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每日观察:关注社交平台Google+引进游戏服务(8.12)

发布时间:2011-08-12 13:12:21 Tags:,,

1)谷歌于日前正式宣布社交平台Google+植入游戏服务(与Facebook不同的是,Google+并非公开的社交平台),Google+高管David Glazer通过官方博客表示,为了保证游戏服务质量,开发商提交的游戏需通过Google+审核,方可投放该平台运营。

Google+ games(from games.com)

Google+ games(from games.com)

首批在该平台露面的作品包括《愤怒的小鸟》(Rovio)、《宝石迷阵闪电战》(PopCap Games)、《龙腾世纪传奇》(EA)、《Zombie Lane》(Digital Chocolate)等16款休闲和社交游戏。

谷歌还表示,Google+中的游戏不会影响该平台的其他社交功能,支持用户选择自己的“Circles”是否显示游戏动态消息。

除此之外,谷歌还宣布在这个游戏平台运营初期,开发商只需向Google+提交5%的游戏虚拟商品交易佣金,而非Facebook政策所要求的30%抽成;但目前尚未决定这一平台的长期抽成比例。

2)在Google+Games消息正式公布后,Facebook似乎也迅速作出反应,表示将于今晚举办一场游戏开发商活动,届时还将宣布推出一系列新的更新功能,此外还分享了一些关于Facebook平台中小型游戏开发商的信息。

·每月在Facebook上玩游戏的用户超过2亿人;

·社交搜索功能助推了游戏服务的发展,排在Facebook前80名的游戏至少拥有100万活跃用户。例如:

island-paradise(from forums.meteorgames.com)

island-paradise(from forums.meteorgames.com)

Meteor Games(美国):该公司仅在Facebook平台运营游戏,成员规模从去年的35人增长至目前的100人,在六个月间翻了一倍。旗下热门游戏《Island Paradise》,该游戏在过去两年中没有借助任何营销活动,就实现了2000多万安装量。该游戏的盈利也极为可观,采用Facebook Credits作为游戏内虚拟货币后,其付费玩家数量立即增长了3倍左右。

Funzio(美国):该公司于去年在Facebook发布《Crime City》,并迅速跻身该平台当年前5名游戏榜单。Funzio今年初融资2000万美元,计划在年底前从55名成员扩充至100人。

iWin(美国):代表作包括《Family Feud》、《Deal or No Deal》、《1 vs .100》,MAU在上个月增长了40%。《Deal or No Deal》和《1 vs .100》在上月刚发布,前者MAU已增长至90万,后者也达到了70万。该公司今年新增30名员工,在旧金山和乌克兰基辅设有工作室。

Broken Bulb Studios(美国):该公司第一款游戏《Warz》在无营销成本的情况下,已连续两年维持12.5万以上的DAU;于今年1月份发布的《Miscrits: World of Adventure》目前MAU为450万。其团队规模在一年时间中从原来的11人增长至23人。

Kabam(美国):从去年的20名成员增长至今年的500多人,目前在3个大陆有4家工作室。每10名Kabam玩家就有9人每天都玩游戏,玩家每天平均游戏时间长达3小时。

GSN(美国):该公司MAU从去年7月底的480万,增长至今年7月底的750万(增幅达60%)。DAU与MAU比例从原来的15%,上升至最近的23%。其社交游戏开发团队规模也在一年中扩充了三倍。

Nordeus(波斯尼亚):这家小型开发商的足球游戏《Top Eleven》在三个月内收获了350万MAU,而且该公司没有接受任何风险投资。

Playtika(以色列):代表游戏是《Slotomoania》和《Farkle Pro》,去年MAU是480万,Cesars Entertainment Corporation以8000万至9000万美元收购了该公司51%的资产,成为以色列游戏行业最大的一笔收购交易。

