Everything about Social Games
    By Social Game Developer, Rubicon Games


    2010 / 06 / 03
    Social Business Insight 2010
    Charles Pyo, CEO, Rubicon Games Inc. (pyo@playrubi.com)




1
INDEX

    01 What are social games?
    02 Why social games?
    03 Present state of social games
    04 Various global SNS and social games
    05 Social games business model
    06 Potential of mobile social games
    07 Importance of social games and viral
    08 Conclusion


2
01
         WHAT ARE SOCIAL GAMES?




3
1-1 What are Social Games?

 It is an interactive online game based on social network provided by
  platforms.
 Initially started as a social application, and later developed to a text game,
  then to flash games.




4
1-1 What are Social Games?

 Current mainstreams are simulation games such as farming/ running
  restaurants/ building cities/ managing aquariums/ raising pets ...etc
 Reasons behind the success of simulation games:
    Never ending/ asynchronous play time/ comparable with friends




5
1-1 What are Social Games?

 Platforms are currently restricted to SNS but will later on expand to
  different social platforms such as portals, mobiles ... etc
 Distinctive features such as web-based/ asynchronous play time/ doesn't
  require installation/ small size... will eventually expand the other way




6
1-1 What are Social Games?

 Platforms are currently restricted to SNS but will later on expand to
  different social platforms such as portals, mobiles ... etc
 Distinctive features such as web-based/ asynchronous play time/ doesn't
  require installation/ small size... will eventually expand the other way




7
02
         WHY SOCIAL GAMES?




8
2-1 In the beginning, we all loved games!

 From game arcades and 286 to 386 and 486 PCs, many people enjoyed
  playing games.
 During the period when development speed of games and PCs were far
  below than the expectations of users, Supply < Demand




9
2-2 RPG Conquers the Game Market!

 All those puzzle, adventure, arcade, sports, simulation games fall on the
  knees of RPG.
 Why? Strong addiction / solid storylines/ sustainable profits/ onlinization




10
2-3 Light gamers have no games to play...

 Many different characters, items, and difficult outlooks, have isolated
  RPGs from rest of the games
 Many light gamers leave the game market and only those young gamers
  are left. Now Demand < Supply




11
2-4 People came to believe that
            “they've never liked games from the beginning”

 Then one day in 2009, people encounter a big change in their life...




12
2-5 Easy games for light gamers return!

 Easy games that people once used to play start coming back to SNS
 Furthermore, these games provide “things to do” as well as
  entertainments between neighbors and friends within the SNS.




13
And finally BANG!




14
2-6 Realization (Enlightenment)

 'People were actually missing the games. At least it was a
  misunderstanding that they didn’t like games from the beginning'
 'They were simply maladjusted, and were not active enough to search for
  new games'




15
03
          PRESENT STATE OF SOCIAL GAMES




16
3-1 Facebook

 Facebook, the No. 1 global SNS has recently exceeded 450M users /
  Annual revenue of $1 billion
 Zynga became 2nd largest merchant of Paypal in 2009, with daily revenue
  of $1M / MAU above 1M users / 185 Apps.




17
3-2 OpenSocial

 50 platforms of OpenSocial Containers / In sum, about 500M
 Introduced in Korea by Cyworld (Sept. 2009) / Naver (May, 2010) /
 Daum (1st half, 2010)




                  Reference: http://wiki.opensocial.org/index.php?title=Main_Page
18
3-3 Nate Appstore

 Opened in 30 Sept. 2009 / Steady growth / Top developers' daily revenue
  marks 2M KRW
 Currently (2 June 2010) 42 developers have release 89 Apps / 13 Apps
  have been installed by more than 200,000 users.




19
3-3 Nate Appstore

 Opened in 30 Sept. 2009 / Steady growth / Top developers' daily revenue
  marks 2M KRW
 Currently (2 June 2010) 42 developers have release 89 Apps / 13 Apps
  have been installed by more than 200,000 users.




20
04
          VARIOUS GLOBAL SNS AND SOCIAL GAMES




21
Let's talk about the others…




                                                            <Top 20 SNS in US Market>
22                        http://www.ebizmba.com/articles/social-networking-websites
23
24
Facebook




25
Facebook




26
MySpace




27
MySpace




28
Bebo




29
Bebo




30
Bebo




31
Hi5




32
Hi5




33
Orkut

34
Friendster




35
Friendster




36
<David Collier, Social Games in Japan, GDC 2010>




37
Japan




                                                        <David Collier, Social Games in Japan, GDC 2010>




     <Japan Mobile SNS Study 2010 by Alexei Poliakov>


38
Japan



     <David Collier, Social Games in Japan, GDC 2010>




39
Japan




<David Collier, Social Games in Japan, GDC 2010>




40
Japan




     <Lessons from Asian Social Networks by Benjamin Joffe. 2010.02>

41
Japan




     <Lessons from Asian Social Networks by Benjamin Joffe. 2010.02>

42
<FY2009 Third-Quarter Earning Results Briefing by Mixi. 2010.02>




                                Mixi



43
China




     <Lessons from Asian Social Networks by Benjamin Joffe. 2010.02>

44
RenRen




45
RenRen




46
RenRen




47
RenRen




48
RenRen




49
RenRen




50
RenRen




51
RenRen




52
RenRen




53
Kaixin001.com




54
Kaixin001.com




55
Cyworld




56
05
          SOCIAL GAMES BUSINESS MODEL




57
5-1 Item Sales– Function Items

 Function Items help gamers win or grow faster and easier
 Items purchasable by game credits VS Items purchasable by cash




