4）据Siliconera报道，日本发行商Konami在今年8月的社交游戏用户突破1000万，其投放于GREE平台的《Dragon Collection》这款社交游戏目前用户达400万，另一款日本战国题材游戏《Sengoku Collection》注册用户超过200万，还有一款在GREE排名第二的社交游戏《Professional Dream Baseball Nine》最近用户也超过100万。
5）在日前的TechCrunch Disrupt大会上，社交游戏开发商Idle Games创始人Jeffrey Hyman表示，公司致力于开发高质量的游戏，最近进行内测的《Idle Worship》是由50名团队成员历时2年开发而成，其风格将与Zynga游戏大为不同。
他称Zynga实际上是一家包装成游戏公司的数据分析企业，Idle Games是娱乐型的游戏公司，Zynga相当于一个黑白电视机，只有在彩电问世之前才会有市场，他认为Idle Games就是彩电，因为他们更重视娱乐体验。
6）据socialtimes报道，日前有一位名为Matt McAllister博客主根据社交游戏的数据分析过程，发明了一款桌面游戏《Analytics Adventure》（如下图所示）。
1）Survey: Bejeweled Blitz could sharpen old noggin in baby boomers
by Joe Osborne
For the young, and now the old, it looks like PopCap games are good for everyone. In a survey of over 10,000 U.S. residents conducted by researcher Susan K. Whitbourne, Ph.D., 47 percent of older adults who play Bejeweled Blitz regularly reported feeling sharper while performing tasks.
Whitbourne, a psychology researcher at University of Massachusetts Amherst, presented her findings at this year’s American Psychological Association’s (APA) convention in Washington D.C. According to PopCap, Whitbourne believes that Bejeweled Blitz could be a viable platform for improving cognitive skills in older adults because it involves several of the skills that have been shown the be improved after playing video games.
Designed to see whether Whitbourne’s inklings checked out, the survey found that 22.4 percent of participants aged 65 and over found their ability to see patterns improved. A small 23.9 percent of the same group reported that they could perform timed tasks more quickly after playing the game regularly. While the survey consisted of 10,331 adults aged 18 to 80-years-old, 41 percent of those were 50-years-old and over (and 83 percent total were women). And it’s worth nothing that over 78 percent of participants reported to have a college degree.
Nearly half (47.5 percent) of adults aged 50 and older said that they paid no attention to the 60-second countdown timer in Bejeweled Blitz, and 52.9 percent of those 65-years-old and over reported the same reaction. Both groups of older folks were less likely than those 18 to 24-years-old to report feeling anxious because of the timer. Overall, a whopping 66.4 percent said that the game’s multiplier gems were positively motivating.
Whitbourne’s findings were well-received by some at the convention, like Dr. Walter Boot, director of the Attention and Training Lab of the Department of Psychology at Florida State University. “I believe the work Dr. Whitbourne and her colleagues are doing, using Bejeweled Blitz, is both critical and exciting, and that more research like this needs to be done exploring not only the types of games that bring about cognitive benefits, but also the types of games older adults are willing to play and why,” Boot said. “The best cognitive aging intervention in the world is useless if older adults aren’t willing and able to engage in it.”（source:games）
2）Analyst: Game Ad Spend Will More Than Double By 2016
by Frank Cifaldi
As advertisers start spending more on the “underutilized” video game market, in-game and around-game ad spend will more than double globally by 2016, according to analysts.
In a new report released this week by DFC Intelligence, analysts are predicting that global ad spend on games will reach $7.2 billion by 2016, up from the $3.1 billion spent in 2010.
North American ad spend in particular is expected to grow rapidly: the estimated $1 billion spent in 2010 is expected to surpass $2 billion by 2014.
According to the company, the growth will occur as advertisers come to realize the potential of games. As the report notes, game advertisement revenue “pales in comparison” to other media.
“Video games have reached beyond adolescent males into a mainstream entertainment medium that touches every segment of the population,” said DFC analyst Michael Goodman. “Despite this, advertisers continue to under utilize video games as an advertising vehicle. This is slowly changing as more games go online.”
The biggest growth is expected in advertising around games: in other words, methods such as banners as opposed to brand messages on in-game assets. That particular type of advertising, combined with a growing advergame market, is expected to account for around 78 percent of toat $7.2 billion, according to the report.（source:gamasutra）
3）Nielsen study reveals latest numbers on mobile social media
by Stuart Dredge
37 per cent of social media users are accessing it from their phones.
37% of American social media users are accessing these services from their mobile phones, according to a new study released by Nielsen.
Meanwhile, 3% of them are accessing social media – defined as social networks and blogs – from their iPads, 2% from e-readers, and 1% from handheld music players (i.e. the iPod touch).
Nielsen surveyed US smartphone owners who download apps, and found that 60% of them are using social networking apps, with Facebook unsurprisingly the most popular.
Social was the third most popular app category for these people, behind only weather (65%) and games (67%), but ahead of maps/navigation/search (55%), music (45%) and news (42%).