Peak Games(土耳其):成立于2010年10月,现在已有50名成员,10款游戏。每月约有1000万活跃用户体验该公司推出的土耳其和阿拉伯纸牌和棋盘游戏,每天约有200万来自5个时区、4个大陆、5种语言地区的用户玩Peak Games游戏。该公司已融资750万美元,预计2015年用户将增长至2.5亿。

Supercell(芬兰):成立于2010年6月,主攻硬核游戏方向,已通过Accel Partners融资1200万美元,现有20名成员。其Facebook游戏《Gunshine》当前MAU超过30万。

Pretty Simple Games(法国):该公司在去年12月发布的《MyShops》当前DAU超过150万,现已融资360万美元。

Kobojo(法国):该公司推出的《Pyramidville》、《Goobox》和《RobotZ》目前MAU超过400万,已融资775万美元。

IsCool Entertainment(法国):在Facebook的MAU超过200万,是唯一在泛欧交易所上市的社交游戏公司,其成员规模在一年内从30人发展至85人。

3)zynga日前提交了最新版本的S-1文件,指出公司在今年3月的内部估值约115亿美元(游戏邦注:但Zynga现在身价高涨,已有不少人认为该公司今年进行IPO后其身价可能将涨至200亿美元)。除此之外,该公司还更新了其游戏营收比例数据,指出四年前公司有93%的在线收益来自3款最热门游戏,但在今年第1季度,其最热门三款游戏所创造收益比例为63%,可见Zynga对《FarmVille》等拳头产品的依赖性正在缩小。

zynga-ipo(from guardian.co.uk)

zynga-ipo(from guardian.co.uk)

Zynga同时还更正了今年第一季度营收数据,在原来的基础上添加了750万美元,其第一季度总营收超过2.4亿美元。

在过去两个月中,Zynga新增300多中员工,目前在全球共有2543名成员。

4)Kabam日前向Facebook和Google+正式推出其第五款硬核游戏《Edgeworld》(游戏邦注:该游戏在内测阶段引起了巨大争议,原因是其竞争对手Kizeye指责该游戏剽窃了《Backyard Monsters》的玩法和设计)。

Edgeworld(from venturebeat)

Edgeworld(from venturebeat)

Kabam目前的游戏用户约1290万(在5月份的用户数据为700万),但其用户粘性极高,约有90%玩家每周都有六七天会玩数小时游戏,其付费比例也十分可观(观察者推测其ARPU与Zynga游戏不相上下,但后者用户规模更为庞大,Kabam游戏用户较少,但消费额度和比例都比较大)。

该公司成立于2007年,原名Watercooler,当时仅有20名成员,现已增长至425名成员,在5月份融资8500万美元,至今已获得1.25亿美元投资。其首款Facebook角色扮演游戏《Kingdoms of Camelot》发布两年至今仍有170万MAU,该公司还收购了旧金山游戏公司WonderHill(《Dragons of Atlantis》开发商,这款游戏也投放到了Google+)。

5)EA收购PopCap的交易将于本月收尾,针对人们关注PopCap能否在EA麾下保持独立性和创新性的问题,EA Interactive执行副总裁Barry Cottle在NOWGamer采访中表示,EA仍将保持“不干涉”旗下工作室的运营哲学。

Barry Cottle(from 99you.com)

Barry Cottle(from 99you.com)

他称EA是因PopCap的创造力而收购该公司,所以他们会保护后者的企业文化和运营理念,并将PopCap誉为“休闲游戏领域的皮克斯动画工作室”,因为它创造了极具大众吸引力的优质游戏,这将帮助EA在休闲游戏领域建立强大的影响力。

6)据Hacker News报道,在最近针对100多名开发者关于最难采用的API调查中,Facebook API因期漏洞、低劣文件、变化无常的API、低反应速度等多项令人头痛的问题,而被“评选”为最难使用的API。

API Headaches(from programmable web)

API Headaches(from programmable web)

居于其次的是谷歌API,原因是其API经常被关闭或者丢失;第三名是Twitter API,虽然开发者对其抱怨不少,但相对其他服务,它收获的积极评价最多。

integrate with services(from programmable web)

integrate with services(from programmable web)

