Friday, August 12, 2011

80 Games on Facebook have at least 1 million active users

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.

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.

Tuesday, August 9, 2011

FYI Google, Facebook’s Former CTO Says It Would Take Two Years For ~250 People To Build A Clone

As the fruits of Google’s rush to build a social network are now achingly public, someone has asked a pretty apropos question on Quora, “How long would it take to build Facebook as of July 2011?”

Former Facebook CTO and Quora founder Adam D’Angelo provides an informed answer, arguing that if we were just talking about the software and systems and not the company’s user acquisition (which Google granted has a way easier time with), that the entire process would take two years, if undertaken by 175-250 people.

D’Angelo arrives this number by calculating which years exactly were relevant in building the current Facebook and adding up the engineers employed during those years to come up 1000 man years as total time. D’ Angelo then eliminates about half of those man years for churn (or trial and error) figuring out that it would take 250 people two years to build a comparable social clone.

While “Clone Facebook In Two Years” makes for a great headline (trust me I was tempted), D’Angelo doesn’t raise the burning question of why it couldn’t just as easily be 500 engineers working for one year, 1000 engineers for half a year or 2000 engineers for a quarter of a year. Also, there are good reasons for why bringing on more engineers might slow down a project.

That aside, the best part about the answer is D’Angelo’s caveats (of course):

“It’s impossible to suddenly get 250 people working on something. Most people wouldn’t want to work on this because they could just work at Facebook instead. “

“This doesn’t matter too much, because over the course of the next two years, Facebook (hopefully) will be far advanced over the current state of the product, and so if this clone ever launched it would have to compete against that.”

“You can’t just build the software for a site like this and then let it run – you need a whole company with processes and support around the product to have it function.”

If it walks like a Google and talks like a Google …

Ex-Facebook Intern Yan supports D’Angelo’s estimates in the thread and implies that, because of how much Facebook open sources, the actual number of engineers needed to make a functional clone is less than 250 (to which D’Angelo replies correctly, yes, but Facebook doesn’t really spend that much time open-sourcing).

“There is a lot of work that went into building Facebook that Google can avoid redoing,” Yan states matter of fact. Emerald Sea, the project that eventually became Google+, started development in June 2010. Many hold that it is a combative measure, as Facebook’s potential to use rich social data in order undermine Google’s search business continues to loom.

It’s been little over a year since the project began, let’s hope Google+ has got at least 500 engineers onboard before mass launch.


http://techcrunch.com/2011/08/03/fyi-google-facebook%E2%80%99s-former-cto-says-it-would-take-two-years-for-250-people-to-build-a-clone/


Thursday, August 4, 2011

Google Looks for the Next Google

Highlights

Google thinks it can be young and crazy again. And it is betting $200 million that it is right. In the hottest market for technology start-up companies in over a decade, the Silicon Valley behemoth is playing venture capitalist in a rush to discover the next Facebook or Zynga.

Start-ups backed by Google Ventures can work in a 20,000-square-foot space at the Googleplex, supplied with a Ping-Pong table and a snack-filled kitchen. In exchange, they make a $5-a-month donation to the barbecue fund.

Google Ventures also turns to Google employees to find investment ideas. It offers $10,000 to anyone who suggests a start-up that results in an investment. And the company has invested in three of the ex-Google employees who have been leaving as the company grows.

Fifteen years ago, a friend of his, Anne Wojcicki, suggested he meet a couple of engineers who were working on a start-up in her sister’s garage, but he declined. The start-up was Google, which still makes him cringe.

“It’s ironic I’m running the venture business now,” Mr. Maris said, “because I missed the biggest venture idea of all time.”

http://www.nytimes.com/2011/07/20/technology/google-spending-millions-to-find-the-next-google.html?_r=1


Tuesday, August 2, 2011

Mobile Gaming Statistics 2011



http://geekaphone.com/

Even if you’re not a gamer your going to find this infographic interesting. The people at Geekaphone, an online resource for the mobile industry, have been researching the mobile gaming industry and here are some of the results – a collection of pretty huge mobile gaming industry stats for 2011. A few key points that stand out are:

· The mobile gaming industry is predicted to reach $54 Billion by 2015

· 84% of tablet owners play games

· 70 – 80% of all mobile downloads are games

· Android is soon to overtake Apple in number of total available apps

· In-game purchases should overtake pay-per-downloads by 2013

· Angry Birds has been downloaded 140 million times

· Developers made $87 million in ad revenue in 2010 and will grow 10 fold by 2015