-25). Retrieved on 2010-12-14.</ref><ref name = "jigsaw">[http://www.jigsaw.com/id15939/atomshockwave_corporation_company.xhtml AtomShockwave, San Francisco, CA, Employee Directory, Company Information & Locations]. Jigsaw.com (2010-11-01). Retrieved on 2010-12-14.</ref>
| type = [[Privately held company|Private]]<ref name="alexa">[http://www.alexa.com/siteinfo/shockwave.com Shockwave.com Site Info] {{Webarchive|url=https://web.archive.org/web/20140605013936/http://www.alexa.com/siteinfo/shockwave.com |date=2014-06-05 }}. Alexa.com (2010-11-25). Retrieved on 2010-12-14.</ref><ref name = "jigsaw">[http://www.jigsaw.com/id15939/atomshockwave_corporation_company.xhtml AtomShockwave, San Francisco, CA, Employee Directory, Company Information & Locations]. Jigsaw.com (2010-11-01). Retrieved on 2010-12-14.</ref>
| foundation = {{start date and age|1999|08|02}}
| foundation = {{start date and age|1999|08|02}}
| location_city = 225 Bush Street, Suite 1200 <ref name="jigsaw"/><ref name = "about">[http://www.shockwave.com/about/contact.jsp Contact Us]. Shockwave. Retrieved on 2010-12-14.</ref>
| location_city = [[Los Angeles, California]]
| location_country = [[United States|U.S.]]<ref name="jigsaw"/><ref name = "about">[http://www.shockwave.com/about/contact.jsp Contact Us]. Shockwave. Retrieved on 2010-12-14.</ref>
| location =
[[San Francisco, California]]
| key_people =
| location_country = [[United States|U.S.]]
| industry = [[Video game industry|Video games]]
| location =
| products =
| key_people = Dave Williams, [[Senior Vice President]],<ref name="viacom">[http://www.viacom.com/news/pages/newstext.aspx?rid=1054734 Viacom]. Viacom. Retrieved on 2010-12-14.</ref> [[Mika Salmi]] ([[CEO]])<ref name="jigsaw"/>
| revenue =
| industry = [[Video game industry|Video games]]
| operating_income =
| products =
| net_income =
| parent = [[Addicting Games, Inc]]
| num_employees = 25–100<ref name="jigsaw"/>
| owner = [[Addicting Games, Inc]]
| homepage = {{URL|www.shockwave.com}}
| revenue =
| operating_income =
| net_income =
| num_employees = 25–100<ref name="jigsaw"/>
| homepage = {{URL|www.shockwave.com}}

}}
}}
'''Shockwave.com''', or Shockwave, is an online and offline video games distributor and [[game portal]]. It is owned by Shockwave LLC, based in [[Los Angeles, California]], [[United States]].<ref name="about"/> It was launched by [[Macromedia]] on August 2, 1999, to promote the company's [[Adobe Shockwave Player|Shockwave]] and [[Adobe Flash Player|Flash]] 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.
'''Shockwave.com''' or shockwave is an online and offline video games distributor and [[game portal]], based in [[San Francisco, California]], [[United States]].<ref name="about"/> Shockwave has three main tabs on its website, namely online games, download games, and my shockwave.<ref>[http://www.faqs.org/websites/shockwave.com/ www.shockwave.com website – server info, stats, DNS, IP, popular keywords – faqs.org Websites]. Faqs.org. Retrieved on 2010-12-14.</ref> It hosts over 400 games <ref name = "casualconnectclub">[http://www.casualconnect.org/newscontent/03-2009/clubshockwave.html/Shockwave.com Introduces New Premium Online Gaming Service – Club Shockwave]</ref> in a range of genres including puzzle, action, strategy, racing, sport, jigsaw, adventure, multiplayer games, and downloadable games.<ref>[http://www.casualgaming.biz/news/28383/Nickelodeon-reveals-new-look-Shockwave-portal Nickelodeon reveals new-look Shockwave portal | Casual games | News by]. Casualgaming.biz. Retrieved on 2010-12-14.</ref> Peter Glover, [[Vice President]], describes Shockwave as a "United Artists of the Web" or a site that helps independent game developers publish their web games.<ref>[http://www.casualconnect.org/content/business/cga-beyond-downloads.html/ Beyond Downloads Exploring Advertising Options with Real, MSN, Shockwave]</ref>
As of September 2010, it ranked # 2,245 on [[Alexa Internet|Alexa]] and # 1,023 in the [[United States|U.S]] [[web traffic]].<ref name="alexa"/>


The corporate owner, also known as Shockwave.com, was based in San Francisco. Following the [[dot-com bubble]], the company merged with Atom Corporation in 2001 to form AtomShockwave Corporation. It was renamed Atom Entertainment in 2006, and was purchased by [[MTV Networks]] for $200 million. [[Defy Media]] purchased the website in 2014, sold it to Addicting Games in 2018 which was itself sold to [[Enthusiast Gaming]] in 2021. Shockwave was resold in 2024.
From 2012 to 2014, Shockwave was under the [[NickMom]] brand serving as NickMom's game section. In 2014, [[Defy Media]] acquired all of Viacom's game properties, and Shockwave.com became a stand-alone entity again.<ref>{{cite web |last1=Shaw |first1=Lucas |title=Defy Media Sells Minority Stake to Viacom in Exchange for Its Gaming Companies |url=https://www.thewrap.com/defy-media-sells-minority-stake-to-viacom-in-exchange-for-its-gaming-companies/ |website=TheWrap |date=9 June 2014}}</ref> Viacom acquired a small stake of Defy. New owner is Addicting Games, Inc due to Defy collapse.


