Filed under: All Infographics , Pop Culture Infographics | No Comments » GD Star Rating loading... If you’re a regular Facebook user, odds are that you’ve gotten requests to help someone get an item for their farm or city, to play Words with Friends with them, or something like that. Social games are very popular on Facebook – and it isn’t just the kids who are playing them. This infographic addresses the sheer volume of people who play these social games, and the results of their vigorous game playing. What Makes Facebook Social Games So Popular?
OMGPOP Draws Zynga’s Daily User Traffic Up By 25% As the dust settles after Zynga’s purchase of New York mobile social game developer OMGPOP, the company is visibly taking on a new shape. A 25% larger and more mobile one. That’s the percentage growth of its total daily active user base, when you add in the 14.6 million people playing mobile sketching app Draw Something to its existing 55 million players. The game has gone from 1.7 million to 14.6 over the month of March, based on app tracking service AppData.
In 1996, Chris Hehman built one of the first online bracket managers for the NCAA men’s college basketball tournament, or March Madness, as it’s known to the millions of Americans who gamble on it every year. Hehman’s boss at the now defunct telecom company Nortel Networks wanted a better way to keep track of the 50-odd entries in the annual office pool. “Fifty doesn’t seem like a large number now,” says Hehman, “but back then you had to print it all and mark up all of the results and score them by hand.” Hehman’s program was such an office hit that he turned it into a business, PickHoops, which now processes 180,000 brackets annually. PickHoops isn’t the only, or even the biggest, online bracket manager. The Legal Madness Around NCAA Bracket Pools
7 Dimensions of Facebook Commerce Social commerce is estimated to reach $30 Billion (yes, that’s Billion with a ‘B’) in the next 5 years. How is that possible? Facebook Commerce is more than just Liking product pages. There are 7 dimensions driving Facebook Commerce that make up the “F-Commerce Ecosphere,” as shared by Janice Diner, founding partner of Horizon Studios, a social media consultancy at the Meshwest conferencethis week in Vancouver, BC. The F-Commerce Ecosphere
Rewarding Users While our policies prohibit directly tying incentives to the use of our Social Channels, e.g. rewarding users for the sole act of posting a Stream stories or sending a Request, we do allow for referral-based rewards where our Social Channels are indirectly tied to the potential in-app reward. For example, you can reward users based on the number of friends that accept the user’s invitation to your app. In the example below, note that the user does not get a reward for the act of sending the invitation, but instead has the potential to earn rewards if the user has friends who accept the invitation. Like Button - Rewarding Fans We also allow for specific rewarding around the Like button, provided the incentive is open to all new and existing users who Like your Page.
The most interesting wave hitting the social web in 2012 is social curation. This was kicked off in 2011 as Pinterest's growth was noticed by Silicon Valley and a number of companies quickly followed suit - Snip.It launched as a social information curation platform, Quora adopted boards for a similar purpose, and Fab.com launched a structured social commerce feed. In this blog post I will discuss the evolution of social media from long-form to push-button, the emergence of social curation on sites such as Twitter and Tumblr, and the move to structured sets of curated content on Pinterest and its brethren. But first, the meta-trend.... ...Social Media: Evolving From Long Form To Push Button In the evolution of social media over the last decade, the trend has been a move from long form content, which has high friction of participation (both on the production and consumption side) to ever lower requirements placed on a user to participate in a conversation.
1. Field of the Invention The subject disclosure relates to methods and systems for gaining technology in a distributed computing network, and more particularly to improved methods and systems for betting with pari-mutuel payouts while utilizing the real-time capabilities of a distributed computing network. Patent US20060287094 - Methods and systems for betting with ... - Google Patents
Bringing Social App Discovery to Mobile Today, we are extending Facebook Platform on mobile, bringing all the social channels that have helped apps and games reach hundreds of millions of users on the Web to mobile apps and websites. You can now easily reach the 350 million people who use Facebook every month on a mobile device, including iPad, iPhone, iPod touch, and our mobile web site. We are at the beginning of bringing Facebook Platform apps to mobile.
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I like Apple for the opposite reason: they’re not afraid of getting a rudimentary 1.0 out into the world. “No wireless. Less space than a nomad. 1.0 Is the Loneliest Number
The metrics are the message: how analytics is shaping social games | Technology Picture this. You're deeply engaged in one of the many free-to-play adventure games available online, when you decide to buy a bigger sword. It could be that you made the tactical decision to extend your armoury, or that you panicked when you spotted a gigantic dragon lumbering in your direction; you might not even know why you did it. You just fancied a bigger sword. But that action took you into the barely two percent of free-to-play gamers who actually pay for content – and the game makers want to know why. The freemium gaming business is expanding rapidly.
Ask HN: How to legally obtain sports data for commercial use This is a long standing question of mine reignited by bignoggins post at http://news.ycombinator.com/item?id=1772224 where he described the success of http://www.fantasymonsterapp.com. I've often thought of building sports related apps (esp. pertaining to fantasy sports) but I've always struggled with how to legally obtain the necessary data (scheduling, statistics, player images, team logos, etc.) such that I can pursue it as a commercial venture. An obvious solution is to simply scrape the info but I'd assume you'd get shut down or blocked rather quickly.
Zynga IPO Filing Shows Flat User Growth, Booming Revenue Zynga's impressive stats are part of the reason for its sky-high valuation. With 232 million monthly active users and $597 million in revenue last year alone, it's no surprise that so many people are interested in getting a piece of the action. But when we dug into Zynga's nearly 200-page S-1 filing, we found a more complicated picture.
How Zynga grew from gaming outcast to $9 billion social game powerhouse Update: This article is now available as a 63-page e-book on Amazon’s Kindle bookstore. Zynga has turned the video game world upside down in its short five-year history. As it’s poised on the verge of a massive initial public offering, the social game startup is now one of gaming’s great success stories. But its success was never a foregone conclusion. In fact, most game industry veterans didn’t view it as a real game company.
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SAN FRANCISCO – I attended the Social Gaming Summit this week, and here is a digest of the most interesting things that I learned. Justin Smith, editor of Inside Facebook gave a state of the industry. He defines social games as “casual games designed to be played with friends on online social platforms.”Facebook has created an environment where there is no catalog, therefore “quality drives distribution.” (With no distributor, users are responsible for distribution.)The web is the gaming platform, therefore the cost of production can be lower.iPhones and other smart phones will make social gaming more accessible for people who have time on the go (vs. in front of a desktop). @ Social Gaming Summit – What I Learned — David Eckoff blog
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