其他有趣调查结果还包括,开发者对当前API的不满还与其绑定服务、管理费用等情况有关。例如,将近三分之二开发者称自己绑定了3个及其以上的服务,三分之一者自称采用了4至6项服务,还有9名开发者称自己绑定了11项以上的服务。

7)据insidesocialgames报道,Facebook于日前通过其开发者博客发布消息称将对Canvas Page、Graph API、书签、news feed中的游戏信息等功能进行调整,以优化游戏搜索、用户留存率和用户体验。

Canvas Page changes(from insidesocialgames)

Canvas Page changes(from insidesocialgames)

从以上截图可以看出,用户现在已可通过Facebook页面右上方角落的书签功能找到游戏,显示红色数字的书签可促使用户快速与游戏请求进行互动。居于其下的是实时动态消息功能,它包含常规的游戏消息,以及用户好友开始玩游戏,或者经常使用某款应用时自动生成的一些游戏消息。

而最近更新的Graph API则可显示用户完成某项游戏任务,或者创造高分纪录的消息,这些消息可增强游戏病毒性,并且不打断游戏体验的情况下提高游戏曝光度。

最后一个模块组件就是Flud Canvas,支持开发者根据用户屏幕分辨率扩展应用大小,可以让应用扩大至与用户浏览器等高等宽,以方便桌面和笔记本用户获得良好的游戏体验。

Favorites(from insidesocialgames)

Favorites(from insidesocialgames)

主页书签板也进行了更新,该设置将根据用户习惯(游戏邦注:例如用户玩某款游戏的频率),调整应用和书签排序,同时支持用户通过手动操作,将书签添加到“最喜爱”的模块中。Facebook还调整了news feed中的游戏消息显示方式,通过新排名系统,富有针对性地向游戏玩家与非游戏用户显示动态消息。

8)市场调研公司Momentus Media最新调查结果表明(该调查分析了1万400个Facebook页面将近5万条贴子),Facebook用户在某天的发贴数量越高,当天的交互性就越低。

调查指出周四是发贴量最高的一天,而周六则最低,周日第二低。但从交互性来看,周六和周日最高,周四最低。

Interaction(from Momentus)

Interaction(from Momentus)

该公司还调查了相同页面和贴子在当天的发布时间,并指出早上6点至下午1点(游戏邦注:这里是指太平洋标准时间,或以美国东部标准时间来算,应该是早上9点至下午4点)是发贴高峰期,但用户互动高峰期却是下午6点至早上5点(太平洋标准时间,美国东部标准时间则是晚上9点至早上8点)。

我们或许可以由此推测,这说明一般用户在非工作期间使用Facebook的频率更高。(本文为游戏邦/gamerboom.com编译,如需转载请联系:游戏邦

1)Google+ Launches First Set Of Social Games

by Tom Curtis

Today, Google announced that it has added games support to its Google+ social network — though unlike Facebook, this new service is not an open platform.

On the official Google+ Platform Blog, engineering director David Glazer says that Google itself will curate the titles that will appear on the service, implying that developers will have to submit their games for approval before hosting them on the platform.

He writes, “Because we want to provide both a great user experience and a great developer experience, we’re focusing on quality before quantity. We will continue to add new partners and new features in small steps, starting with today’s release of the games APIs to a small number of developers.”

This policy differs significantly from Google’s approach to its Android platform, which allows developers to release titles and apps as they see fit.

Google+’s initial offering of games spans 16 titles, which include popular casual and social games such as Rovio’s Angry Birds, PopCap’s Bejeweled Blitz, EA’s Dragon Age Legends, and Digital Chocolate’s Zombie Lane, among others.

In addition, Google also says that it intends to keep Google+ games in a separate section from the rest of the network’s social features, allowing users to choose whether they want to see game updates from their “circles,” or to ignore the content altogether.