==History==
==History==
===Early history===
In February 1998, [[Macromedia]] launched the website ShockRave,<ref>{{cite news |title=Macromedia adds entertainment site |url=https://www.newspapers.com/newspage/462467576/ |accessdate=January 23, 2020 |work=San Francisco Examiner |date=February 18, 1998 |via=Newspapers.com |url-access=subscription}}</ref><ref>{{cite news |last=Allen |first=Jules |title=Site Seeing |url=https://www.newspapers.com/newspage/326814668/ |accessdate=January 23, 2020 |work=Tampa Bay Times |date=March 2, 1998 |via=Newspapers.com |url-access=subscription}}</ref><ref name=Evenson>{{cite news |last=Evenson |first=Laura |title=A New Dimension in Music Videos / MTV gets a run for its money with interactive videos |url=https://www.sfgate.com/entertainment/article/A-New-Dimension-in-Music-Videos-MTV-gets-a-run-3001110.php |accessdate=January 23, 2020 |work=SFGate |date=July 20, 1998}}</ref> featuring various interactive games and cartoons.<ref name=Evenson/><ref>{{cite news |title=Internet Hour |url=https://www.newspapers.com/newspage/176951911/ |accessdate=January 23, 2020 |work=Hartford Courant |date=March 12, 1998 |via=Newspapers.com |url-access=subscription}}</ref><ref>{{cite news |last=Glaser |first=Mark |title=Technology Brings Snoopy, Dilbert and More Into Animated Cyberspace |url=https://www.latimes.com/archives/la-xpm-1998-sep-17-ca-23518-story.html |accessdate=January 23, 2020 |work=Los Angeles Times |date=September 17, 1998}}</ref> The website's purpose was to showcase projects that developers had created using Macromedia's animation software.<ref name=Evenson/><ref>{{cite news |last=Evangelista |first=Benny |title=Macromedia Will Unveil a Shocker / Online entertainment firm to be launched |url=https://www.sfgate.com/business/article/Macromedia-Will-Unveil-a-Shocker-Online-2929219.php |accessdate=January 23, 2020 |work=SFGate |date=May 24, 1999}}</ref><ref name=Crawford>{{cite news |last=Crawford |first=Kate |title=Star power to drive new multimedia game site |url=https://www.newspapers.com/newspage/119708939/ |work=The Sydney Morning Herald |date=August 3, 1999 |accessdate=January 21, 2020 |via=Newspapers.com |url-access=subscription}}</ref>
In February 1998, [[Macromedia]] launched the website ShockRave,<ref>{{cite news |title=Macromedia adds entertainment site |url=https://www.newspapers.com/newspage/462467576/ |access-date=January 23, 2020 |work=San Francisco Examiner |date=February 18, 1998 |via=Newspapers.com |url-access=subscription}}</ref><ref>{{cite news |last=Allen |first=Jules |title=Site Seeing |url=https://www.newspapers.com/newspage/326814668/ |access-date=January 23, 2020 |work=Tampa Bay Times |date=March 2, 1998 |via=Newspapers.com |url-access=subscription}}</ref><ref name=Evenson>{{cite news |last=Evenson |first=Laura |title=A New Dimension in Music Videos / MTV gets a run for its money with interactive videos |url=https://www.sfgate.com/entertainment/article/A-New-Dimension-in-Music-Videos-MTV-gets-a-run-3001110.php |access-date=January 23, 2020 |work=SFGate |date=July 20, 1998}}</ref> featuring various interactive games and cartoons.<ref name=Evenson/><ref>{{cite news |title=Internet Hour |url=https://www.newspapers.com/newspage/176951911/ |access-date=January 23, 2020 |work=Hartford Courant |date=March 12, 1998 |via=Newspapers.com |url-access=subscription}}</ref><ref>{{cite news |last=Glaser |first=Mark |title=Technology Brings Snoopy, Dilbert and More Into Animated Cyberspace |url=https://www.latimes.com/archives/la-xpm-1998-sep-17-ca-23518-story.html |access-date=January 23, 2020 |work=Los Angeles Times |date=September 17, 1998}}</ref> The website's purpose was to showcase projects that developers had created using Macromedia's animation software.<ref name=Evenson/><ref>{{cite news |last=Evangelista |first=Benny |title=Macromedia Will Unveil a Shocker / Online entertainment firm to be launched |url=https://www.sfgate.com/business/article/Macromedia-Will-Unveil-a-Shocker-Online-2929219.php |access-date=January 23, 2020 |work=SFGate |date=May 24, 1999}}</ref><ref name=Crawford>{{cite news |last=Crawford |first=Kate |title=Star power to drive new multimedia game site |url=https://www.newspapers.com/newspage/119708939/ |work=The Sydney Morning Herald |date=August 3, 1999 |access-date=January 21, 2020 |via=Newspapers.com |url-access=subscription}}</ref>

Shockwave.com was announced on May 24, 1999,<ref name=AP>{{cite news |title=Shockwave.com announces online entertainment center |url=https://www.deseret.com/1999/5/24/19447260/shockwave-com-announces-online-entertainment-center |access-date=January 22, 2020 |agency=Associated Press |date=May 24, 1999}}</ref> as an expansion and replacement of ShockRave.<ref>{{cite news |last=Georgianis |first=Maria V. |title=Macromedia Sees Shockwave.com Posting $15 Million in Sales for Year |url=https://www.wsj.com/articles/SB927744476407078263 |access-date=January 23, 2020 |work=The Wall Street Journal |date=May 26, 1999}}</ref> Shockwave.com was formed to promote Macromedia's [[Adobe Shockwave Player|Shockwave]] and [[Adobe Flash Player|Flash]] players, both of which the new website would require.<ref name=AP/> At the time, 100 million people around the world had Shockwave and Flash installed on their computers.<ref name=Akin>{{cite news |last=Akin |first=David |title=Shockwave is ready to roll on Internet |url=https://www.newspapers.com/newspage/514003300/ |work=[[National Post]] |date=June 4, 1999 |access-date=January 21, 2020 |via=Newspapers.com |url-access=subscription}}</ref> 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 for [[Disney Interactive Studios]].<ref name=Akin/><ref>{{cite magazine |title=Spinning Off Shockwave |url=https://www.wired.com/1999/05/spinning-off-shockwave/ |magazine=Wired |access-date=January 21, 2020 |date=May 24, 1999}}</ref><ref>{{cite web |last=Graser |first=Marc |title=Disney vet plugs in at Macromedia |url=https://variety.com/1999/digital/news/disney-vet-plugs-in-at-macromedia-1117502440/ |website=Variety |access-date=January 23, 2020 |date=May 25, 1999}}</ref>

