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Showing posts with label Developers. Show all posts
Showing posts with label Developers. Show all posts

Monday, December 9, 2013

Lindsay Lohan is Suing GTA's Developers

by Sylvie Krekow, Posted Dec 2nd 2013 12:00PM


Does the lovely lady in the picture above look like Lindsay Lohan to you? Lilo thinks so, and she's suing Rockstar Games because of it. TMZ reports that Lohan's lawyers are drafting a lawsuit that would require GTA's developer to pay "serious money for using Lindsay's image in the game."

Lohan's main complaints stem from the fact that she looks sort of like the woman in the above image and that there are two missions that involve Lindsay-esque antics (escaping the paparazzi and photographing her having sex on camera a the Chateau Marmont, where Lohan once lived).

Rockstar hasn't responded to the allegations yet, but we're pretty sure nothing will come of it. First, the bikini-clad vixen on the cover looks like any number of blonde models (Kate Upton, anyone?). Second, evading paparazzi and getting caught with a sex tape are par for the course with today's celebrities. And finally, according to the GTA wiki about "Lacey Jonas" - the character in the missions that supposedly resembles Lindsay - refers to her as "the voice of this generation." We're pretty sure that's a nod to a decidedly non-Lohan female celebrity. [via GameZone]

And if this post managed to pique your interest in GTA 5, check out some of the gameplay in the video below and one day you too could be chauffeuring Lindsay - err, Lacey - around the streets of Los Santos.
CGR Trailers - GRAND THEFT AUTO V Official Gameplay Video

Tags: Grand Theft Auto, grand theft auto 5, grand theft auto 5 lindsay lohan, grand theft auto 5 news, grand theft auto gameplay, grand theft auto lindsay lohan, grand theft auto news, grand theft auto V, grand theft auto v lindsay lohan, GTA, gta 5 gameplay, gta 5 linsday lohan, gta lindsay lohan, gta news, gta v, gta v gameplay, gta v lindsay lohan, gta v news, lindsay lohan, linsday lohan sues rockstar, RockStar, Rockstar Games


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Posted by Hao at Monday, December 09, 2013 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Developers, Lindsay, Lohan, Suing

Saturday, November 2, 2013

The Top 10 Chinese Facebook Apps and Developers


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Posted by Hao at Saturday, November 02, 2013 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Chinese, Developers, Facebook

Thursday, March 21, 2013

Facebook gives developers more ways to have their apps featured on user Timelines

facebook developer updateAlong with a Timeline redesign, Facebook today announced new features for developers to get their apps more prominently featured on users’ profiles.

Timeline includes new app and activity-driven sections that users can customize to highlight the categories and apps that are most important to them. Developers can configure “collections,” which showcase a user’s activity in their app. For example, Foursquare displays a user’s check-ins, badges, top places, saved places and map. These app sections will replace Timeline “aggregations,” which didn’t necessarily include all Open Graph stories and were not easily discoverable in the old UI. However, developers who previously configured aggregations will need to now create collections, which must be approved by Facebook.

foursquare

When users add an app section, they can choose where it appears among their other sections, and it will remain there until they edit the order or visibility of the section. Previously, app modules would appear sporadically on Timeline. Users couldn’t control which apps were displayed or in what order. App sections also weren’t available on mobile before, but are in the latest update.

mobile-timeline-apps

There is also a way for third-party apps to populate Facebook’s new default sections for movies, books, TV, music or fitness. If an app uses Facebook’s common actions, such as read, watch, listen or run, users can opt into having these actions fill out their About sections. More information about that is available for developers here. For now there is no default games section, as there was in the previous version of Timeline, but Facebook tells us it is working on ways to surface game stories in a more ideal way.

rdio-music-section-suggestion

To add an app as a section, users will need to install an app and click the “Add to Profile” button on their app section page. Facebook recommends developers encourage users to add their apps by linking to the button on web or invoking it on mobile.

add-section

There are three design options for app sections: list, gallery and map. List is ideal for activity that doesn’t have a strong corresponding visual element. Gallery is much more visual and images must be at least 200×200 pixels. The map template is of course for showcasing location-based stories.

collections

Facebook says the idea behind custom collections is giving users a way to express themselves. The company laid out the following principles for creating collections:

Set clear expectations about what it means to share a custom collection and what someone’s friends will see on their timeline.Let people easily control what shows up in their collections.Publish accurate, meaningful and well-structured content.Provide an easy-to-use interface, value to people and no significant bugs.

Other criteria for getting custom collections approved is available here.

Facebook Marketing Bible -<br />The Guide to Marketing your Brand, App, Website, or Content Inside Facebook

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Posted by Hao at Thursday, March 21, 2013 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Developers, Facebook, Featured, Gives, Their, Timelines

Friday, March 1, 2013

Facebook updates iOS SDK to help developers track conversions

developer-iosFacebook today launched an update for the Facebook SDK for iOS, which seeks to make it easier and faster to develop socially integrated mobile apps and provide developers with better app analytics.

With Facebook SDK version 3.2, developers will be able to track conversions beyond installs. This means that developers will be able to see whether their mobile app install ads resulted in additional in-app purchases, engagement or other important events. Developers can install mobile pixels on the app pages they want to measure, such as a level completion, shopping cart or checkout page. With this in place, developers can optimize their ads for these conversions so that they don’t just get installs, but high quality users.

Facebook introduced a conversion tracking tool for ads last month, but this was not designed for mobile apps. Third-party companies, such as Nanigans, offered their own solutions to help advertisers reach users with the most lifetime value. Now any developer who integrates the Facebook SDK will be able to track and optimize for conversion events they define.

Additionally, today’s update includes API improvements that seek to make it easier for developers to open sessions from token data and to better handle app and deep linking. Facebook also says it has improved error handling by adding SDK support and documentation for all classes of error responses.