On the official Google+ Blog, the company explains that it wants games to be “there when you want them and gone when you don’t.”

[UPDATE: In the early days of this new game platform, Google says it will only charge developers a 5 percent commission for in-game transactions -- far less than Facebook's 30 percent official commission. This "promotional" rate, however, is not guaranteed to last, as the company says it has not decided what it will charge on a long-term basis, reports VentureBeat.]

The company says that it will gradually role out the games service to its users starting today. (source:gamasutra

2)Facebook And Google Duke It Out Over Gaming (Same Day Announcements, Zynga?)

Alexia Tsotsis

Sometimes the platform wars can get so dramatic. A couple of minutes before we were tipped off on Google+ Games, we were also tipped off on a Facebook Gaming announcement and developer-only event happening later this evening. While this really is amazing timing, it highlights how realtime the competition between the two ‘Gang of Four’ social networks is. Rival announcements even!

Google+ Games debuts with Angry Birds, Sudoku, Bejeweled and most importantly Zynga Poker which means that Facebook is no longer the only Zynga-powered social network in town.

Reports that Google will attempt to undercut Facebook’s stronghold on games by offering developers competitive perks like lower fees instill an optimism that Google+ games might have a fighting chance at attracting a critical mass of game titles. But the fact that Farmville and Cityville are very noticeably missing, because of an exclusivity agreement with Zynga, means the battle has just begun.

Here’s Facebook’s pre-announcement brief, highlighting some smaller game developers on the platform, eh hem. It’s war.

I wanted to give you a heads up that tonight we’re hosting a game developers event and will be announcing a series of updates. The event is exclusively for developers, but keep an eye on our developer blog this evening for details (http://developers.facebook.com/blog/). We’ll also share materials with you later this evening.

In the meantime, we wanted to share with you some recent highlights from what’s happening with games on Facebook Platform from developers of all sizes, around the world. Small developers focused on a variety of areas – from sports to strategy to mainstream –  are getting big fast.

—–

Stats

More than 200 million people play games on Facebook each month.

Social discovery is driving growth.The top 80 games on Facebook have at least 1 million active users.

Examples

U.S.

Meteor Games:

The developer, who builds exclusively on Facebook, has grown its company from 35 to 100 employees in the past year, and doubling its staff every six months. Their hit game, Island Paradise, has been installed more than 20 million times in the past two years without any marketing. They have also been successfully monetizing: when they switched Ranch Town to in-game Facebook Credits, they saw a 3x increase in the number of paying players over night.

Funzio:

Launched Crime City on Facebook last year and it quickly became one of the top five Facebook games of the year. Raised $20M in funding earlier this year, and plan to grow their business from 55 employees to 100 by the end of the year.

iWin:

The developer of Family Feud, Deal or No Deal and 1 vs. 100 saw their monthly active userbase increase by 40% ober the last month. Launched just last month, Deal or No Deal has grown to 900k MAUs and 1 vs. 100 has grown by 700k MAUs. iWin has added 30 new employees this year and has offices in San Francisco and Kiev, Ukraine.

Broken Bulb Studios: Ninja

Warz, the company’s first game, has stayed above 125,000 DAU for two years with zero marketing. They launched Miscrits: World of Adventure in January and have 4.5 M MAU. In just over a year they’ve moved into a new office building and doubled their team from 11 employees to 23.

Kabam:

The company grew from 20 people last year to more than 500 people this year, in 4 offices on 3 continents. 9 out of 10 Kabam players play daily, and play for 3 hours per day on average.

GSN:

MAUs for the company grew from 4.8 million at the end of July 2010 to 7.5 million at the end of July 2011 (60% growth). DAU to MAU ratio has increased from 15% at the end of July 2010 to 23% at the end of July 2011. Additionally, the GSN Social Games team has tripled in size over the last year.

International

Nordeus (Bosnia):

The small team of developers built a football app, Top Eleven, that grew to 3.5 million monthly active users in just three months. Without raising any venture funding, the developer now rivals major brands.