Shockwave.com was launched on August 2, 1999. The website included cartoons, games such as ''[[Centipede (video game)|Centipede]]'' and ''[[Missile Command]]'', an [[MP3]] directory, and a program for creating animated greeting cards.<ref>{{cite web |title=Shockwave Opens Its Virtual Doors |url=https://nl.newsbank.com |website=San Jose Mercury News |access-date=January 21, 2020 |date=August 2, 1999 |url-access=subscription |via=NewsLibrary |quote=Shockwave.com, a new online entertainment center, is opening for business today. […] Highlights include an MP3 music directory, animated greeting cards, episodic comics, popular cartoons such as South Park and Dilbert and games such as Missile Command and Centipede.}}</ref><ref name=CNN>{{cite news |last=Crouch |first=Cameron |title=Remote control the Net on Shockwave.com |url=http://www.cnn.com/TECH/computing/9908/04/shockwave.idg/ |access-date=January 23, 2020 |work=CNN |date=August 4, 1999}}</ref> The company, also known as Shockwave.com, was based in San Francisco and had 50 employees.<ref name=Crawford/>

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, including [[James H. Clark]], [[Michael Moritz]], and [[Robert A. Daly]].<ref name=Forbes/> The majority of the website's revenue would come from advertising.<ref name=Akin/> [[DoubleClick]] provided advertising services for Shockwave during the first six months. As the website gained popularity, Shockwave began handling advertising itself.<ref>{{cite news |last=Cheng |first=Kipp |title=IQ News: Shockwave Shows Off Revamped Site |url=https://www.adweek.com/brand-marketing/iq-news-shockwave-shows-revamped-site-38336/ |work=Adweek |access-date=October 16, 2021 |date=March 20, 2000}}</ref>

In October 1999, Macromedia announced that it had plans to spin off Shockwave as its own independent company. Macromedia chief executive [[Rob 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.<ref>{{cite news |last=Stein |first=Tom |title=Macromedia Picks Up Andromedia, Sets Shockwave Loose |url=https://www.sfgate.com/business/article/Macromedia-Picks-Up-Andromedia-Sets-Shockwave-2904711.php |access-date=October 16, 2021 |work=SFGate |date=October 8, 1999}}</ref> Burgess served as Shockwave's interim chief executive while simultaneously running Macromedia.<ref name=Forbes/> Lawrence Levy, a former [[chief financial officer]] for [[Pixar]], became Shockwave's chief executive of entertainment in mid-2000.<ref>{{cite news |last=Grover |first=Ronald |title=Electrifying Shockwave |url=https://www.bloomberg.com/news/articles/2000-11-05/electrifying-shockwave |access-date=January 23, 2020 |work=Bloomberg |date=November 5, 2000}}</ref> Shortly thereafter, the company laid off 20 of its 170 employees at offices in Los Angeles and San Francisco.<ref>{{cite news |title=Shockwave.com Announces Layoffs |url=https://www.latimes.com/archives/la-xpm-2000-sep-07-fi-16927-story.html |access-date=October 16, 2021 |work=Los Angeles Times |date=September 7, 2000}}</ref>

During its first year, Shockwave assembled a creative team consisting of film directors – [[James L. Brooks]], [[David Lynch]], and [[Tim Burton]] – as well as comedian [[Ben Stein]], comic book writer [[Stan Lee]], and ''[[South Park]]'' creators [[Trey Parker]] and [[Matt Stone]]. The team received equity stakes in the company, in exchange for providing creative content to the site.<ref name=Forbes/><ref>{{cite news |last=Miller |first=Greg |title=Shockwave.com in Deal With James L. Brooks |url=https://www.latimes.com/archives/la-xpm-2000-mar-20-fi-10736-story.html |access-date=October 16, 2021 |work=Los Angeles Times |date=March 20, 2000}}</ref><ref>{{cite news |title=South Park soon to be found on Web |url=https://www.newspapers.com/newspage/18092782/ |agency=Associated Press |date=December 13, 1999 |access-date=October 16, 2021 |via=Newspapers.com |url-access=subscription}}</ref><ref>{{cite news |last=Zito |first=Kelly |title=Macromedia Signs 'South Park' Duo for Web / Multiyear agreement is for 39 episodes of Web cartoon series |url=https://www.sfgate.com/business/article/Macromedia-Signs-South-Park-Duo-for-Web-2891219.php |access-date=October 16, 2021 |work=SFGate |date=December 8, 1999}}</ref> Shockwave focused on original, interactive content rather than live-action television.<ref name=Forbes/> The site included crude-humored material, such as ''[[Joe Cartoon]]'',<ref name=Forbes/> and ''[[DumbLand]]''.<ref>{{cite news |last=Healey |first=Jon |title=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 |url=https://www.baltimoresun.com/news/bs-xpm-2000-03-27-0003270274-story.html |work=The Baltimore Sun |date=March 27, 2000 |archive-url=https://web.archive.org/web/20210624020937/https://www.baltimoresun.com/news/bs-xpm-2000-03-27-0003270274-story.html |archive-date=June 24, 2021}}</ref> Fields hoped to eventually turn Shockwave.com into a specialty cable channel.<ref name=Akin/> Stein believed that Shockwave would become "the [[CBS]] of this era".<ref name=Forbes>{{cite news |title=The Shockwave.com Of The Future |url=https://www.forbes.com/2000/04/25/feat2.html |access-date=October 16, 2021 |work=Forbes |date=April 25, 2000}}</ref> Burgess hoped for it to become "the [[United Artists]] of the Web".<ref name=Dannacher>{{cite web |last=Dannacher |first=Lee |title=Shockwave.Com: Fun and Games on a High-Flying Hub |url=https://www.awn.com/animationworld/shockwavecom-fun-and-games-high-flying-hub |website=Animation World Network |access-date=October 16, 2021 |date=April 1, 2000}}</ref>