Facebook says more than 45 percent of the top 400 grossing iOS apps are integrated with Facebook.

Facebook Marketing Bible -<br />The Guide to Marketing your Brand, App, Website, or Content Inside Facebook

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Posted by Hao at Friday, March 01, 2013 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Conversions, Developers, Facebook, Track, updates

Tuesday, February 5, 2013

GREE lifts the lid off $10M investment fund for mobile game developers

GREE today lifted the lid off the GREE Partners Fund, a new program where the mobile-social gaming powerhouse will be making significant equity investments in talented, independent mobile game developers in the free-to-play space.GREE logo

“From our perspective, we view [the GREE Partners Fund] as if this is going to be a long-term relationship, then we can open the kimono and share everything that we’ve learned,” says jim Ying, GREE’s new VP of developer relations and publishing.

Last year, the Tokyo-headquartered company acquired developer Funzio, who’s now developing first-party games for GREE, and invested an undisclosed amount of money in Vancouver, Canada-based IUGO Mobile and $3 million in independent mobile game studio MunkyFun. All the acquisitions and investments are part of GREE’s strategy of making significant investments in developers.

“We unofficially announced the [GREE Partners Fund] a month back with MunkyFun, Ying tells Inside Mobile Apps. “It’s the same model. We’re including it as the first recipient of the fund.”

Read the rest of this story on our sister site, Inside Mobile Apps.

AppData - Facebook application stats and data from Inside Network

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Posted by Hao at Tuesday, February 05, 2013 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Developers, Investment, lifts, Mobile

Sunday, January 6, 2013

The Top 10 Chinese Facebook Apps and Developers

This short powerpoint lists the top 10 Chinese Facebook apps and developers! Two apps crack the top 20 (#18 and #19) in terms of daily active users (DAU) on Facebook, an impressive feat.

NOTE: we failed to include Rekoo and their games in this top list. Rekoo is currently at 646,000 DAU, with its popular Animal Paradise (425,000 DAU) and Sunshine Ranch (197,000 DAU) Games.


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Posted by Hao at Sunday, January 06, 2013 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Chinese, Developers, Facebook

Thursday, November 29, 2012

LinkedIn takes Facebook approach and opens ad platform to developers

LinkedIn is creating an advertising platform that developers can build upon using an API similar to what Facebook has done to scale its business, according to Adweek.

Similar to Facebook’s Ads API, the LinkedIn Ads API allows developers to create ways for advertisers to start and optimize campaigns more efficiently, for example, automatically generating hundreds or thousands of ad variations or setting rules that reallocate ad spend in real time.

This could make LinkedIn more appealing to advertisers and grow the ads side of its business more quickly. By enabling third-parties to sell through its platform, LinkedIn benefits from all the sales efforts of other companies. Facebook has been able to maintain a relatively small sales team because external Ads API companies do some of the pitching and account services work for them. It also creates opportunities for other companies to build ad products to serve niches that LinkedIn might not have put its own resources toward. For example with Facebook, there are now third-party ad tools built specifically for musicians and for real estate agents. With LinkedIn’s B2B strength, there could be other industry-focused tools that arise.

LinkedIn launched its ad platform with Adobe, Bizo and Unified as partners, Adweek says. Adobe and Unified are both Facebook Preferred Marketing Developers building on the Ads API. In fact, the existing market of Facebook ads vendors could help LinkedIn’s platform grow quite quickly. A whole crop of companies have grown because of the Facebook API, and now they have teams and software that are likely to be able to accommodate LinkedIn ads relatively easily. LinkedIn’s platform could help these companies expand their business, especially as brands and agencies are looking for all-in-one solutions. Twitter, on the other hand, does not yet offer an ads API.

Facebook first began working with ad partners in 2009. It officially released the Ads API in 2011. Now there are 51 Preferred Marketing Developers certified with the ads badge, and several other companies outside the PMD program that have access to the API. Facebook earned $3.154 billion in ad revenue last year and has brought in $2.95 billion from ads between Q1 and Q3 2012.

Advertising makes up only about 30 percent of LinkedIn’s revenue. Its recruiter program makes up half and paid subscriptions bring in the other 20 percent. The company has earned $175.1 million from its marketing solutions business between Q1 and Q3 2012.

Facebook Marketing Bible -<br />The Guide to Marketing your Brand, App, Website, or Content Inside Facebook

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Posted by Hao at Thursday, November 29, 2012 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: approach, Developers, Facebook, LinkedIn, opens, Platform, Takes

Saturday, November 17, 2012

Kinvey helps mobile developers integrate Open Graph into native apps

Backend as a service company Kinvey today introduced support for Facebook Open Graph so that native mobile apps can more easily integrate custom verbs and publishing to the social network.

Because applications have to serve data into Open Graph through web endpoints, native iOS and Android apps haven’t been able to build the same types of experiences or enjoy the same opportunities for distribution and discovery as web apps, unless they have the resources to build a web backend. Kinvey strives to be an affordable solution for developers so that Open Graph isn’t limited to apps that began on the web like Spotify or heavily funded companies like RunKeeper or Instagram.

Open Graph allows users to share their app activity in a structured way that appears in News Feed, Ticker and Timeline. These stories often lead to re-engagement and new downloads. Open Graph also gives developers more options for creating compelling Sponsored Stories.

We’ve seen a number of companies emerge to take over parts of the app development process and provide them as services to scores of developers. For instance, Extole’s Social Expressions product helps businesses integrate Open Graph into their websites. On the mobile side, there are companies like Kinvey, Parse and Stackmob, which help developers store and organize their data.

Kinvey says it is the first to offer Open Graph support for native mobile apps, though TechCrunch notes that Applicasa has been doing this for game developers. By simplifying the process of building on Facebook’s platform, these services help drive adoption of Open Graph and enable a new class of social mobile applications to emerge.

