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