===Corporate changes===
Shockwave.com lost $30 million during the last nine months of 2000,<ref>{{cite web |title=AtomShockwave issues pinkslips |url=https://variety.com/2001/digital/news/atomshockwave-issues-pinkslips-1117800449/ |website=Variety |access-date=October 21, 2021 |date=June 2, 2001}}</ref> a result of the [[dot-com bubble]]. To survive,<ref name=Gaither/> the company announced in December 2000 that it would purchase Atom Corporation and merge with it. Shockwave would also acquire the short-film website [[Atom Films]].<ref>{{cite news |last=Borzo |first=Jeanette |title=Macromedia's Shockwave.com To Buy AtomFilms in Stock Deal |url=https://www.wsj.com/articles/SB976889522362181090 |access-date=October 16, 2021 |work=The Wall Street Journal |date=December 16, 2000}}</ref><ref>{{cite news |last=Wilde Mathews |first=Anna |title=Shockwave.com, AtomFilms to Combine Resources for Online Films, Animations |url=https://www.wsj.com/articles/SB977096902769447624 |access-date=October 16, 2021 |work=The Wall Street Journal |date=December 16, 2000}}</ref><ref>{{cite news |last=Harmon |first=Amy |title=Company News; Shockwave.com sets AtomFilms Takeover |url=https://www.nytimes.com/2000/12/16/business/company-news-shockwavecom-sets-atomfilms-takeover.html |access-date=October 16, 2021 |work=The New York Times |date=December 16, 2000}}</ref> The purchase was finalized on January 15, 2001, and AtomShockwave Corporation was formed shortly thereafter. Macromedia owned 30 percent of the new company.<ref>{{cite news |last1=Hernandez |first1=Eugene |last2=Brooks |first2=Brian |title=Daily News: AtomShockwave Plans; Code Red's Latest; and HIQI's Rock Doc |url=https://www.indiewire.com/2001/03/daily-news-atomshockwave-plans-code-reds-latest-and-hiqis-rock-doc-81067/ |access-date=October 19, 2021 |work=IndieWire |date=March 20, 2001}}</ref><ref>{{cite news |last=Healey |first=Jon |title=AtomShockwave Gets Investment of $22.9 Million |url=https://www.latimes.com/archives/la-xpm-2001-mar-21-fi-40559-story.html |access-date=October 21, 2021 |work=Los Angeles Times |date=March 21, 2001}}</ref><ref>{{cite web |last=Forde |first=Leon |title=AtomShockwave Corp launched with $22.9m funding |url=https://www.screendaily.com/atomshockwave-corp-launched-with-229m-funding/405355.article |website=Screen |access-date=October 21, 2021 |date=March 21, 2001}}</ref> Later in 2001, AtomShockwave cut much of its workforce, part of a restructuring amid poor economic conditions.<ref>{{cite news |last=Vickers |first=Amy |title=AtomShockwave cuts back |url=https://www.theguardian.com/media/2001/jun/04/broadcasting.newmedia |access-date=October 21, 2021 |work=The Guardian |date=June 4, 2001}}</ref><ref>{{cite web |title=AtomShockwave slashes most of staff |url=https://www.cnet.com/tech/services-and-software/atomshockwave-slashes-most-of-staff/ |website=CNET |access-date=October 21, 2021 |date=January 2, 2002}}</ref> The company also shut down its European headquarters.<ref>{{cite web |last=Kemp |first=Stuart |title=AtomShockwave To Leave London |url=https://www.adweek.com/brand-marketing/atomshockwave-leave-london-49594/ |website=Adweek |access-date=October 21, 2021 |date=June 5, 2001}}</ref>

In November 2005, AtomShockwave acquired the online game website [[Addicting Games]],<ref>{{cite magazine |title=AtomShockwave Boosts Profile With Gaming Acquisition |url=https://www.billboard.com/articles/business/1403665/atomshockwave-boosts-profile-with-gaming-acquisition |magazine=Billboard |access-date=October 21, 2021 |date=November 8, 2005}}</ref> and also launched a new video website known as Addicting Clips. At the time, AtomShockwave had 85 employees.<ref name=Gaither>{{cite news |last=Gaither |first=Chris |title=Web film pioneer considers next act |url=https://www.chicagotribune.com/news/ct-xpm-2005-12-31-0512310053-story.html |access-date=October 21, 2021 |work=Chicago Tribune |date=December 31, 2005}}</ref> The company was renamed as Atom Entertainment Inc. on January 11, 2006.<ref>{{cite news |title=AtomShockwave changes name |url=https://www.bizjournals.com/sanfrancisco/stories/2006/01/09/daily35.html |access-date=October 21, 2021 |work=San Francisco Business Journal |date=January 11, 2006}}</ref> [[MTV Networks]], a division of [[Viacom (2005–2019)|Viacom]], announced in August 2006 that it would purchase Atom Entertainment for $200 million.<ref>{{cite web |last=Jenkins |first=David |title=MTV Networks Acquires Atom Entertainment |url=https://www.gamedeveloper.com/pc/mtv-networks-acquires-atom-entertainment |website=Game Developer |access-date=October 21, 2021 |date=August 10, 2006}}</ref><ref>{{cite news |last=Lee |first=Ellen |title=MTV to buy another Atom of the Web / Youth-oriented TV company is increasing its online presence |url=https://www.sfchronicle.com/business/article/MTV-to-buy-another-Atom-of-the-Web-2491508.php |access-date=October 21, 2021 |work=San Francisco Chronicle |date=August 10, 2006}}</ref> A subsidiary, Shockwave Japan, closed on January 31, 2009.<ref>[http://asiajin.com/blog/2009/02/13/shockwave-closes-japan-loses-one-of-its-biggest-casual-gaming-sites/ Shockwave Closes, Japan Loses One of Its Biggest Casual Gaming Sites]</ref> In June 2014, [[Defy Media]] purchased Addicting Games and Shockwave from Viacom.<ref>{{cite web |last=Farokhmanesh |first=Megan |title=GameTrailers, Addicting Games and Shockwave acquired by Defy Media |url=https://www.polygon.com/2014/6/9/5793570/gametrailers-addicting-games-shockwave-defy-media |website=Polygon |access-date=October 21, 2021 |date=June 9, 2014}}</ref><ref>{{cite web |last=Takahashi |first=Dean |title=Defy Media buys GameTrailers, Addicting Games, and Shockwave from Viacom |url=https://venturebeat.com/2014/06/10/defy-media-buys-gametrailers-addicting-games-and-shockwave-from-viacom/ |website=VentureBeat |access-date=October 21, 2021 |date=June 10, 2014}}</ref> [[Addicting Games, Inc]] subsequently took over ownership.<ref>{{cite web |last=Takahashi |first=Dean |title=Enthusiast Gaming acquires Addicting Games for $35M |url=https://venturebeat.com/2021/09/07/enthusiast-gaming-acquires-addicting-games-for-35m/ |website=VentureBeat |access-date=October 21, 2021 |date=September 7, 2021}}</ref> In September 2021 Enthusiast Gaming purchased Addicting Games.<ref>{{Cite web |last=Gaming |first=Enthusiast |date=2021-09-07 |title=Enthusiast Gaming Acquires Addicting Games, Enters Casual Gaming Market |url=https://www.enthusiastgaming.com/enthusiast-gaming-acquires-addicting-games-enters-casual-gaming-market/ |access-date=2024-05-30 |website=Enthusiast Gaming |language=en-US}}</ref> In April 2024 Shockwave was sold.<ref>{{Cite web |last=Gaming |first=Enthusiast |date=2024-04-01 |title=Enthusiast Gaming Advances Strategic Objectives with C$4.1 Million Sale of Select Non-Core Assets |url=https://www.enthusiastgaming.com/enthusiast-gaming-advances-strategic-objectives-with-c4-1-million-sale-of-select-non-core-assets/ |access-date=2024-05-30 |website=Enthusiast Gaming |language=en-US}}</ref>