Facebook Marketing Bible -<br />The Guide to Marketing your Brand, App, Website, or Content Inside Facebook

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Posted by Hao at Saturday, November 17, 2012 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Developers, Graph, Helps, Integrate, Kinvey, Mobile, native

Tuesday, June 26, 2012

The best features of the Nike+ Timeline integration and how developers should apply them to their own apps

Nike launched Facebook Timeline integration for the Nike+ Running app for iOS and Android this week.

With the app, users can share their runs and track their progress on Facebook, but Nike has added several features that distinguish it from other workout apps. It also serves as an example for how other apps can implement Open Graph in a way that makes users want to share more of their activity. Here are some of the highlights of Nike+ Running and what other developers could take away from the integration.

Friend tagging

It sounds simple: users can tag the friends they run with. But even though Facebook has allowed friend tagging in third-party apps since March, Nike is one of the few developers we’ve seen take advantage of it. Apps that allow users to share actions they might be taking with friends — watching a movie or going to a restaurant, for example — should consider integrating this feature to help users tell richer stories and give their app greater reach. Photo and video sharing apps should especially allow friend tagging.

Compelling News Feed stories and positive rewards

A unique feature of Nike’s Facebook integration is the option for users to let their friends know they have begun a run and then receive feedback in the form of cheers as they go. Whenever friends Like or comment on a user’s Nike+ post, the runner will hear cheering sounds through their headphones or phone speakers. It’s not only encouragement to keep running, it’s a reward that can only be attained by using the app. We’ll likely see some apps copy the feature, but even if they use a different mechanism, developers should consider what reward their own users get by using their app and sharing activity with friends. This is a problem for some social reader applications, for example. Many users can’t see a benefit to sharing articles with their friends in this way.

Developers need to be thoughtful about what actions they promote in the feed so that users don’t feel as though they are spamming their friends. Users also want to feel cool or appreciated, so when they share a story from an app and it gets a lot of feedback, they are more likely to keep using that app and telling their friends about it.

Detailed Timeline summaries

Nike+ tracks how far, how fast and how frequently users run and then aggregates this information in Timeline summaries. These aggregations also include a list of users’ “running buddies” who are most frequently tagged in their run stories and “fans” who most frequently Like or comment on users’ Nike+ activity.

Interesting summaries like these could encourage users to use an app more frequently so they can keep track of their progress, remember important events or learn something new about themselves. Developers should consider what are the most interesting and useful monthly and yearly summaries to include on users’ Timelines. By creating more detailed maps of their Open Graph actions and objects, developers can help users see trends in their own lives over time. For example, a check-in app could indicate the type of restaurant a user most frequently dined at in a given month. Movie apps could share how many films starring a particular actor that users watched in the past year.

Full control over sharing

The Nike+ mobile app clearly asks users whether they want to share a run on Facebook. Users have the option to share a map of their run or not. Giving users these controls helps them feel confident that the app will only post what they want to share with friends. Because some early apps did not give users clear enough controls, many users are now very concerned about whether Open Graph apps share their activity automatically. Nike is among a number of developers that have been pushing the standards forward to include more transparency and user controls in their apps.

Readers can download the Nike+ app from the Facebook App Center here.

Facebook Marketing Bible -<br />The Guide to Marketing your Brand, App, Website, or Content Inside Facebook

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Posted by Hao at Tuesday, June 26, 2012 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: apply, Developers, Features, Integration, Should, Their, Timeline

Tuesday, March 6, 2012

PapayaMobile looks to bring social game developers to Android with Social Splash

PapayaMobile is looking to bolster the Android side of its social-mobile gaming network with a new development tool called Social Splash.

The free tool will allow developers with Flash or HTML5-based games to port their titles to Android using Social Splash as wrapper that renders the game into an Android friendly format, essentially converting it into a native app. It sounds similar to what streaming game service iSwifter does to Flash apps. According to the company’s press release, developers won’t need any specialized Android knowledge to use the product. PapayaMobile’s product is aimed at developers who are currently working on Facebook and Google+.

The move is an interesting one for PapayaMobile for a couple of reasons:

First, while its becoming more common for social game developers like Zynga, Wooga and Playdom to bring out iOS versions of popular Facebook games, not many social game companies have made the jump to Android yet due to the platform’s trickier monetization. Even fairly successful mobile developers working on iOS like the U.K.-based Hogrocket have been slow to bring their games to Android, telling Inside Mobile Apps that Android ports can be a risk in terms of time and effort when compared to the potential payoff.

If Social Splash allows developers to create Android experiences that rival the ones found online, it could be a good tool for companies looking to branch out from Facebook and get into mobile.

“This tool is for every developer that has felt abandoned by Flash and crowded out by Zynga,” PapayaMobile’s co-founder Si Shen said in a statement. “We believe in helping HTML5 and Flash developers make the transition to mobile a seamless experience. Not only does this new tool decrease development time, but it also allows developers to launch their entire games catalog onto mobile without having to learn a new coding language.”

Second, Social Splash could also help PapayaMobile, which no longer develops its own games, shore up relationships with third party developers as competition from better-funded competitors like GREE, DeNA and Facebook intensifies in the social-mobile gaming space.

GREE has been aggressively courting developers for its upcoming global platform and recently announced it was partnering with 11 high profile Chinese and Korean developers to bring their games to the English-speaking market. It is also working with with Ubisoft and Gameloft on platform exclusive titles. DeNA has been busy building out the Mobage network, signing deals with developers like Glu Mobile and TinyCo. The company also just announced it would be opening a subsidiary studio in Vancouver, BC headed by Gameview co-founder Irfan Virk.  Facebook is also investing heavily in its HTML5 based mobile platform, bringing its viral channels to the service and absorbing the costs of carrier-powered payments in order to entice developers.