Interestingly, Nielsen also found that people older than 55 are part of this growth in social mobile usage. In the 55+ age group, the number of people visiting social networking sites on their phones more than doubled in the last year.（source:mobile-ent）
4）Contra creator Konami welcomes over 10 million social gamers
by Joe Osborne
Does this mean we’ll get to blast alien scum with giant guns on Facebook anytime soon? Probably not, but Konami sounds quite proud of itself, regardless. Siliconera reports that the creator of hit franchises like Contra and Castlevania welcomed its 10 millionth social gamer just this past August, thanks to its games on smartphones and Japanese social networks like Gree.
Specifically, Konami cited games like Dragon Collection, a game available over Gree and on smartphones that has over 4 million players collecting Dragon Cards and battling their friends with them. The game has been so successful that it has been inducted into the Gree Hall of Fame for apps, and has its very own weekly manga (Japanese take on comic books) serialization.
Other social hits published by Konami include Sengoku Collection, which sounds similar to Dragon Collection only set during Japan’s Warring States period, with over 2 million registered players. Another, according to Siliconera, is Professional Dream Baseball Nine, a game that has held the number 2 spot on Gree’s app rankings for 17 weeks running with over 1 million players. According to Siliconera, the game is even licensed by Japan’s Nippon Professional Baseball League.（source：games）
5）Idle Games: “Zynga is a black and white television” Facebook
By Andrew Webster
The upcoming Idle Worship, the debut release from Idle Games, may still be in closed beta, but that hasn’t stopped the creators from claiming that it will be a marked imrpovement over the types of games released by Zynga.
During a Q&A session at TechCrunch Disrupt in San Francisco, Idle Games co-founder Jeffrey Hyman explained that the studio has put its focus on creating a quality game. Idle Worship has been in development for two years with a team of 50 working on it. And he says that that focus will help differentiate the game from the likes of Zynga.
“Zynga is an analytics company masking as a game company,” he explained. “We’re an entertainment and games company. Zynga is a black and white television. Everyone wants it until the color television comes out. That’s us. We care about the entertainment experience.”（source:gamezebo）
5）A Board Game to Help Developers Understand Analytics [Infographic]
By Kenna McHugh
I spoke briefly with Matt McAllister about his new game called “Analytics Adventure,” which helped me understand how analytics applies to social media.
For social game developers, analyzing the data is a crucial process for optimizing the performance of their games. As McAllister stated in his blog, “What if the analytic process was itself a game? What if we took the twists and turns that analytics often leads developers down and created a game board out of it?”
I kind of like that idea. Analytics, after all, is a series of if-then scenarios that often determines how far down the road towards success a game will travel. If your cost of acquisition is too high, for instance, you’ll need to fix it before proceeding. Or if your K-Factor is too low, you’ll need to take a step back and figure out where you got off track.
McAllister went on to explain, “We took this idea and ran with it, and the result is what you see below — a game we call ‘Analytics Adventure.’ Aside from being a lighthearted take on the analytics process, we hoped it would serve as a framework to help social game developers understand how analytics can help them, as well as providing a few benchmarks along the way.”（source:socialtimes）
7）BAFTA Launches Unity-Powered Game Maker For Kids
by Frank Cifaldi
Independent charity The British Academy of Film and Television Arts has released a tool to help children create their own games without knowing any programming languages.
The tool, called Games Unpacked, was developed in the popular Unity engine by the University of Albertay Dundee in association with Electronic Arts and with support from UK organization The National Endowment for Science, Technology and the Arts (NESTA).
According to BAFTA, games can be created “by dragging and dropping level elements like platforms, power-ups and dangerous traps,” with the intention of teaching interested children “about what it takes to become a computer games developer.”
“Every young person I know absolutely loves playing games, and Games Unpacked is a fun and easy way to take the next step into making their own games,” said Albertay’s Paul Durrant in a statement.（source:gamasutra）
8）Facebook Continues Asian Growth, But For How Long?
by David Cohen
Asia continues to represent a huge growth opportunity for Facebook.
Application developer Comdev found that from April 2009-April 2011, countries with the highest Facebook membership growth were from that region.
If Facebook were a country, it would be the fifth-largest nation in the Asia-Pacific, solely based on subscribers from countries in the region.
And that does not even take into account China, where access to the social network is restricted.
According to data from Comdev, Indonesia is the second-largest country in terms of Facebook membership, with some 35 million users, trailing only the U.S., at 154 million.
From April 2009 through April 2011, the growth rate of Facebook membership in Asia-Pacific countries was exponential:
Taiwan, 4,305 percent;
Thailand, 2,959 percent;
South Korea, 2,599 percent;
Philippines, 2,080 percent, and
Indonesia, 1,412 percent.
Of course, these figures need to be taken with a grain of salt, as the April 2009 figures are quite low, and two years is an eternity in Internet time.
However, Comdev points out that there are still ample expansion opportunities for the social network, as only 35 percent of Internet users in India have Facebook accounts, and that figure drops to 10 percent in South Korea. Expanded smartphone usage will likely help the cause, as well.
Comdev Chief Executive Officer Bryan Gan said:
When the majority of Internet users in your country are using Facebook at least once a day, you should consider promoting your business using the social-networking platform. With Facebook, you are able to gather your clients as fans to consistently build your brand awareness.
Readers, do you think the growth of Facebook membership in the Asia-Pacific region will continue to skyrocket, or level off?（source:allfacebook）