==Features==
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.<ref name=CNN/><ref name=Dannacher/>

In March 2000, Shockwave launched a new website design, compatible with slower Internet connections. It also partnered with MTVi Group, which consisted of [[MTV.com]], [[VH1.com]], and Sonicnet.com. MTVi would provide [[Internet 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.<ref>{{cite news |title=MTVi To Provide Shockwave.com With Internet Radio Services, Content |url=https://books.google.com/books?id=vusrJlufwwwC&pg=PA6 |access-date=October 16, 2021 |work=CMJ New Music Report |date=April 3, 2000 |page=6}}</ref><ref name=Hollywood>{{cite news |title=Shockwave.com Signs Hollywood Heavyweight |url=https://www.forbes.com/2000/03/20/mu1.html?sh=3a9b62b17797 |access-date=October 16, 2021 |work=Forbes |date=March 20, 2000}}</ref><ref name=Dannacher/>

The website received another redesign in 2006, along with the creation of an online game development studio known as Shockwave.com Game Studios.<ref>{{cite web |last=Dobson |first=Jason |title=Shockwave Site Redesigned, Development Studio Launched |url=https://www.gamedeveloper.com/pc/shockwave-site-redesigned-development-studio-launched |website=Game Developer |access-date=October 21, 2021 |date=April 3, 2006}}</ref> A year later, Shockwave introduced member profiles.<ref name=Olsen>{{cite web |last=Olsen |first=Stefanie |title=AddictingGames makes social-network play |url=https://www.cnet.com/tech/services-and-software/addictinggames-makes-social-network-play/ |website=CNET |access-date=October 21, 2021 |date=July 17, 2008}}</ref>

===Games===
Shockwave.com offers internally developed games, as well as those created by third parties.<ref>{{cite web |last=Dubin |first=Jayson |title=AtomShockwave Brings Back the Days of Classic Arcade Gaming |url=https://www.gamezone.com/news/atomshockwave_brings_back_the_days_of_classic_arcade_gaming/ |website=GameZone |date=4 May 2012 |access-date=October 21, 2021}}</ref> In May 2001, Shockwave began offering select games for purchase, allowing users to download them for offline play.<ref>{{cite news |last=Patterson Grenier |first=Melinda |title=AtomShockwave Announces Plans To Offer For-Fee Computer Games |url=https://www.wsj.com/articles/SB989424983893776129 |access-date=October 21, 2021 |work=The Wall Street Journal |date=May 10, 2001}}</ref><ref>{{cite news |last=Li |first=Kenneth |title=AtomShockwave hopes gamers will pay to play |url=http://edition.cnn.com/2001/TECH/ptech/05/10/atomshockwave.gaming.idg/ |access-date=October 21, 2021 |work=CNN |date=May 10, 2001}}</ref><ref>{{cite web |title=AtomShockwave to go Subscriber Based |url=https://www.ign.com/articles/2001/05/10/atomshockwave-to-go-subscriber-based |website=IGN |access-date=October 21, 2021 |date=May 10, 2001}}</ref> Three months later, the website was relaunched with new games.<ref>{{cite web |last=DeMott |first=Rick |title=AtomShockwave Relaunches Sites With New Content |url=https://www.awn.com/news/atomshockwave-relaunches-sites-new-content |website=Animation World Network |access-date=October 21, 2021 |date=August 24, 2001}}</ref>

GameBlast, an 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.<ref name=Hu>{{cite web |last=Hu |first=Jim |title=Shockwave surfs into online gaming |url=https://www.cnet.com/tech/services-and-software/shockwave-surfs-into-online-gaming/ |website=CNET |access-date=October 21, 2021 |date=November 7, 2002}}</ref> In 2003, the website began offering prepaid cards for Gameblast, through a partnership with [[AT&T]].<ref>{{cite web |title=AT&T to offer prepaid Web surfing cards |url=https://www.cnet.com/news/at-t-to-offer-prepaid-web-surfing-cards/ |website=CNET |access-date=October 21, 2021 |date=April 2, 2003}}</ref>