Playtika (Israel):

The developer of Slotomoania and Farkle Pro draws in 4.8 million active users each month. Last year, Cesars Entertainment Corporation purchased 51% of the company at a value of $80-$90M, the largest acquisition of an Israeli gaming company.

Peak Games (Turkey):

Founded less than a year ago in October 2010, the company already has 50 employees, 10 games, and 10 million monthly active users playing traditional Turkish and Arabic card and board games on Facebook. On a daily basis, 2 million people play the games across five time zones, four continents, and five languages. The company has raised $7.5M, and says expects to grow to 250 million users by 2015.

Supercell (Finland):

Founded in June 2010, the hardcore social gaming company has raised $12 million from Accel partners, and has 20 employees. Gunshine, a crime-fighting game on Facebook where players shoot criminals and other enemies, currently has more than 300,000 monthly active users.

Pretty Simple Games (France):

In December 2010, the company launched MyShops, a game with more than 1.5 million active users that allows players to create their own shops and interact with customers. The company has raised $3.6M in funding to date.

Kobojo (France):

With games like Pyramidville, Goobox and RobotZ, the French developer has more than 4 million monthly active users and raised $7.75M to date.

IsCool Entertainment (France):

The French developer has more than 2 million monthly active users on Facebook. They are the only social gaming company listed on a public market (Euronext), and grew from 30 to 85 employees in the last 12 months.(source:techcrunch)   http://techcrunch.com/2011/08/11/facebook-and-google-duke-it-out-over-gaming-announcements-zynga/

3)Zynga’s New S-1: Zynga’s Internal Valuation In March 2011 Was $11.5 Billion

Leena Rao

Zynga just filed another version of its S-1 for the company’s $1 billion public offering and here’s what’s new. First, Zynga says in the filing that in March of this year, the company had an internal valuation at around $11.5 billion. From page 70 of the filing: our board of directors determined that the fair value of our common stock and Series Z preferred stock remained $13.96 per share.

That was five months ago, and clearly Zynga’s valuation has skyrocketed. Many are expecting the company to be valued at the time of the offering in the Fall at nearly $20 billion.

Second, the company updated its revenue breakdown from its games. Four years ago, 93 percent of Zynga’s online revenue came from its top three games. As you can see on page two of the updated filing, the top three games accounted for 63 percent of online revenue in Q1 2011. So basically, it’s becoming less dependent on FarmVille and its other hits for revenue.

The company also published information about a revolving credit facility on page 63, in which Zynga has a line of credit of up to $1 billion. Zynga corrected an accounting error for its Q1 2011 revenue, which added a $7.5 million increase in Q1 revenue (page 30), bringing the social gaming giant’s Q1 revenue up to well over $240 million.

Zynga also added 300 more employees in the past two months, bringing the total count to 2,543 employees worldwide.

In July, Zynga updated its S-1 to include a comprehensive list of its investors and more details on its relationship with Facebook. (source:techcrunch

4)Kabam launches Edgeworld real-time combat game on Facebook and Google+

Dean Takahashi

Slowly but surely, Kabam is turning social networks into platforms for hardcore games. The high-flying company has now launched its fifth major game on Facebook and Google+: Edgeworld. This real-time sci-fi game is a step up from Kabam’s earlier titles and it should keep the company on its trajectory of fast growth in the lucrative market for hardcore games on the social network.

The game has just been formally unveiled, but it has already raised a big controversy. Rival Facebook game maker Kixeye has accused Kabam of blatantly copying the design of Kixeye’s hit Backyard Monsters, with similarities in game play and objects, with differences only in the genre. Kabam says it has done original work in creating Edgeworld.

It is seemingly primitive games like this one that are making Kabam a credible threat not only to Zynga — which has  265 million users compared to just 12.9 million for Kabam — but also to giant hardcore console game makers such as Activision Blizzard.

