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	<title>David Eckoff blog &#187; Games</title>
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	<link>http://davideckoff.com</link>
	<description>On Innovation, New Media &#38; The Bigger Better Deal</description>
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		<title>@ Social Gaming Summit &#8211; What I Learned</title>
		<link>http://davideckoff.com/2009/06/social-gaming-summit-what-i-learned.html</link>
		<comments>http://davideckoff.com/2009/06/social-gaming-summit-what-i-learned.html#comments</comments>
		<pubDate>Fri, 26 Jun 2009 23:38:06 +0000</pubDate>
		<dc:creator>David Eckoff</dc:creator>
				<category><![CDATA[Conferences]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Innovation]]></category>
		<category><![CDATA[product development]]></category>

		<guid isPermaLink="false">http://davideckoff.com/?p=805</guid>
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SAN FRANCISCO &#8211; 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 &#8220;casual games designed to be played with friends on online social platforms.&#8221;
Facebook has created an [...]]]></description>
			<content:encoded><![CDATA[<p></p><p class="MsoNormal"><a href="http://www.hi5networks.com/blog/2009/06/observations_from_the_social_g.html"><img class="alignright" style="margin: 10px;" src="http://www.hi5networks.com/blog/Social%20Gaming%20Summit_June%2023%202009.jpg" alt="" width="240" height="179" /></a></p>
<p class="MsoNormal">SAN FRANCISCO &#8211; I attended the <a href="http://www.socialgamingsummit2009.com/"><strong>Social Gaming Summit</strong></a> this week, and here is a digest of the most interesting things that I learned.</p>
<ul>
<li><strong>Justin Smith</strong>, editor of Inside Facebook gave a state of the industry. He defines social games as &#8220;casual games designed to be played with friends on online social platforms.&#8221;</li>
<li>Facebook has created an environment where there is no catalog, therefore<strong> “quality drives distribution.”</strong> (With no distributor, users are responsible for distribution.)</li>
<li><strong>The web is the gaming platform</strong>, therefore the cost of production can be lower.</li>
<li><strong>iPhones and other smart phones</strong> will make social gaming more accessible for people who have time on the go (vs. in front of a desktop).</li>
<li><span> </span>Because there isn’t yet a social network imbedded in the mobile experience, distribution is more important. Much of the distribution from iPhone is driven by the Top 25 list.</li>
<li><strong>Sebastian de Halleux of Playfish</strong> says: “For us, Facebook is the gaming platform. iPhone is an access device to that gaming platform.”</li>
<li>Companies like Zynga focus on c<strong>ross promotion between games</strong> in their network. But it isn’t required for success. de Halleux notes that a game like <strong><a href="http://www.facebook.com/apps/application.php?id=43016202276">Restaurant City</a></strong> achieved 5 million users in 5 weeks.</li>
<li>Most important: <strong>quality is the key driver</strong>, along with a link to invite a friend to the game.</li>
<li>As <strong>Jeremy Liew, of Lightspeed Venture Partners</strong> summarized: &#8220;Manipulating users to spam their friends is less powerful and effective than building a game experience that users will willingly tell their friends about.&#8221;</li>
<li><strong>Zynga is ultra focused on metrics</strong>. In contrast, <strong>Playfish is ultra focused on fun</strong>. de Halleux notes that when everyone in the company can only do one thing, play the game all the time (!) they know they have the right game. In the end, &#8220;quality is the driver of distribution,” says de Halleux.</li>
<li>If you design a game in which it is more fun to have your friends involved, it drives distribution.</li>
<li>According to <strong>Mark Pincus, CEO of Zynga</strong>, <strong>social games need to do 3 things</strong>: 1. Give you a feeling of playing with your real friends; 2. Give a way to express yourself (about your unique personality); and 3. Give players the opportunity to invest in the game over time and have something of value.</li>
<li><strong>Demographics: </strong>While the industry has sold to the same demographic, male age 25, de Halleux says that Playfish demographics are 50/50 M/F, and age 18-34. <strong>Most don’t talk about them as “games”, but rather as social experiences with their friends</strong> (“I just spend 2 hours decorating my restaurant with friends.”)</li>
<li>de Halleux says that <strong>games are not a science and that fun cannot be modeled</strong>. “There is chemistry with small teams of developers with full creative freedom to do something that will impact millions of people. “</li>
<li><strong>When games go live is when the real work starts. </strong>This marks a long relationship between the user base and the developer team. Weekly releases nurture the game, and it is essential to listen to what the audience wants.</li>
