ソーシャルビジネスにおける4法則を提示した。ハンマーを溺愛するな(特定のツールに固執せず、幅広いマーケティング計画を考えろ)、80%ルール(会社をソーシャルメディア対応にせよ、それが「80%の成功」だ)、顧客にとってあなたの所属部門など関係ない、リアルタイムでも速さは十分ではない。
Game Sales Drop – When we pulled the numbers for our monthly Top 25 Facebook Games, the month of May saw a staggering decline in players. However, this may not be a sign for the social gaming space so much as the gaming industry as a whole. As VentureBeat notes, the entire gaming world’s sales numbers fell 26% over the course of April. In total, the revenue generated was $766.2 million, down from $1.03 billion a year ago.
「今後はインターネットによって補完される社会関係資本の格差がデジタル・デバイドとなると予想される」(「きずなをつなぐメディア」宮田加久子):信頼や互酬性の規範が成り立つオンラインネットワークを持っている人と持っていない人では、情報や知識に差が生じるという問題です。
# DAU/MAU measures the percentage of players that show up ever day. If your DAU/MAU is 0.3 (or 30%) then around a third of your total players are checking in at least once. each day. # DAU/MAU is the main measure you have of game design quality. It shows how addictive your game is. If your game design is compelling for players, they’ll keep coming back and your DAU/MAU will be fairly high. # Aim for somewhere between 20% and 30% for a sustainable Free to Play game. The top Facebook games get between 18% and 35%. If you’re getting much below 20% then fixing this should be your main priority. # Look at the top Facebook games for lessons in driving this metric. The top Facebook games use clever game design tactics to get people back each day. Try out these games, and see what they’re doing to get people coming back. # Design your games so that players have a reason to visit every day. This quality needs to be baked into your game design from the start. When you’re in the early stages of planning, ask yourself “what are people going to come back to the game for?” # Fun is not enough. Don’t think that saying “people will come back because it’s a fun game” is enough. There are hundreds of fun games available to players at any time. You need to find specific reasons why somebody who played your game yesterday will feel compelled to play it today and tomorrow too.
# 250,000 users in its first week. # 4.3 out of 5 average review # 10,000 fans
今後、アノテーションに対応しないクライアントは、純粋に無視することになるだろうし、アノテーションに含まれる特定のメタ情報について反応するクライアント、反応しないクライアント、という違いも出てくるだろう。Twitterとしては、デファクト化していくアノテーションというのは民主的に決まってくるだろうし、社会学的、文化的な力によって成長していくことを望んでいるのだという。
30秒で何回クリック出来るか挑戦するだけのFacebookゲームが好評な件。初週で25万人のユーザーを獲得。レビューは5点満点中4.3点。ファンは1万人。この成功からキミなら何を学ぶ!?
# A hit game is one that friends will share with each other and use to express one another. # Bold beats make games endure: figure out a way to introduce a feature that excites and ignites your users, that you can do in less than a month. Two examples from Zynga: the Moscow city pack in Mafia Wars, which let them test new ideas; and in FarmVille, functional buildings with mini-games around them. # Metrics leading to new feedback loops: “A successful bold beat will permanently change your engagement and retention. An unsuccessful one will do it temporarily. We don’t want to be on a treadmill where we’re not adding a new dimension,” Pincus said. And a game can never be static: “It’s equally important that we kill features.” # Don’t lose the sense of delight: In other words, keep the artistic, creative side in games — an idea Pincus has emphasized more in his speeches following criticism of Zynga’s focus on analytics and feedback loops. # Innovate on social ROI: Pincus thinks social virtual goods are something people should “copy more.” Sweet Seeds for Haiti brought 400,000 new buyers and raised $3 million.
Facebook More Popular Than Google At Work – Employees are more likely to use Facebook than any other site (even Google) while at the work place, according to a recent study from Network Box. Having studied 13 billion URLs used by businesses during the first quarter of this year, Network Box found that Facebook accounted for 6.8% of all business Internet traffic, double that of Google and triple that of Yahoo! Facebook also consumes 4.5% of all bandwidth.