PapayaMobile’s mobile-social gaming network  more than 50 million users on Android and iOS, up from the 38 million users it reported in December.

AppData - Facebook application stats and data from Inside Network

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Posted by Hao at Tuesday, March 06, 2012 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Android, bring, Developers, Looks, PapayaMobile, social, Splash

Saturday, February 11, 2012

Developers say Facebook Credits is converting fewer paying users than they had hoped

Facebook’s top developers say the company’s payments infrastructure and virtual currency Credits are converting fewer paying users than they had hoped a year ago.

Facebook made it mandatory for developers to use its payments platform in canvas games in July. That meant developers on the platform had to start handing over a 30 percent revenue share to the company, mirroring a similar split on Apple’s iOS. The hope was that a single, universal currency would make it more frictionless for users to start paying for virtual goods.

“We thought that conversions would go up and be around 15 or 20 percent,” said Kevin Chou, the chief executive of Kabam, a social gaming company that targets a more hardcore demographic, at the Inside Social Apps conference in San Francisco. “But it turned out to be around 5 to 10 percent, meaning that we’re taking a 20 percent net tax.”

For comparison, Facebook’s biggest developer, Zynga, revealed in its prospectus that it had 3.4 million unique payers during the third quarter of last year. That’s out of 152 monthly unique users in the same time period, suggesting a 2.2 percent conversion rate. Zynga attracts a much larger, more casual audience, so we’d expect to see a lower conversion rate compared to Kabam.

Anil Dharni, who co-founded Funzio, which has had hits on iOS and Facebook like Crime City, said the move to Credits ended up being roughly even for the company.

“Facebook credits is a wash for us,” he said. “It increased the conversion rate but we actually saw a gradual decrease in average revenue per paying user. It’s hard to know why.” Funzio has since moved its focus to iOS, where it has launched Crime City and Modern War, both titles that reached the top of the grossing charts.

Facebook’s payments revenue increased 20 percent quarter-over-quarter going into the end of last year to $188 million, suggesting that the platform may be improving at getting users to pay. However, the company also ran promotions during that time, giving some users an 80 percent discount on Credits. So it’s hard to tell whether those are genuine increases.

If Facebook can’t improve at converting more paying users, it risks losing developer talent to competing platforms like Apple’s iOS and Google’s Android. That in turn could mean growth in its payments business will slow or stagnate over the next year. Facebook diversified its business last year to make payments 17 percent of its revenues in the fourth quarter, up from 10 percent the year before. The rest is advertising.

Developers earned $1.4 billion in revenue from transactions on the platform last year, according to Facebook’s filing for an IPO. Apple’s iOS was able to pay developers about half of that or $700 million in a single quarter during the holiday season, according to their most recent earnings call.

“Mobile users are more engaged and they produce higher revenue than our tethered titles on PCs,” said John Spinale, the senior vice president of social games at Disney. He added, “We’re also seeing incredible revenue growth on Android. Android is a little bit unwieldy, but the revenue is meaningful enough that it’s worth the pain of doing.”

One developer, Wooga, which is the biggest social game developer in Europe and trails only Zynga in daily active users, defended Credits. The company’s chief executive Jens Begemann suggested that Facebook takes more flack because it instituted a 30 percent revenue share after several years of not charging developers for earning revenue off its platform. Apple had a split from the beginning.

“We have been on Facebook Credits since Day One. So for us, we don’t see really negative trends,” he said. “I’ve also not heard anyone complain about Apple for their 30 percent revenue share.”

AppData - Facebook application stats and data from Inside Network

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Posted by Hao at Saturday, February 11, 2012 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: converting, Credits, Developers, Facebook, fewer, hoped, paying, Users

Monday, October 3, 2011

Why Only Some Facebook Developers Will Mimic Spotify’s “Private Listening” Mode

Spotify is rolling out a desktop version of its software that includes a “Private Listening” menu option to allow users to play songs without sharing news of their activity to Facebook. Announced in a tweet by Spotify CEO Daniel Ek and reported by Business Insider, the setting lets users toggle sharing off, listen to songs, and toggle it back on later.

The change comes following privacy complaints, but Private Listening could also be designed to keep users from disabling Facebook sharing permanently or being too afraid to grant the app persistent publishing permissions in the first place.

Now the question is whether other frictionless sharing apps will add a similar private browsing option. Those looking to gain trust and subscribers might implement it while those only focused on user growth might not provide such an option. The other question is whether Facebook gets to retain that data even if it’s not published to Timeline or their friends.

Facebook launched frictionless sharing at f8 last week, allowing apps to ask users for permission to publish all their in-app activity to the social network. Activity stories usually appear in the Ticker, though popular stories can end up in the news feed or profile Timeline.

The social network has since come under some scrutiny for frictionless sharing, with The Hill reporting that the ACLU and Electronic Privacy Information Center have sent a complain letter about it and other changes from f8 to the Federal Trade Commission. Getting users to share their media consumption is in the interest of Facebook’s bottom line, as advertisers will be able to target ads to users based on their activity.

While frictionless sharing helps users avoid having to constantly fill out sharing prompts, it also means users only have two options for sharing — always or never. On top of privacy concerns, automatic sharing is the antithesis of curation. Instead of telling friends only about favorite songs or news articles, everything one hears or reads is shared. That’s even if a user was only exploring content and didn’t actually enjoy it.

With Private Listening, Spotify is introducing a “sometimes share” option. If users know they’re about to listen to something embarrassing, controversial, or that they don’t want to endorse, they can toggle on Private Listening first. Ek even describes the option as a way to “temporarily hide your guilty pleasures”.

But will users ever turn sharing back on? The incentive to protect one’s reputation will push users to enter Private Listening mode, but the desire to help friends discover new music might not be powerful enough for them to exit it. A toggle switch hidden in the File menu that indefinitely stops sharing could significantly reduce the Spotify’s virality, which has helped it gain over 1.5 million new Facebook-connected users since f8.

