Facebook“隐私政策”现已更名为“数据使用政策”（Data Use Policy），从该政策声明可看出无论用户愿意与否，Facebook都会访问用户数据。从现在起，好友访问过的应用或游戏都可以共享用户在Facebook的内容和信息。
5）博彩游戏工作室Plumbee日前宣布融资280万美元，并发布首款Facebook游戏《Mirrorball Slots》(该轮融资由位于巴黎的Idinvest Partners主导）。
Plumbee由前EA Playfish成员Raf Keustermans（CEO）、 Gerald Tan（COO）和Jodi Moran（CTO）成立，这家位于东伦敦的工作室目前有20名来自EA Playfish、诺基亚和Codemasters的成员。（本文为游戏邦/gamerboom.com编译，拒绝任何不保留版权的转载，如需转载请联系：游戏邦）
1）Survey: Free-to-play gamers seem to have commitment issues
by Joe Osborne
Hold your horses, single folk: Free-to-play (F2P) gamers aren’t averse to relationships or anything. They just don’t want to be tied down by MMO (massively multiplayer online game) subscriptions anymore. A survey conducted by online gamer network Curse found the real reasons why more and more subscription MMO players have opted for F2P games.
Of the 11,800 online gamers that the company surveyed, an impressive 64 percent reported that they play F2P games. As VentureBeat points out, a large number of those surveyed likely play World of Warcraft (WoW)–the number one subscription MMO–since Curse not only operates a number of WoW community websites and hosts add-ons for the game.
As for why such a large number of potential subscription MMO players dig F2P games, 43 percent said that they look to avoid commitment to a monthly subscription. Just beneath that was the 29 percent of players that simply like to try out games before subscribing to an MMO. (Gee, then they were probably present and accounted for during Bioware’s free-to-play weekend for Star Wars: The Old Republic.)
If that’s the case, then it’s no wonder why WoW now offers its first 20 levels of play for free. Of course, it’s also no wonder then why so many subscription-based MMOs have recently gone the F2P–and to stellar results, no less. At this rate, it seems like it’s only a matter of time before subscriptions go the way of the dodo.（source: games）
2）Digital game sales reach $3.3B in U.S. and Europe in Q4
Add a Comment Tweet Digital game sales reached a total of $3.33 billion in the fourth quarter in U.S. and Europe, according to the NPD Group. That number is up 9 percent in the U.S. from a year ago, though comparison data isn’t available for Europe.
The numbers show that digital games — excluding those sold at physical retail stores — are a growing part of the business while console games have been shrinking for the past couple of years.
Digital game sales include used games, game rentals, subscriptions, digital full-game downloads, social network games, downloadable content, and mobile games. The U.S. captured the lion’s share of fourth-quarter sales at $2.04 billion. The United Kingdom, German and France generated about $1.29 billion, while the rest of Europe wasn’t counted in the data. The United Kingdom generated $508 million, followed by Germany at $461 million and France at $320 million.
“It’s fascinating to see the nuances in consumer behavior across geographies,” said Anita Frazier, analyst at the NPD Group. “Clearly these other forms of content acquisition do not follow as consistent of a trend as we see with the established box product business in the U.S.”
In the U.S., fourth-quarter physical retail game software sales were $4.5 billion, down 3 percent from a year earlier. That means that digital games are about a third of the size of the physical retail game software business.（source:venturebeat）
3）Who’s buying apps and virtual goods?
Tweet This year’s GDC was packed with juicy data on virtual goods sales. Peter Warman from Newzoo showed that in 2011, revenues from freemium games revenue dramatically increased in the holiday season just as packaged goods games games do; however, revenue remained at that high point after the holiday was over, rather than tapering off in the new year. He suggested that this is because under the games on a service model, players don’t pay a one-off fee but spend gradually over time.
Your Mom spends even more on virtual goods than you do
Playspan also brought some interesting figures to the conference, based on their market research surveys. In 2011, 25% of US consumers aged 13-54 bought a virtual good, a figure that has doubled since 2009. When looking not at the population as a whole, but gamers specifically, that figure increases to 35%. Total spend on virtual goods was up 28% on the previous year.2/3 of virtual goods purchasers are young and male, but when looking at the amount of money spent in a year by people who purchase virtual goods, women in their 50s lead that pack, spending over $100 a year on average. This group is also the most likely to gift virtual goods to other people.
The most commonly cited barriers to buying virtual goods were arguably caused by game design: non-spending respondents felt that they were not necessary or present in the games played (32% and 35%), or that they seemed pointless (24%). Reasons for buying virtual goods were to do more in the game (55%) and to get a better experience in the game (49%).（source:gamesbrief）
4）Facebook games you don’t even play can now see your information
by Joe Osborne
You could always delete your Facebook content after it’s published, but what’s the point in that on a social network, and besides: “When you delete IP content, it is deleted in a manner similar to emptying the recycle bin on a computer,” the policy reads. “However, you understand that removed content may persist in backup copies for a reasonable period of time (but will not be available to others).”
It seems that–unless enough users speak out–Facebook games will access your data one way or another (most likely for advertising and growth purposes). But Facebook reassures users that its applications and games are required “to respect your privacy, and your agreement with that application will control how the application can use, store, and transfer that content and information.” Take a look at the updated policy in full, and if you’re not happy, you have until tomorrow to speak your mind right here.（source:games）
5）Plumbee announces funding, launches Mirrorball Slots on Facebook
Casino game studio Plumbee breaks out of stealth today with $2.8 million in funding and a freshly-launched slots game on Facebook.
This first round of funding was led by Paris-based Idinvest Partners. Idinvest has a history of getting involved with games startups, and has helped fund other groups like PyramidVille developer Kobojo and Grand Cru, which is currently working on The Supernauts.
Plumbee’s first title for Facebook is Mirrorball Slots, which is currently in beta on Facebook. As the name implies, it’s a slots game with fairytale themes. There are three themes currently available: Rapunzel’s Tower, Goldilocks and the Wild Bears and The Magic Mirror (based on Snow White). Plumbee is promising more themes in the future with the Big Bad Wolf next in line.
Mirrorball’s gameplay feels like a standard slots game, though more social features like medals and soft currency are promised in the near future. There’s little to differentiate the game from similar titles like Lucky Slots, as the only perceivable difference between the themes is their appearance. The game’s store can only be used for the “coins” hard currency at the moment, although there are tabs for “cash” currency, gifts and charms that are promised to come soon. Slots is a popular subgenre for casino titles on Facebook; our AppData leaderboard for gambling games shows that half of the top twenty are slots-themed.
Plumbee’s public revelation may also be the beginning of a new wave of British game startups, as the UK government recently revealed that it was providing tax breaks to game developers as part of an effort to turn the area into “Europe’s technology center.”
Plumbee was founded by former EA Playfish executives Raf Keustermans, Gerald Tan and Jodi Moran. Keustermans now serves as Plumbee’s CEO, while Tan and Moran wear the hats of COO and CTO, respectively. Currently, the East London studio’s team consists of 20 people who have worked with companies like EA Playfish, Nokia and Codemasters in the past. Plumbee is also hiring for its in-house team for mobile development.（source:insidesocialgames）