<li>Pincus talked about the phenomena in which people are spending more money on virtual Christmas tree ornaments than on real Christmas tree ornaments. His theory is that <strong>people are increasingly disconnect from their friends in real life and they are staying in touch by social networks</strong>, so relatively few people see their real Christmas trees. In contrast, many people see their virtual Christmas trees.</li>
<li><strong>As a culture, we’ve used up all the time we have</strong>, we don’t have any unallocated time.<strong> Social games enable people to have fun and justify that time by staying in touch with friends. </strong>The analogy: each touch point is keeping another spinning plate spinning.</li>
</ul>
<p><strong>Photo credit</strong>: Via <a href="http://www.hi5networks.com/blog/2009/06/observations_from_the_social_g.html">Mike Trigg, Hi5</a>.</p>
<p class="MsoNormal"><strong>RELATED LINKS:</strong></p>
<ul>
<li><a href="http://www.gamasutra.com/php-bin/news_index.php?story=24169">Social Gaming Summit: In-Depth On The State Of Social Gaming</a> (Gamasutra)</li>
<li><a href="http://www.slideshare.net/MayankDhingra/social-gaming-summit-2009?src=embed">Crowdsourced Summary: 70 Tweets that Summarize it All</a> (@MayankDhingra)</li>
<li><a href="http://games.venturebeat.com/2009/06/24/in-recession-social-gaming-comes-of-age/">In recession, social gaming comes of age</a> (VentureBeat)</li>
<li><a href="https://files.getdropbox.com/u/1006370/Metrics.pdf">Metrics for Social Games</a> (Presentation slides by Siqi Chen and David King)</li>
<li><a href="http://www.gamasutra.com/php-bin/news_index.php?story=24198">Social Gaming &#8211; Where’s The (Creator) Fun?</a> (Gamasutra)</li>
<li><a href="http://www.virtualgoodsnews.com/2009/06/social-gaming-virtual-goods-discussed-in-sf-summit.html">Social Gaming, Virtual Goods Discussed In SF Summit</a> (Virtual Game News)</li>
<li><a href="http://www.hi5networks.com/blog/2009/06/observations_from_the_social_g.html">Observations from the Social Gaming Summit</a> (Mike Trigg)</li>
</ul>
<p class="MsoNormal"><strong>BONUS: State of the Industry&#8230;</strong></p>
<p><span id="more-805"></span></p>
<ul>
<li>Justin Smith, editor of Inside Facebook gave a state of the industry, with some interesting stats.</li>
<li>14,000+ games on Facebook in the past two years.</li>
<li>Usage distribution across those games: 5,000 games have 1+ monthly player; 1,000 games have 1,000+ monthly players; 300 games have 10,000+ monthly players; 100 games have 100,000+ monthly players; 30 games have 1,000,000+ monthly players; and 3 games have achieved 10,000,000+ monthly players.</li>
<li>Companies make money by a combination of user payments, offers (from third party companies such as Offerpal, Super Rewards, Peanut Labs, AdParlor, Gambit, and Sometrics), sponsored items (advertiser pays for distribution) and ads.</li>
<li>ARPUs: Top rates are $1.00-$2.00/month; and a good MySpace ARPU tends to beat Facebook ARPU’s ($0.60-$0.70/month vs. $0.30-$0.40/month).</li>
<li>Direct payments are increasing share of total revenues.</li>
<li>Top industry trends: free to play games on social networks, however a crowded monetization ecosystem; companies are focusing on monetization earlier; new games are bridging mobile and social; and copycat IP issues continue to be an issue.</li>
</ul>
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		</item>
		<item>
		<title>The Future of Video Games Online</title>
		<link>http://davideckoff.com/2003/11/the-future-of-video-games-online.html</link>
		<comments>http://davideckoff.com/2003/11/the-future-of-video-games-online.html#comments</comments>
		<pubDate>Fri, 14 Nov 2003 00:53:57 +0000</pubDate>
		<dc:creator>David Eckoff</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Marketing]]></category>

		<guid isPermaLink="false">http://davideckoff.com/?p=9</guid>
		<description><![CDATA[
]]></description>
			<content:encoded><![CDATA[<p></p><p><em>This article was <a href="http://www.paidcontent.org/pc/arch/2003_11_14.shtml#003300">originally published</a> on PaidContent.org on November 17, 2003. </em></p>
<p><img alt="sportstech2003.gif" src="http://www.davideckoff.com/sportstech2003.gif" Hspace="5" align="left" width="175" height="64" /> <strong>Kim Cieslach </strong>(EA Sports), <strong>John Olshan </strong>(MLB Players Association) and <strong>John Rodman </strong>(X-Box) took the stage as panelists in this afternoon session at the Sports Media &#038; Technology conference in New York City.</p>
<p>Cieslach noted that young men are leaving TV in droves and going to online video games. Olshan agreed: &#8220;They&#8217;re not watching Friends, they&#8217;re playing online games.&#8221;</p>
<p>Rodman noted that this audience is drawn to the competition, button mashing and escapism that online gaming offers.</p>
<p>An interesting point was raised that non-interruptive advertisements can be built into the real time play of online sports video games (for example: signage in the stadium within the game).</p>
<p>Cieslach said that the industry is in an experimentation phase, mentioning P2P wagering on games, subscription models and micropayments as examples.</p>
<p>In my next report, I&#8217;ll cover &#8220;NFL and the Online Subscription Revenue Model&#8221;.</p>
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