A Private Listening mode is a smart addition to Spotify, but a one-time opt out of sharing could help it protect privacy and maintain virality better than a toggle switch. For example, users could click a button that would turn off sharing of listens to the next song, album, or playlist, but then turn sharing back on. This way the desire to listen to a guilty pleasure or explore new content won’t thwart future sharing of more socially acceptable songs.

Developers of other Open Graph-enabled apps will have to decide whether they want to add a similar private browsing option. Bigger companies with an image to maintain such as media companies like the Washington Post might add an incognito mode to their social app to avoid criticism.

Subscription-based apps and services might also see the option as a way to build trust with users and convert them into customers. The New York Times has chosen not to use Frictionless Sharing to protect the privacy of its readers, but a temporary sharing opt out could work better. More media companies are going to have to make decisions here: Facebook is rolling out a new Recommendations Bar that has an opt-in-once feature, that also starts pushing activity straight to the Ticker without asking permission.

A private browsing option could protect Spotify and other apps from a chilling effect, as Poynter’s Jeff Sonderman explains. Without it, users may self-censor their activity rather than discovering new content because their activity must be shared.

Smaller, scrappier developers that require lots of users to fuel their virtual goods or ads-based business models may be less likely to offer a private browsing option. As apps don’t have to state whether they have an incognito mode during the permissions step, these developers will have little incentive to provide the option after they already secured an install.

Depending on how frictionless sharing impacts the user experience, Facebook may need to consider a solution to the need for private activity on its side. Making developers offer an incognito mode or a private use option would be difficult since Facebook doesn’t require apps to be approved before joining the platform. Plus it isn’t really in Facebook’s interest anyway if the company wants to collect as much data as possible on users without hurting the experience.

Spotify’s “Private Listening” mode could become a best practice for Open Graph apps with something to lose. For now, developers will be closely watching Spotify’s growth to see the impact of the sharing opt-out before choosing what to do for themselves.


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Posted by Hao at Monday, October 03, 2011 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Developers, Facebook, Listening, Mimic, Private, Spotifys

Monday, September 12, 2011

Amazon gets serious about social games, calls out for developers

Amazon Social Game GroupThe Facebook gaming arena is about to welcome a new gladiator: Amazon. The household name of online retailers (and e-readers) is officially pulling out all the stops for its inevitable entrance into the space, openly and internally calling out for a team of designers and developers.

Since taking on veteran tabletop RPG (roleplaying game) designer Jonathan Tweet for a mysterious project, Reuters reports that signs have appeared in the kitchen of Amazon's Seattle campus that unveil a "Social Games Group." A poster in the kitchen area of the office reads, "The Group is growing fast! We're actively looking," according to Reuters.

It seems that Amazon is primarily looking for software engineers and Flash developers, most likely referring to Adobe Flash, the software through which almost all Facebook games are created. Amazon has reportedly been eying up social gaming since May of this year, calling out for senior level game designers.

Since Amazon hired Tweet for a mysterious project, that's all we knew about the upcoming social games effort from the company. Unfortunately, we still know very little, which leaves us with wild speculation (how lovely). While Amazon is looking strictly for software engineers and Flash developers, we have a feeling this project will be much larger than just pumping out a few games.

Amazon didn't become one of the largest Internet companies in the world without thinking big, so who's to say the company doesn't have equally lofty ambitions for its social gaming efforts? I mean, this is a company has enjoyed success and ubiquity that even the biggest name in social gaming aspires to. That said, it's entirely possible that Amazon looks to create a platform of its very own, complete with games developed in house. Call that an educated guess, or my wild dreams of slaying dragons attached to awesome deals on otherwise pricey cell phone cases and magazine subscriptions.

[Image Credit: Slacktory]

Are you excited to hear what Amazon is up to in social games? Do you think the company is working on its own platform to compete with Facebook and Google+, or just some good old games? Sound off in the comments. Add Comment.

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Posted by Hao at Monday, September 12, 2011 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: about, Amazon, calls, Developers, games, Serious, social

Thursday, September 8, 2011

Social Gaming Roundup: Zynga, Game Developers Choice Awards, Bungie Aerospace & More

Game Developers Choice Online Awards Reveals Finalists — The finalists for the second annual Game Developers Choice Online Awards have been announced. Below are the social game nominees and their respective categories.

Dragons of Atlantis (Kabam) — Best Online Visual Arts, Best Social Network GameCityVille (Zynga) — Best Social Network Game, Best Online TechnologyGardens of Time (Playdom) — Best Social Network Game, Best New Online GameFrontierVille (Zynga) — Best Social Network Game, Best Online Game Design, Best Audio for an Online GameRavenwood Fair (Lolapps) — Best Social Network Game, Best Online Game Design, Best Audio for an Online GameEmpire Avenue (Empire Avenue — Online InnovationZombie Lane (Digital Chocolate) — Online InnovationMonster Galaxy (Gaia Online) — Best New Online Game

ChardZynga Launches Campaing with Edible Schoolyard Project — The Edible Schoolyard Project is an organization that supports education throughout the United States and now Zynga’s FarmVille players can contribute. Players can purchase a limited edition “rainbow chard” for their farm with 100 percent of proceeds going to Edible Schoolyard. Additionally, should players donate $5, $10, or $25 they will both receive the chard but also gain a limited edition garden gnome decorative item. Once the crop is mastered, they will also receive a virtual lunchbox full of produce.

Zynga Boosts CEO Voting Power — According to pre-IPO documents obtained by Bloomberg, Zynga is revising its stock structure into multiple tiers so that CEO Mark Pincus has 70 times more voting power than public investors.

