Single and multiplayer modes The first million people who bought VCRs bought them before there were any movies available to watch on them. They just wanted to “time shift” TV shows – what we use DVRs for today. Once there were millions of VCR owners it became worthwhile for Hollywood to start selling and renting movies to watch on them. Eventually watching rented movies became the dominant use of VCRs, and time shifting a relatively niche use. Thus, a product that eventually had very strong network effects* got its initial traction from a “standalone use” – where no other VCR owners or complementary products needed to exist. I was talking to my friend Zach Klein recently who referred to products as having single player and multiplayer modes.
I'm a fairly competitive person. I like to win. And thanks to many hours spent in front of the screen, I find myself pretty motivated when I see an opportunity to "level up." But that being said, I still question the rush lately to add "game mechanics" to every new product and experience. As we've written before, the arguments for doing so are compelling. Need Game Mechanics?
[In the first of a two-part series, design veteran Tadhg Kelly draws from his What Games Are blog to explain the rise to power of Zynga's massively successful social game CityVille. (UPDATE: Part 2 now posted.)] Check out the latest Appdata graph for Zynga's Cityville - that's right, it now has nearly 70 million monthly active users, and the Facebook game only launched in early December. CityVille Explained
The perfect viral social app
So my name is Paul Adams and I work in the UX team at Google. Iʼm the user research lead for social, and work on things like Buzz and YouTube. I spend a lot of my time doing research with people on how they use social media. I sit down with people, and have them map out their social network for me, and we look at how they use tools like email, Facebook, Twitter, their phone, and so on. One of the things we talk about is the differences between their social network online, and their social network ofﬂine. Today, Iʼm going to talk about some of the things weʼve learned over the past few years, what it means for the future of the web, and some tips for design. The Presentation That Inspired Google+
Quarterly Earnings for Gaming Companies We’ve created a little cheat sheet for industry observers summarizing smartphone earnings and growth for the second quarter (or first quarter, depending on the company’s fiscal calendar). We also put in privately-held freemium gaming companies for which you can guesstimate earnings based on top-grossing titles. Given how publicly-traded companies are performing with both freemium and paid app monetization on a quarterly basis, we’re looking at a few privately-held companies that will probably comfortably cross $50 million in annual revenue this year. Also keep in mind that everyone’s market capitalization is down significantly because of the global stock market rout.