Shockwave.com was announced on May 24, 1999,<ref name=AP>{{cite news |title=Shockwave.com announces online entertainment center |url=https://www.deseret.com/1999/5/24/19447260/shockwave-com-announces-online-entertainment-center |accessdate=January 22, 2020 |work=Associated Press |date=May 24, 1999}}</ref> as an expansion and replacement of ShockRave.<ref>{{cite news |last=Georgianis |first=Maria V. |title=Macromedia Sees Shockwave.com Posting $15 Million in Sales for Year |url=https://www.wsj.com/articles/SB927744476407078263 |accessdate=January 23, 2020 |work=The Wall Street Journal |date=May 26, 1999}}</ref> Shockwave.com was formed to promote Macromedia's [[Adobe Shockwave Player|Shockwave]] and [[Adobe Flash Player|Flash]] players, both of which the new website would require.<ref name=AP/> At the time, 100 million people around the world had Shockwave and Flash installed on their computers.<ref name=Akin>{{cite news |last=Akin |first=David |title=Shockwave is ready to roll on Internet |url=https://www.newspapers.com/newspage/514003300/ |work=[[National Post]] |date=June 4, 1999 |accessdate=January 21, 2020 |via=Newspapers.com |url-access=subscription}}</ref> 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 for [[Disney Interactive Studios]].<ref name=Akin/><ref>{{cite web |title=Spinning Off Shockwave |url=https://www.wired.com/1999/05/spinning-off-shockwave/ |website=Wired |accessdate=January 21, 2020 |date=May 24, 1999}}</ref><ref>{{cite web |last=Graser |first=Marc |title=Disney vet plugs in at Macromedia |url=https://variety.com/1999/digital/news/disney-vet-plugs-in-at-macromedia-1117502440/ |website=Variety |accessdate=January 23, 2020 |date=May 25, 1999}}</ref> Fields hoped to eventually turn Shockwave.com into a specialty cable channel. The majority of the website's revenue would come from advertising.<ref name=Akin/>
In 2005, the website introduced new games which incorporated advertising into their design.<ref name=Shields>{{cite news |last=Shields |first=Mike |title=Shockwave.com Lets the Ad Games Begin |url=https://www.adweek.com/brand-marketing/shockwavecom-lets-ad-games-begin-82450/ |access-date=October 16, 2021 |work=Adweek |date=November 7, 2005}}</ref><ref name=Landscape>{{cite news |title=Ads become part of online game landscape |url=https://www.newspapers.com/newspage/330974427/ |agency=Associated Press |date=November 21, 2005 |access-date=October 16, 2021 |via=Newspapers.com |url-access=subscription}}</ref><ref>{{cite web |last=Graser |first=Marc |title=AtomShockwave Launches Gamevertising Network |url=https://adage.com/article/news/atomshockwave-launches-gamevertising-network/47483 |website=Ad Age |access-date=October 21, 2021 |date=November 21, 2005}}</ref> At the time, Shockwave had more than 200 games.<ref name=Landscape/> Viacom launched a mobile version of the website in September 2006.<ref>{{cite news |title=Gaming: Shockwave, Viacom Make Their Play |url=https://nl.newsbank.com |website=Wireless Business Forecast |access-date=October 21, 2021 |date=September 7, 2006 |url-access=subscription |via=NewsLibrary}}</ref> 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 as ''[[SpongeBob SquarePants]]'' and ''[[Pimp My Ride]]''. Shockwave Minis utilized [[Adobe Flash Lite]], and were only available on [[Verizon Wireless]] phones. New games would be introduced monthly.<ref>{{cite web |title=Mobile: Shockwave Minis Launch on Verizon Wireless |url=https://www.gamedeveloper.com/pc/mobile-shockwave-minis-launch-on-verizon-wireless |website=Game Developer |access-date=October 21, 2021 |date=October 25, 2006}}</ref><ref>{{cite web |title=Mobile Q&A: Atom Entertainment SVP on Shockwave Minis |url=https://www.gamedeveloper.com/pc/mobile-q-a-atom-entertainment-svp-on-shockwave-minis |website=Game Developer |access-date=October 21, 2021 |date=November 10, 2006}}</ref>


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.<ref name="casualconnectclub"/><ref>{{cite web |last=Bell |first=Erin |title=Club Shockwave online gaming service launches |url=https://www.gamezebo.com/2009/03/24/club-shockwave-online-gaming-service-launches/ |website=Gamezebo |access-date=October 21, 2021 |date=March 24, 2009}}</ref> As of 2010, Shockwave hosted more than 400 games<ref name = "casualconnectclub">[http://www.casualconnect.org/newscontent/03-2009/clubshockwave.html/Shockwave.com Introduces New Premium Online Gaming Service – Club Shockwave]</ref> in a range of genres including puzzle, action, strategy, racing, sport, jigsaw, adventure, multiplayer games, and downloadable games.<ref>[http://www.casualgaming.biz/news/28383/Nickelodeon-reveals-new-look-Shockwave-portal Nickelodeon reveals new-look Shockwave portal | Casual games | News by]. Casualgaming.biz. Retrieved on 2010-12-14.</ref> Some games were only available as downloads, while others were web-based only.<ref>{{cite web |title=Beyond Downloads – Exploring Advertising Options with Real, MSN, Shockwave |url=http://www.casualconnect.org/content/business/cga-beyond-downloads.html/ |website=Casual Connect Magazine |archive-url=https://web.archive.org/web/20120302172837/http://www.casualconnect.org/content/business/cga-beyond-downloads.html/ |archive-date=March 2, 2012 |date=Winter 2007}}</ref> In 2010, the website introduced Shockwave Cash, a virtual currency that could be used to buy virtual goods in several games.<ref>[https://venturebeat.com/2010/07/21/shockwave-catches-the-virtual-goods-wave-with-newest-games/ Shockwave Catches the Virtual Goods Wave with Newest Games]</ref><ref>{{cite web |last=Takahashi |first=Dean |title=Shockwave catches the virtual goods wave with newest games |url=https://venturebeat.com/2010/07/21/shockwave-catches-the-virtual-goods-wave-with-newest-games/ |website=VentureBeat |access-date=October 21, 2021 |date=July 21, 2010}}</ref> Shockwave Cash was discontinued in 2012, but users were still allowed to use any earned or purchased currency.<ref>{{Cite web|url=http://www.shockwave.com/help/faq_shockwave_cash.jsp#link1.10|title=Shockwave - Shockwave Cash Help|website=Shockwave.com|archive-url=https://web.archive.org/web/20121222032252/http://www.shockwave.com/help/faq_shockwave_cash.jsp |archive-date=December 22, 2012}}</ref>
Shockwave.com was launched on August 2, 1999. The website included cartoons, games such as ''[[Centipede (video game)|Centipede]]'' and ''[[Missile Command]]'', an [[MP3]] directory, and a program for creating animated greeting cards.<ref>{{cite web |title=Shockwave Opens Its Virtual Doors |url=https://nl.newsbank.com |website=San Jose Mercury News |accessdate=January 21, 2020 |date=August 2, 1999 |url-access=subscription |via=NewsLibrary |quote=Shockwave.com, a new online entertainment center, is opening for business today. […] Highlights include an MP3 music directory, animated greeting cards, episodic comics, popular cartoons such as South Park and Dilbert and games such as Missile Command and Centipede.}}</ref><ref name=CNN>{{cite news |last=Crouch |first=Cameron |title=Remote control the Net on Shockwave.com |url=http://www.cnn.com/TECH/computing/9908/04/shockwave.idg/ |accessdate=January 23, 2020 |work=CNN |date=August 4, 1999}}</ref> 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.<ref name=CNN/> The company, also known as Shockwave.com, was based in San Francisco and had 50 employees.<ref name=Crawford/> Lawrence Levy, a former [[chief financial officer]] for [[Pixar]], became Shockwave's chief executive of entertainment in mid-2000.<ref>{{cite news |last=Grover |first=Ronald |title=Electrifying Shockwave |url=https://www.bloomberg.com/news/articles/2000-11-05/electrifying-shockwave |accessdate=January 23, 2020 |work=Bloomberg |date=November 5, 2000}}</ref>