Crimson Steam PiratesBungie Aerospace Announces Crimson: Steam Pirates – Social and mobile game publisher Bungie Aerospace is ready to reveal its first game at the Penny Arcade Expo in Seattle this week. Crimson: Steam Pirates for iPad is a freemium turn-based strategy game developed by Harebrained Schemes. Bungie Aerospace was established by the Halo creator to support independent social and mobile game developers.

Sony to Redesign PlayStation Home — Ars Technica reports on an upcoming redesign for the PlayStation Home virtual space accessed via the PlayStation 3 console. The new direction will convert Home from “a social network to a social game platform.” Within the new Home, players will be able to visit four themed spaces representing and filled with different types of games and participate in an optional quest meta-game that encompasses all of Home.

WildTangent Adds DoubleDown Casino — WildTangent and Double Down Interactive have announced a partnership this week that will bring the social title DoubleDown Casino to the former’s game platform. A virtual casino, the game offers players chances to win virtual currency in games such as blackjack, slots, poker, and roulette.

MapleStoryMapleStory Runs Cross-Promotion With MapleStory Adventures — Nexon is running a cross-promotion between MapleStory and its Facebook title, MapleStory Adventures. Players that log on to the Facebook version will now be able to earn experience points and Mesos (virtual currency) for the primary game.

[Announcements] RockYou Adds Back To School Content to Gourmet Ranch — School across the U.S. started fall semester this week, and RockYou has updated its Facebook title Gourmet Ranch with a “Back to School” set of features. Users can now create a scholastic theme for their restaurant with items such as chalkboards, school-themed costumes, and healthy lunch recipes.

AppData - Facebook application stats and data from Inside Network

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Posted by Hao at Thursday, September 08, 2011 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Aerospace, Awards, Bungie, Choice, Developers, Gaming, Roundup, social, Zynga

Thursday, July 28, 2011

Platform News: Facebook Lets Developers Create Test Users Through the Developer App GUI

Facebook now allows developers to create and manage test users for their applications via the Developer app‘s graphical user interface. Previously, test users could only be created and controlled programattically through the Graph API, which may have made using them difficult for developers not fluent in the API or those looking to faithfully recreate the typical user experience. Some developers will gain access to the test user feature today, and the roll out will reach all developers by next week.

In other Platform news, Facebook recently added support for uploading photos to the graph API via a URL and attaching an existing photo from one of a user’s albums into a new post. It also released a new dark color theme option for its Facepile social plugin.

Facebook introduced the test user system so developers could test their apps without creating fake user profiles that violate Facebook’s terms of service, or polluting their own profiles with test posts. Test users can interact normally with apps and each other, but are invisible to and can’t interact with normal users. Note that test users are different than “testers”, which are humans that a developer has given the ability to test their app in sandbox mode, but not granted access to their app’s settings or Insights.

Now when developers visit the Roles section for one of their apps within the Developer app, they’ll see the option to add test users. Multiple test users can be created at once, and developers have the option to instantly authorize an app for them or opt to have them go through the permissions dialog later.

Once test users have been created, developers can switch to use Facebook as them, edit their names, view their access tokens, make them friends with each other, assign them to additional apps, or remove them from the currently viewed app. When switched to be logged in as a test user, developers can edit their profile to add content necessary to test an app.

The feature should make development on the Facebook Platform more accessible. By lowering the barrier to creating and testing apps, Facebook can court the long-tail of independent developers that have yet to grow accustomed to the social network’s proprietary APIs.

Previously, developers had to use a MIME-encoded form field to upload photos via the Graph API. Now developers can just point to an image’s URL to upload it, which will simplify the use of photos for developers using cloud hosting services such as Amazon S3 or “platforms that don’t have good support for multipart file uploads”. Those looking to populate an app with a large batch of photos will find it much easier thanks to this feature.

Developers can also now pull a user’s existing photos into new posts their apps publish on the user’s behalf. This relieves users from having the upload a new photo, increasing the likelihood they’ll go through with posting via the app. Images have been shown to increase news feed engagement, so this change could also help apps achieve more virality.

Lastly, Facebook has released a dark background version of the Facepile social plugin, which displays thumbnail profile pics of friends that have Liked a website or used an application. This will make the plugin a beter aesthetic fit for darker websites, and spread the Facepile’s implicit social recommendations further across the internet.

Facebook Marketing Bible - The Guide to Marketing your Brand, App, Website, or Content Inside Facebook

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Posted by Hao at Thursday, July 28, 2011 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: create, Developer, Developers, Facebook, Platform, through, Users

Sunday, June 19, 2011

Advocacy Group, Facebook and Other Companies Launch Privacy Info Site for App Developers

In another effort by Facebook and other technology companies to inform developers about privacy issues — and show the world they don’t need legislation in order to stop abuses on their platforms — they’re launching an informational site together with advocacy group called the Future of Privacy Forum.

Called the “Future of Privacy Forum: Application Privacy,” the site promises information on “emerging standards, best practices, privacy guidelines, platform and application store requirements, as well as relevant laws and regulatory guidance.” For now, though, parts of the site lack content or otherwise don’t feel fully baked.

For example, under the “Learn/Resources” tab, in a section called “Hot Data Issues and Important Alerts,” an area called “1) Transmission of User IDs in Mobile Devices” provides links to a Wall Street Journal series on mobile app data leakage. Oddly, the section features Facebook’s reaction, noting that the company at one point said that it has “zero tolerance for data brokers.” The thing is, the issue was about mobile platforms, which Facebook doesn’t offer. The site appears to have conflated the mobile app incident with an earlier Wall Street Journal article that looked into data issues being passed by canvas apps on Facebook.

The site only launched in the last week, so we’re not going to judge too harshly yet. The practical benefits it does currently provide include a wide variety of links to other materials developed by governments, privacy groups and platform companies, which should be especially useful for developers who are new to platform development, and all the associated privacy issues.

