在《Zynga Slingo》、《Indiana Jones Adventure World》、《Backyard Monsters》和《Battle Pirates》等游戏中的“现在开始游戏”功能将省略权限请求对话，直接获取用户基本资料及好友列表信息。但用户也可以点击位于游戏上方的蓝色条目，退出这种设置，阻止该应用获取自己的个人信息。据Facebook所称，早期测试结果表明，这种设置增加了安装量，并且用户退出率也相对较低。
2）William Hill PLC（世界领先的博彩公司之一）首席执行官Ralph Topping最近通过个人博客表示，他认为社交游戏需进行一番行业规范，因为他担心有些肆无忌惮的公司会将社交游戏作为一种不受约束的真钱赌博形式，甚至面向儿童开放这种服务。
5）亚洲数字营销协会（Asia Digital Marketing Association，由谷歌、微软和CNN等公司赞助的非盈利组织，简称ADMA）最近发布报告指出，亚洲网民现在已超过10亿（10.06亿），在全球网民中占比46%，有半数以上网民来自中国。此外，还有6.23亿用户通过手机上网。
*从独立访问用户总数上看，亚太地区前十大热门网站分别是谷歌、腾讯、百度、雅虎、搜狐、微软、阿里巴巴、新浪、Facebook和优酷；前五大游戏网站分别是QQ.com Games、QQ.com Mini Games、厦门游家网络（4399）、PCgames.com.cn、17173；前十大社交网站是Facebook、QQ微博、朋友网、新浪微博、人人网、Twitter、百度空间、QzoneApp、开心001和网易微博。
1）Zynga, Kixeye and EA work with Facebook to allow users to begin playing games without requiring permissions dialog
Zynga, Kixeye and EA have signed contracts with Facebook to let users begin playing games immediately without the roadblock of a permissions dialog, we’ve learned from a source familiar with the matter.
These contracts are similar to deals the company made with Instant Personalization partners like Yelp and TripAdvisor, but unlike with Instant Personalization, which was for third-party websites, this new program is for canvas games on the social network.
Games with the ”start now” function – including Zynga Slingo, Indiana Jones Adventure World, Backyard Monsters and Battle Pirates, among others — will be able to access to a user’s basic profile information and friend list without requesting permissions. A blue bar above the game will allow users to opt out at any time and the app will no longer have access to their information. Early tests have shown increased installs and low opt-out rates, Facebook confirmed in a statement.
The reduced friction could help developers bring in more users who might otherwise be turned off by the permissions request. The result amounts to somewhat of a trial period. If games need additional permissions down the line, for example, access to a user’s email address, birthday or Timeline publishing, they will have to request those with a traditional auth dialog.
Facebook has been experimenting with ways to make it easier for users to try games without the hurdle of the auth dialog. The new App Center allows users to grant permission directly from an app detail page rather than through an additional pop up. In May, the company announced a test with some developers that allows them to create a short demo of their game that users can play directly from within News Feed or Timeline. However, with those in-stream games, developers do not gather any insights about the users who play them. With this latest test, partners will receive some basic information about who is playing their game and how they are converting.
The impression we get is that this is a preliminary test and developers shouldn’t expect it to roll out to all games and apps any time soon. Instant Personalization for off-Facebook sites launched in 2010, and is still only available to a handful of partners. However, if this becomes successful for canvas games, more developers might be interested in working with Facebook in this way. If users become more comfortable with their basic profile information being used to personalize websites, apps and games, the social network might eventually decide to allow some of this info to be used by default, but it’s unclear whether the majority of users would support this currently.
The “start now” functionality has only been available for a small subset of users, but it should be rolling out more over the weekend. Facebook has already updated its Help Center with information about the change.（source:insidesocialgames）
2）William Hill CEO wants social games regulated — William Hill PLC CEO Ralph Topping took to his personal blog to say he believes social gaming needs to be regulated. Addressing the issue of hard currency, he said it, “sounds like virtual money to me, which some unscrupulous operators might, just might, be tempted to use to make social gaming a form of real-money gaming with no regulation – even available to children.”（source:insidesocialgames）
3）Hotel Casino launches on Facebook [Launch] — Facebook players who want to enter the world of Bugsy Siegal and rule Las Vegas can test their mettle in Hotel Casino, developed by Merrywind, Inc. The game combines social gambling mechanics and city-building gameplay.（source:insidesocialgames）
4）iLogos opens European headquarters — Ukrane-based indie game and outsourcing studio iLogos has established its European headquarters in Hamburg, Germany. Co-founder and CEO of iLogos Europe Alexander Goldybin says the new headquarters will allow the company to expand its presence throughout the European continent.（source:insidesocialgames）
5）Report: Asia Now Has 1 Billion Web Users, And This is What They Do Online
by Steven Millward
Asia now has more than one billion internet users – or 1.016 billion, to be precise – who amount to 46 percent of the world’s total number of web users. More than half of those are in China. In addition, 623 million access the web via mobile phones. That’s the overview of the Asia-Pacific web scene depicted in a new report by the Asia Digital Marketing Association (ADMA), a non-profit organisation backed by corporate donors such as Google, Microsoft, and CNN.
For that fast-growing regional audience, ADMA cautions brands to think carefully before engaging in social marketing – “Although 60 percent of social networkers say that social networks are a good place to learn about brands, 50 percent also say they don’t want to be bothered by brands” – and to take care to note the “fragmentation of online activities” between different nations. Here are five eye-watering biz and marketing stats from ADMA’s David Ketchum:
•Online advertising spend in Asia-Pacific reached US$24.8 billion in 2011, making the region second only to the US, with $34.5 billion.
•Every marketing dollar spent online returns $1.78, exceeding the returns of all other marketing media including TV, print, out of home and trade (according to Nielsen).
•By 2015, Asia Pacific is expected to account for a third of all global mobile ad spend, reaching $6.92 billion.
•India, China, Australia and Japan are expected to generate $258 billion in commerce sales in 2012 between them, and mobile commerce is on the rise with 34 percent of mobile internet users in China and Korea transacting via handheld devices.
•Mobile app downloads reached five billion in 2011, generating $871 million.（source:techinasia）