==Audiences and reception==
Shockwave.com merged with [[Atom Corporation]] and formed [[Atom Entertainment]] in 2001. Later, on August 9, 2006, [[Viacom (2005–present)|Viacom]] acquired the company for $200 million.<ref>[http://www.payperclickanalyst.com/index.php?option=com_content&view=article&id=25:viacoms_mtv_networks_agrees_to Viacom-s MTV Networks Agrees To Acquire Atom], Pay-Per-Click Analyst, 23 September 2008</ref><ref name="valleywag">[http://valleywag.gawker.com/193106/viacom-buys-shockwave-maker-com/ Viacom Buys Shockwave maker com] {{webarchive|url=https://web.archive.org/web/20100416063152/http://valleywag.gawker.com/193106/viacom-buys-shockwave-maker-com |date=2010-04-16 }}</ref> As the result of the acquisition, AtomFilms.com and Addicting Clips.com expanded MTV Network's online video library. On January 31, 2009 [[Shockwave Japan]], a [[subsidiary]] of Shockwave closed its business.<ref>[http://asiajin.com/blog/2009/02/13/shockwave-closes-japan-loses-one-of-its-biggest-casual-gaming-sites/ Shockwave Closes, Japan Loses One of Its Biggest Casual Gaming Sites]</ref> In 2014, Defy Media took over Shockwave.com.
Shockwave initially targeted a demographic of 18- to 35-year-olds.<ref name=Forbes/> In April 2000, Shockwave had 15 million registered users, with an average of 80,000 new members signing up each day.<ref name=Forbes/> As of 2002, AtomShockwave's primary demographic consisted of women over the age of 30.<ref name=Hu/> By the end of 2005, Shockwave had 22 million users.<ref name=Shields/>


Peter Sucio, writing for ''[[PCMag]]'', 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".<ref>{{cite news |last=Sucio |first=Peter |title=Shockwave.com |url=https://www.pcmag.com/article2/0,2817,1775425,00.asp |work=PCMag |date=March 16, 2005 |archive-url=https://web.archive.org/web/20170307000630/https://www.pcmag.com/article2/0,2817,1775425,00.asp |archive-date=March 7, 2017}}</ref> Later that year, the website won an OnDemandie award at the Digital Hollywood conference for best on-demand games service.<ref>{{cite web |last=Olsen |first=Stefanie |title=Awards show spotlights on-demand winners |url=https://www.cnet.com/news/awards-show-spotlights-on-demand-winners/ |website=CNET |access-date=October 21, 2021 |date=April 1, 2005}}</ref>
==Audiences==
In August 2008, Shockwave had 4.8 million [[unique visitors]], according to [[ComScore|ComScore Media Metrix]].<ref name="viacom"/>
Mika Salmi said Shockwave as casual gaming site whose [[target market]] is parents and moms,<ref name = "forbes">[https://www.forbes.com/2008/03/28/internet-advertising-salmi-biz-media-cx_lh_0327mtv.html/ Viacom Gets Vertical]</ref> with its customers mostly women from age 18 to 49 years old.<ref name="viacom"/> This shows difference in statistic, as in 2002, when the company was freshly merged with Atom, Shockwave's audiences ranging from age 10–39 and about equal in gender.<ref>[http://www.allbusiness.com/information/internet-publishing-broadcasting/1097923-1.html AtomShockwave Corp.: Short movie supplier | Labor & Employment > Human Resources & Personnel Management from]. AllBusiness.com. Retrieved on 2010-12-14.</ref>


In August 2007, Shockwave had 4.8 million [[unique visitors]], according to [[ComScore|ComScore Media Metrix]].<ref name=Viacom>{{cite web |title=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' |url=http://www.viacom.com/news/pages/newstext.aspx?rid=1054734 |website=Viacom |archive-url=https://web.archive.org/web/20110927023708/http://www.viacom.com/news/pages/newstext.aspx?rid=1054734 |archive-date=September 27, 2011 |date=September 24, 2007}}</ref> The website's [[target market]] was parents and moms,<ref>{{cite news |title=Viacom Gets Vertical |url=https://www.forbes.com/2008/03/28/internet-advertising-salmi-biz-media-cx_lh_0327mtv.html/ |access-date=October 21, 2021 |work=Forbes |date=March 28, 2008}}</ref> with its customers mostly women from age 18 to 49 years old.<ref name="Viacom"/>
==Club Shockwave==
On March 24, 2009 Shockwave launched a premium service called Club Shockwave. The service allows members to play a number of exclusive games, and download titles. and a chance to win cash prizes.<ref name="casualconnectclub"/>