The thing about Kabam’s users is that they play their games for a long time — 90 percent play six or seven days a week for hours at a time. And they also buy a lot of stuff, giving Kabam one of the highest average revenues per user in the social game market. We don’t have numbers for sure, but we would hazard a guess that Kabam’s stats on ARPU look pretty good compared to Zynga’s, as Zynga relies on getting lots of casual gamers in order to find a small percentage that are willing to pay a little bit of money.

Redwood City, Calif.-based Kabam has discovered that there are hardcore gamers on Facebook and they are willing to pay much more than usual to beat their friends at social games that are graphically simple but still have a lot of depth as strategy games. That is why it has grown its following from 7 million in May to 12.9 million today. And it’s also why Kabam raised an astounding $85 million in May, bringing its total funding to $125 million to date. Kabam has grown to 425 employees and they’re all working on titles like this one.(source:venturebeat

5)EA on Popcap, the ‘Pixar of the casual gaming space’

Aislyn Greene

When PopCap was acquired by Electronic Arts in a deal worth up to $1.3 billion in July, there was a lot of talk about how much autonomy the Seattle company would retain.

PopCap CEO Dave Roberts has assured both employees and fans that EA has great game integrity and would allow the casual game maker to continue to do what it does best — make fun, innovative games. Joining the EA family would also provide the backing of a larger company so PopCap could scale up more quickly and make its games accessible to a larger audience, he said.

The deal is expected to close this month and, in the last four weeks, there have been a number of follow-up interviews with both PopCap and EA. Today however, I found a new interview on NOWGamer that is particularly in-depth and covers EA’s philosophy of remaining “hands-off” with its game studios. The interview is with Barry Cottle, executive vice president of EA Interactive, and centers on the high price tag of the acquisition, the future of the gaming space and EA’s thoughts on its newest game studio.

“When you acquire a company, you acquire it for the magic it’s able to create,” Cottle told NOWGamer. “Keeping this alive requires the studio to keep its culture, as well as the process by which it goes about being creative and maintaining hits.”

In the interview, Cottle calls PopCap the “Pixar of the casual gaming space,” referring to the 11-year-old company’s history of developing creative, enduring games in a tough industry. The company’s classic franchises, such as Plants vs. Zombies and Bejeweled, have stood up to the test of multiple platforms, one of the biggest draws for EA.

Cottle also talks about how the acquisition rounds out EA’s portfolio:

“PopCap is a strong creative shop that creates games that cater for the mass appeal, and it also compliments our portfolio in a very synergistic way if you think about it,” he said. “We have so many strong entries across a broad range of gameplay styles, and PopCap gives us a very strong portfolio in the casual gaming space.”(source:techflash

6)Facebook Wins “Worst API” in Developer Survey

Sarah Perez

A survey of over 100 developers, previously posted here on Hacker News, aimed to determine which external APIs were the most difficult to integrate into developers’ projects. The winner…or rather, the loser? Facebook. Developers mentioned the Facebook API the most in terms having bugs, poor documentation, never-ending API changes, slow response times, and other headaches.

The Google APIs were in second place, and the Twitter APIs came in third.

Of course, these three services are also the most popular among today’s developers, so it’s not surprising to hear that they are the top of the list for problems as well. Certainly, Facebook, Google and Twitter will come in higher than, say, the Digg API, which is hardly ever seen in the wild these days.

But it was Facebook that received the most complaints, with developers calling it “broken,” buggy and offering poor documentation. Twitter received complaints, too, but it also the most positive comments over any other service. Meanwhile, complaints about Google cited APIs that had been shut down or were missing.

According to photo aggregation service Trove, which ran the survey, there were a large number of complaints about current API providers. And Trove thinks developers deserve better:

They’re not serving their developers well. There’s bad documentation. There are problems with services like OAuth. APIs randomly change without warning. And there’s nothing even resembling industry standards, just best practices that everyone finds a way around. As developers, we build our livelihoods on these APIs, and we deserve better.