Meanwhile, as active developers already know, each platform already goes well out of its way to tell developers about what they can and can’t do with user data. Facebook in particular has built out a series of policies and guides over the years to explain to developers what they can and can’t do on the platform, and it has restricted or removed some developers’ access to the platform due to abuses. By this point, any serious Facebook developer should have a clear idea about what they can and can’t do.

The same goes for Apple, Google and other companies who provide platforms, who have also become embroiled in privacy issues — and who are also sponsors of this new site, and of the Future of Privacy Forum. When questioned about their efforts to educate developers about privacy issues, the companies now have this site to point to. But in terms of making a big impact on how developers behave, it’s not clear what difference the site is going to make.

Facebook Marketing Bible - The Guide to Marketing your Brand, App, Website, or Content Inside Facebook

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Posted by Hao at Sunday, June 19, 2011 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Advocacy, Companies, Developers, Facebook, Group, Launch, Other, Privacy

Friday, May 20, 2011

Here’s list of some useful skills for indie game developers

Here’s my list, in no any specific order:
- patience
- people skills
- organizating skills
- negotiation
- passion
- programming
- ability to understand importance of details
- ability to see the big picture
- networking
- storytelling
- marketing
- english
- open mind
- ability to listen
- continous improvement
- troll killer
- doesn’t gives rat’s arse bottom attitude, sometimes
- transparency
- realizing that making an overnight success takes at least 11 years
- ability to see what works
- did I mention passion?
- respect for different people
- habit of thanking people
- math & physics knowledge is a plus: it helps in many areas
- realizing that nobody will steal your game idea, no matter how hard you try (we simply don’t ever fully see what you do, before you’ve finished)
- determination to finis things
- more determination to polish after finish (it was a fortunate typo in the sentence above this one)
- understanding that graphics most likely isn’t the thing you can compete with
- focus
- vision

And many, many more.

What would you add on this list?

This entry was posted on Tuesday, May 3rd, 2011 at 9:40 pm and is filed under Game Development. You can follow any responses to this entry through the RSS 2.0 feed. You can skip to the end and leave a response. Pinging is currently not allowed.


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Posted by Hao at Friday, May 20, 2011 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Developers, Heres, Indie, skills, Useful

Saturday, April 30, 2011

Facebook to Hold Webinar Discussing How Developers Can Migrate to Facebook Credits

Tomorrow, April 12th at 11am PST, Facebook will stream a webinar explaining why developers should migrate to Facebook Credits as their payment method, and featuring a technical demo of how to handle the migration. For those few developer who are not familiar, Facebook is requiring all apps using paid currency to make Credits the exclusive option by July 1st, 2011. As the event tomorrow shows, the company is trying to get as many developers as possible to migrate early to ensure a smooth transition this summer.

Migrating to Facebook Credits for Developers will air on the Facebook Live Page, and then be archived on the Page for future viewing. Developers can submit questions to the webinar’s Facebook Event ahead of time, or use the Livestream-powered app’s question interface to pose questions during the session.

Facebook announced in January that developers would have to migrate to Credits as their exclusive payment platform by July. 22 of the top 25 game developers have already migrated, including Zynga, Disney/Playdom, and EA/Playfish. To encourage hold-outs concerned with the 30% cost, Facebook launched a page of statistics and testimonials recently that touts increased revenue and decreased costs as reasons why the migration will be good for developers. Facebook also announced a new set of rules surrounding in-game offers and rewards that will go into effect alongside the migration.

Developers who use use Facebook Credits as their premium in-game currency rather than requiring users to buy proprietary premium in-game currency with Credits can access a number of special incentives including Frictionless Payments, Buy With Friends, and the getBalance API. These allow developers to earn more money through quick, small transactions and group deals for virtual goods, as well as learn how many Credits a user currently has in the account.

Navigating these rules and incentives can be tricky, so rather than wait until the deadline when delays can cost developers money, Facebook is seeking to address questions now. By signing major developers early and assisting attentive developers with this “Migrating to Facebook Credits for Developers” webinar, Facebook should receive fewer frantic support emails or claims of negligence come late June.

Facebook Marketing Bible - The Guide to Marketing your Brand, App, Website, or Content Inside Facebook

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Posted by Hao at Saturday, April 30, 2011 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Credits, Developers, Discussing, Facebook, Migrate, Webinar

Saturday, April 23, 2011

Facebook to Hold Webinar Discussing How Developers Can Migrate to Facebook Credits

Tomorrow, April 12th at 11am PST, Facebook will stream a webinar explaining why developers should migrate to Facebook Credits as their payment method, and featuring a technical demo of how to handle the migration. For those few developer who are not familiar, Facebook is requiring all apps using paid currency to make Credits the exclusive option by July 1st, 2011. As the event tomorrow shows, the company is trying to get as many developers as possible to migrate early to ensure a smooth transition this summer.

Migrating to Facebook Credits for Developers will air on the Facebook Live Page, and then be archived on the Page for future viewing. Developers can submit questions to the webinar’s Facebook Event ahead of time, or use the Livestream-powered app’s question interface to pose questions during the session.

Facebook announced in January that developers would have to migrate to Credits as their exclusive payment platform by July. 22 of the top 25 game developers have already migrated, including Zynga, Disney/Playdom, and EA/Playfish. To encourage hold-outs concerned with the 30% cost, Facebook launched a page of statistics and testimonials recently that touts increased revenue and decreased costs as reasons why the migration will be good for developers. Facebook also announced a new set of rules surrounding in-game offers and rewards that will go into effect alongside the migration.

Developers who use use Facebook Credits as their premium in-game currency rather than requiring users to buy proprietary premium in-game currency with Credits can access a number of special incentives including Frictionless Payments, Buy With Friends, and the getBalance API. These allow developers to earn more money through quick, small transactions and group deals for virtual goods, as well as learn how many Credits a user currently has in the account.