As of September 2010, it ranked # 2,245 on [[Alexa Internet|Alexa]] and # 1,023 in U.S [[web traffic]].<ref name="alexa"/>
==Shockwave Cash==
At the [[Casual Connect]] game conference in Seattle, Dave Williams, senior vice president of the Nickelodeon Kids and Family Games Group introduced Shockwave Cash, virtual currency that could be used to buy virtual goods in several titles, such as Hungry Hungry Hippy, Let’s Get Grillin’, and Sara’s Super Spa Me.<ref>[https://venturebeat.com/2010/07/21/shockwave-catches-the-virtual-goods-wave-with-newest-games/ Shockwave Catches the Virtual Goods Wave with Newest Games]</ref> The Shockwave Cash feature has been discontinued, but users are still allowed to use any earned or purchased Shockwave Cash.<ref>{{Cite web|url=http://www.shockwave.com/help/faq_shockwave_cash.jsp#link1.10|title=Shockwave - Shockwave Cash Help|website=Shockwave.com|access-date=2016-08-18}}</ref>


==References==
==References==

Revision as of 13:12, 30 May 2024

Shockwave
Company typePrivate[1][2]
IndustryVideo games
FoundedAugust 2, 1999; 25 years ago (1999-08-02)
Headquarters,
Number of employees
25–100[2]
Websitewww.shockwave.com

Shockwave.com, or Shockwave, is an online and offline video games distributor and game portal. It is owned by Shockwave LLC, based in Los Angeles, California, United States.[3] It was launched by Macromedia on August 2, 1999, to promote the company's Shockwave and Flash 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 the dot-com bubble, the company merged with Atom Corporation in 2001 to form AtomShockwave Corporation. It was renamed Atom Entertainment in 2006, and was purchased by MTV Networks for $200 million. Defy Media purchased the website in 2014, sold it to Addicting Games in 2018 which was itself sold to Enthusiast Gaming in 2021. Shockwave was resold in 2024.

History

Early history

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's Shockwave and Flash 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 for Disney Interactive Studios.[13][14][15]

Shockwave.com was launched on August 2, 1999. The website included cartoons, games such as Centipede and Missile Command, an MP3 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, including James H. Clark, Michael Moritz, and Robert 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 executive Rob 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 former chief financial officer for Pixar, 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, and Tim Burton – as well as comedian Ben Stein, comic book writer Stan Lee, and South Park creators Trey Parker and Matt 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 as Joe Cartoon,[18] and DumbLand.[26] Fields hoped to eventually turn Shockwave.com into a specialty cable channel.[13] Stein believed that Shockwave would become "the CBS of this era".[18] Burgess hoped for it to become "the United Artists of the Web".[27]

Corporate changes

Shockwave.com lost $30 million during the last nine months of 2000,[28] a result of the dot-com bubble. To survive,[29] the company announced in December 2000 that it would purchase Atom Corporation and merge with it. Shockwave would also acquire the short-film website Atom Films.[30][31][32] The purchase was finalized on January 15, 2001, and AtomShockwave Corporation was formed shortly thereafter. Macromedia owned 30 percent of the new company.[33][34][35] Later in 2001, AtomShockwave cut much of its workforce, part of a restructuring amid poor economic conditions.[36][37] The company also shut down its European headquarters.[38]

In November 2005, AtomShockwave acquired the online game website Addicting Games,[39] and also launched a new video website known as Addicting Clips. At the time, AtomShockwave had 85 employees.[29] The company was renamed as Atom Entertainment Inc. on January 11, 2006.[40] MTV Networks, a division of Viacom, announced in August 2006 that it would purchase Atom Entertainment for $200 million.[41][42] A subsidiary, Shockwave Japan, closed on January 31, 2009.[43] In June 2014, Defy Media purchased Addicting Games and Shockwave from Viacom.[44][45] Addicting Games, Inc subsequently took over ownership.[46] In September 2021 Enthusiast Gaming purchased Addicting Games.[47] In April 2024 Shockwave was sold.[48]

Features

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 of MTV.com, VH1.com, and Sonicnet.com. MTVi would provide Internet 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.[49][50][27]

The website received another redesign in 2006, along with the creation of an online game development studio known as Shockwave.com Game Studios.[51] A year later, Shockwave introduced member profiles.[52]

Games

Shockwave.com offers internally developed games, as well as those created by third parties.[53] In May 2001, Shockwave began offering select games for purchase, allowing users to download them for offline play.[54][55][56] Three months later, the website was relaunched with new games.[57]

GameBlast, an 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.[58] In 2003, the website began offering prepaid cards for Gameblast, through a partnership with AT&T.[59]

In 2005, the website introduced new games which incorporated advertising into their design.[60][61][62] At the time, Shockwave had more than 200 games.[61] Viacom launched a mobile version of the website in September 2006.[63] 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 as SpongeBob SquarePants and Pimp My Ride. Shockwave Minis utilized Adobe Flash Lite, and were only available on Verizon Wireless phones. New games would be introduced monthly.[64][65]

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.[66][67] As of 2010, Shockwave hosted more than 400 games[66] in a range of genres including puzzle, action, strategy, racing, sport, jigsaw, adventure, multiplayer games, and downloadable games.[68] Some games were only available as downloads, while others were web-based only.[69] In 2010, the website introduced Shockwave Cash, a virtual currency that could be used to buy virtual goods in several games.[70][71] Shockwave Cash was discontinued in 2012, but users were still allowed to use any earned or purchased currency.[72]

Audiences and reception

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.[58] By the end of 2005, Shockwave had 22 million users.[60]

Peter Sucio, writing for PCMag, 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".[73] Later that year, the website won an OnDemandie award at the Digital Hollywood conference for best on-demand games service.[74]

In August 2007, Shockwave had 4.8 million unique visitors, according to ComScore Media Metrix.[75] The website's target market was parents and moms,[76] with its customers mostly women from age 18 to 49 years old.[75]

As of September 2010, it ranked # 2,245 on Alexa and # 1,023 in U.S web traffic.[1]

References

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  2. ^ a b c AtomShockwave, San Francisco, CA, Employee Directory, Company Information & Locations. Jigsaw.com (2010-11-01). Retrieved on 2010-12-14.
  3. ^ a b Contact Us. Shockwave. Retrieved on 2010-12-14.
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