Coverage of Social Gaming Summit 2009
I’m catching up on the Social Gaming Summit 2009 on the net, and here’s my bounty of news, twitter tidbits and links to further coverage.
- Superb preso on Metrics from Siqi Chen / Serious Business and David King of (Lil) Green Patch
- Justin Smith / Inside Social Games’ great preso on the Social Games landscape
- Gamasutra’s coverage on the Building Social Games on Scale panel
- Inside Social Games: Live notes from Building Social Games on Scale panel
- Jeremy Liew / Lightspeed VP’s notes on panels and further links
- GigaOM’s Four takeaways from the Social Gaming Summit
- Virtual World News’ writeup from the event
- @Mayankdhingra‘s crowdsourced coverage: the 70 tweets that summarize it all
- Venturebeat’s coverage and discussion on social games in general
- Offerpal’s blog on What did we learn at the Social Gaming Summit
- Gamasutra’s opinion piece on the event & state of industry – great read, check also the reader comments
- Worlds in Motion has two posts: In-Depth On The State Of Social Gaming and The Platform Holders Speak
- Virtual Goods Insider on Social Gaming Turns Two!
Misc tidbits from #sgs09 backlog
These are misc tidbits from the backlog that stuck out.
- Social Gaming ARPU’s: top games $1-2/month, good FB $0.30-0.40, good MS $0.60-.070
- Conversions to paying users for social games 0.5% to 1.5% much lower than traditional MMOG’
- Greg Tseng/Tagged: The most important social network conversion rate is # of monthly users that become daily users look closely at conversion from monthly active to daily active — and see 50% as a gold standard.
- Jia Shen/RockYou – 5-7% of daily returning users is good (discounting promos), Shukla – RPGs can see 40%
- Panel on retention/acq: use FB and provide free virtual goods at a staggered pace to bring user pack to app/game
- Jia Shen/RockYou: Vanity URLs help with branding and discoverability in Facebook. Finding apps is still hard
- Simplest thing for retention is to give incentives or alerts at a specific amount of time. Mafia Wars’ alert says New Jobs available
- jnusser/vindicia: in RMT, friendly fraud 100x real, malicious fraud
- Women, 34 to 50 in the US is the best audience you can get for monetization
- Jia Shen/RockYou: FB retention is easier. Nobody uninstalls apps, devs can always try to reingage. MS has signif churn on apps
- Jia Shen/RockYou: News feed momentum is important metric for distribution that is overlooked now. The reciprocation must happen quickly
- Jia Shen/RockYou – the new FBook redesign is creating the same engagement growth as FB had during prev peak… but less spammy
- Super Rewards: Free-mium social game monetization rates ~5% of users playing on any given day.
- Zong: Fraud chargeback rates often in 5% range. Developers usually very happy with 1-1.5. Paypal: greater than 0.5% a concern
- Virtual goods business in China is worth $4.5-$5Bn this year. Many games have over 1 million concurrent users
- Playfish:5 weeks ago, we launched RestaurantCity with no cross promotion & grew to 5M users.
- MySpace interesting stats: 70MM monthly in the US, 30MM are active app users
- Playfish sold 20 million christmas trees and ornaments mirroring social behavior in real world
- Zynga invested $2mil in guild of heroes. Seems kind of high!
- on FB, there are 100 games with 100,000 players 30 games by 1 million, 3 games with 10,000,000 games
- Zynga: Building social capital can go beyond your real friends” – Pincus; but 70% of the time you log into Poker, a ‘real’ friend is there
- Playdom sold $100K worth of virtual pink Volkswagon’s on Sorority Life in 2 days
- Keys to a successful social game by Mark Pincus at Zynga: 1) real friends, 2) self expression, 3) stored value
- Zynga (Pincus) games have to give you 1) feeling of playing with friends, 2) social outlet, expression 3) invest in game
- 3rd secret to Pincus – buy items (i am paraphrasing). Result is that players has social capital. Pincus is master of buzz words
- 2nd secret: Pincus from Zynga – social games must be playground for your personality. Express yourself (channeling Madonna)
- 1st secrets: Pincus: Games must appeal to your friends
- A pillar of social game is to invest in game over time and give players a sense of value. This is why virtual goods are valued.
- Design games as objects of social interaction, you get the benefit as a user of inviting your friends into the game
- game themes (pets, farms, restaurants) in top 10 apps – starting to mirror the over 35 crowd (similar to casual games)
Read the full backlog via Twitter search
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