Navigating these rules and incentives can be tricky, so rather than wait until the deadline when delays can cost developers money, Facebook is seeking to address questions now. By signing major developers early and assisting attentive developers with this “Migrating to Facebook Credits for Developers” webinar, Facebook should receive fewer frantic support emails or claims of negligence come late June.

AppData - Facebook application stats and data from Inside Network

View the original article here

Posted by Hao at Saturday, April 23, 2011 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Credits, Developers, Discussing, Facebook, Migrate, Webinar

Saturday, April 2, 2011

Facebook Ads – Analyzing English-Speaking User Acquisition for Game Developers

[Editor's note: In the article below Adparlor chief executive Hussein Fazal discusses data his company is seeing around user acquisition on the Facebook platform through the Ads API.]

In previous articles, we have discussed the factors that affect user acquisition pricing overall and the interesting sub-topic around the rising cost of user acquisition over time. In this guest post, we will examine user acquisition in the “big four” English speaking countries – United States, United Kingdom, Canada, and Australia. Most Facebook games launch in English and many of them remain exclusively in English. So the goal of this analysis is to determine the ‘market attractiveness’ of these four countries by looking at three key indicators – available volume, advertiser competition, and user quality.

Available Volume

Looking at the table below, we can see that the United States makes up a large portion of the overall population and the Facebook population relative to the other three. This also translates when we compare the number of targetable game players in these countries. In fact, out of approximately 60 million targetable game players across these four countries, the United States encompasses 74% or almost 45 million of these users. (Note that targetable game players is different from total game players as Facebook ads allows you to target users who “like” the game – and not all of the games users.)

Many application developers, upon launching their game, focus strictly on the United States given the large user base available.

However, it is of course not just the user base that matters. Outside of the big four – there are many countries that have a significant Facebook population and consequently a large game player community. We also need to take a look at how competitive it is in advertising to these users versus how valuable they really are.

Advertiser Competition

For any particular country, the competitive landscape around Facebook ads is always changing. Tens of thousands of small advertisers constantly modify their ad spend – while the power players with large budgets strategically ramp up and slow down their marketing efforts at often unpredictable times. While the general consensus is that competition is increasing overall across Facebook Ads and that CPC bids are rising, we see that effective creative/copy along with efficient micro-targeting can still result in cost-per-install pricing being just as competitive as it was over a year ago.

Successful game developers will dig deep at the micro level and examine the competition specifically for targetable game players – and even deeper to determine the competition for players of their particular game genre. Trying to advertise a city-building game when other large advertisers are bidding on those same keywords will significantly increase the competition for those impressions, increasing CPC prices, and hence the cost of user acquisition.

Given that the market for game specific advertising is always changing, it is difficult to predict how much competition you will run up against when starting your campaign. However, some analysis can be done at the macro-level. We see that competition within a country remains relatively consistent over short time periods – with the exception of holidays like Christmas. Hence, by following CPI prices at several points over the past few months from the millions of acquisitions delivered for Adparlor’s gaming clients, we have been able to come up with a relative competition scale for all four countries on Facebook. The graph to the right has been normalized to give the US a relative competition score of 1.00 so we focus on the difference between the United States and other English speaking countries. We can see from the graph above that the US is in fact the most competitive and Canada is the least competitive. The section below on user quality points to why this is the case.

User Quality

Now we come to the most important part of the analysis – user quality. Regardless of the volume available and the competition – the quality of the users is paramount in deciding which countries to advertise in. While this is normally difficult to measure, AdParlor has run hundreds of campaigns for game companies and we often measure deep metrics. We have combined the three most important metrics and devised a Retention, Engagement, Monetization (REM) score for these countries by giving a certain weight to each component – i.e. monetization has more weight than the other two metrics. It is important to note that these scores can vary widely per game based on many factors. The number and types of payment providers as well as the associated payment flow can have a significant impact on monetization and hence REM score.

We see some general trends — females perform better than males, older users perform better than younger users, and hard-core games perform better than casual games. However, there are also differences at a very granular level where we see certain genders and age ranges within certain countries monetize better for certain game genres. To protect the IP of our clients, we have decided to keep the specifics internal and simply publish these scores on an aggregate level for these four countries.

Conclusion

Now that we have looked at available volume, advertiser competition, and user quality, let’s relate that to market attractiveness. The data above shows that the REM score for Australia is higher than the United States while the competition for those users is lower. This is a clear indication that your marketing efforts should include the Australian users – however, does this mean you should shift your budget away from the United States?

The answer is no if you understand the relationship between volume, competition, and quality. You will notice that while those initial Australian users provide some very positive ROI, CPI rates will quickly increase given the limited population of game players available in this market. The fact remains that there are over 15 times more targetable gamers in the United States compared to Australia, meaning that CPI rates increase slower over time despite more competition for these users. For large campaigns, the United States will quickly catch up to Australia in terms of ROI as there are simply more users available at lower price points.

While the analysis of volume, competition, and quality on the big four English speaking countries is interesting, the ‘fairness’ of the open market and an educated game developer community has balanced out the economy, making it difficult to gain a strong competitive advantage with this data. However, the breakdown across Europe, South-East Asia, and other areas prove to be more interesting where we see countries that have relatively high volume, low competition, and high REM scores. It is important to keep these three factors in mind, when assessing how valuable a country can be and deciding where to put your advertising dollars.

Hussein Fazal is chief executive of AdParlor, an ad management company for Facebook campaigns with social gaming clients including Ubisoft, PlayFirst and Five Minutes, as well as other clients on Facebook including deals site Groupon.


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Posted by Hao at Saturday, April 02, 2011 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Acquisition, Analyzing, Developers, EnglishSpeaking, Facebook
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