Additional Data

Other interesting results from the survey had to do with integrations, overhead, and details regarding specific headaches.

For example, nearly two-thirds of developers claimed they had 3 or more service integrations, and a third said they used between 4 and 6. 9 developers reported they used 11 or more services.(source:techcrunch

7)Facebook Updates APIs, Canvas, Home Page to Improve Discovery, Retention, and the Games Experience

By AJ Glasser

Facebook posted updates to its developer blog today detailing changes to the Canvas Page, Graph APIs and bookmarking, and games stores in the news feed. The changes are designed to improve game discovery, retention, and user experience. features that better surface games stories.

Canvas Page Changes

As you can see from the screenshot, game discovery is now available through Bookmarks that appear at the top of the right-hand corner of Facebook while users are playing games. The Bookmarks with red numbers indicate apps without outstanding requests, prompting the user to click on the Bookmark for quicker re-engagement with games requests.

Below that is the real-time activity ticker dedicated to stories about a user’s friends engaging with games. The stories include traditional game stories, as well as automatically-generated games stories created when a player’s friends start using a game, or consistently use the same app.

You’ll notice the example displays a “high score” story; this comes from updated Graph APIs that allow developers to generate games stories whenever a user completes an in-game achievement, passes a friend’s score, or reaches a new rank on the leaderboards. These stories could help increase virality and discovery without interrupting the game experience with prompts to share.

The final component to the module above is the Fluid Canvas. This allows developers to expand the size of their apps based on a user’s screen resolution. When enabled, the app can be left-aligned to take up the full height and width of user’s browser. This should give users an optimized experience regardless of whether they’re playing on a large desktop setup or a small laptop.

Home Page Changes

As promised, Facebook is also improving its automated systems behind surfacing games stories and making it easier to locate games in a centralized location. The homepage bookmarks panel has been updated so that the number and order of bookmarks in the groups and apps section changes based on a user’s habits, presumably so users who actively play more games will see more bookmarks. Users can also manually add bookmarks to a “Favorites” section, which appears at the top of all bookmarks if they want to keep a game handy despite engagement with other games.

Facebook is also changing how game stories appear in the news feed. This could improve discovery for all Facebook users after nearly a year of non-gamers only seeing the occasional story about a friend installing a new game. “We’ve begun rolling out a new ranking system that better surfaces app stories to the people who will most likely to engage with it, including those who don’t already use the app.

Games that publish stories that receive high volumes of Likes and comments will be more likely to have their stories appear in the news feed, while those whose stories are often hidden from the feed or marked as spam will be less likely to appear. Depending on how the system is tuned, it could reduce the reliance of developers on paid marketing channels.(source:insidesocialgames

8)REPORT: Facebook Interaction Is Higher On Weekends

by David Cohen

If you’re looking for sheer volume in terms of posts on top Facebook pages, Thursday is your day, but if interaction is your game, then start working for the weekend.

A recent study by Momentus Media analyzed approximately 50,000 posts from the top 14,000 Facebook pages and found that the higher the number of posts on a given day of the week, the lower the amount of interaction, and vice versa.

The company measured interaction rates by taking the number of likes and comments for a post and dividing it by the number of page likes at the time the post was published.

Momentus found that Thursday brought the highest number of posts, while Saturday brought the lowest and Sunday the second-lowest. However, the highest interaction rates took place on Saturday and Sunday, while the reverse was true for Thursday, which brought up the rear.

This theory proposed by Momentus even works when examining the same pages and posts by time of day, as the research firm found that peak posting times were 6 a.m. to 1 p.m. Pacific Standard Time (9 a.m. to 4 p.m. Eastern Standard Time), but the highest interaction rates occurred from 6 p.m.-5 a.m. PST (9 p.m.-8 a.m. EST).

This pattern seems to follow the average person’s schedule — when most folks are not working, they have more time to use Facebook. But that’s just our observation.(source:allfacebook


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