 58
5-2 Item Sales– Decoration Items

 Although it has no technical usage, decoration items assists users to show
  off themselves
 Nowadays, Coin items (game credits) and Cash items (real cash) are
  placed together side by side -> thus sense of rejection decreases




59
5-3 Inserting Ads – In-game AD

 By recommending “real goods” that are closely related to the game,
  users can have an indirect experience of the product or can even find
  more about it through links provided within the game
 Recently, advertisement boundaries exceeds beyond the game itself:
  Brands sometimes launch their product with game labels on




60
5-3 Inserting Ads – In-game AD

 By recommending “real goods” that are closely related to the game,
  users can have an indirect experience of the product or can even find
  more about it through links provided within the game
 Recently, advertisement boundaries exceeds beyond the game itself:
  Brands sometimes launch their product with game labels on




61
5-4 Inserting Ads – Container Banner

 Usually banners placed at editable areas around the game canvas
 Usable as a Cross-promotion area within or between developers. CTR ↑




62
06
          POTENTIAL OF MOBILE SOCIAL GAMES




63
What happened until now!




64
6-1 Perfect Competition among Mobile Games
                                  - Attention Economy
 To succeed among the many similar games, connection with outside(web)
  became necessary
 To provide motivation of playing with friends, connection to SNS used
  among friends is prerequisite




65
6-2 Game and Social Graph Intersects - XBOX Live

 Can request to play with Facebook friends or XBOX Live members
 Can search game manuals and check comments on Twitter




66
6-3 Facebook Connect API for Mobile

 Facebook introduced Connect API, which makes it possible to retrieve
  friends list and update status.
 For wide range of iPhone Apps, friends list and info updates are provided
  in iPhone




67
6-4 OpenFeint

 Common essentials (Ranking/ Friends list/ Chat/ Fan club...etc) required
  to develop Social Feature SDK(Software Developer's Kit)
 Secure 16 Mil. potential users / powerful Cross Promotion / Interlocking
  SNS & Map / Free of charge




68
What will happen in the Future!




69
6-5 Mobile Integration

 Facebook's popular games now extend their play boundaries to
  iPhones/Androids.
 Many games releasing their mobile ver. since Zynga's Live Poker in 2008.
  Future trend of games will contain mobile elements .




70
6-6 Adobe Flash CS5

 Released in May 2010 / publishable in “.ipa” format / operates well/ but
     Blocked out by Apple's policy
 Nate's social game AniPang is currently available at Apple App Store (CS5
  Based),




71
6-7 Unity

 Many 3D iPhone Games are released due to low spec./high performance
  Free 3D Engine Unity
 When games are developed based on Unity, it can easily be republished
  into iPhone plat form. E.g.) Nate social game “Run Away”




72
6-8 New Comers

 Sometime during 2010, Unreal Engine 3 will be available for iPhone.
 In the future, game engines supporting Web-Mobile Universal Runtime
  will continue to be developed




73
6-8 Mobile Game SNS

 OpenFeint expansion version is currently under CBT / Just like social
  games, inviting friends through Gifting
 Editable profile page / sell digital goods via Micro-payment (becoming like
  SNS)




74
6-9 Mobile Game SNS

 Mobile Game SNS Platform Plus+ created by Ngmoco:), deverloper of We
  Rule
 Challenge friends/ Awards / Rank / Profile page ..etc Applied to 83 Games
                                                           (as of 2010/04/22)




75
6-10 Game Center

 Apple's new Mobile Game SNS operator available in iPhone OS 4
 Moreover, there exists a high possibility that it will develop into a form of
  SNS using the Social Graph based on its Contact Info.




76
6-11 Key = Social Graph + Anywhere




     Accessible anywhere and at the same time
      optimized to each specific environment
          thus enhancing the satisfaction




77
07
          IMPORTANCE OF SOCIAL GAMES AND VIRAL




78
7-1 Why is Viral important? – let's site back

 People tend to misinterpret 'Social' Game as Social 'Game'
 If social games were similar to single player games, SNS is no use.




79
7-2 Why is Viral important? –
                        Rescue our friends from Boredom!
 Anyone can connect to SNS but not everyone can provide Entertainment.
 Browsing friends list, decorating blogs, and future entertainments all
  depend on Social games




                                         “I'm sick and tired of
                                         managing my personal blog!”


80
7-3 Why is Viral important? - Premise

 Viral is what will bring brand new entertainment that will bond friends
  together
 Without a good Viral, there could NEVER be a good social game




81
7-4 The Goal of Viral - Increase number of users!

 The primary goal is to increase number of users
 In social games, DAU and MAU are more important standard of
  judgement than UV, PV




82
7-5 The Goal of Viral –
        Increase number of invitations and rate of acceptance
 If x * y > 1, Viral! (x=number of invited friends, y=acceptance rate)




                     『Viral Marketing & Advertising Strategies for Social Networks』
                       Kevin Barenblat, co-founder of www.contextoptional.com


83
7-6 The Goal of Viral – Increase Loyalty

 If number of users were most important in the past, rate of revisits and
  increase of playtime is the primary concern
 Farming / Simulation games are top rated Social games these days




84
7-7 Types of Viral - Positive Reinforcement

 More fun when you play together-> enjoyment ↑
 Inviting friends gives users extra items/ points/ cash -> compensation ↑




85
7-8 Types of Viral - Negative Reinforcement

 If you don't invite, you are placed in an adverse situation (ex. Mafia Wars)
 You can play as long as you invite others (ex. Hor or Not)




86
7-9 Viral placement- Feeds notifying installation

 Place feeds that ask “Would you like to tell your friends?” right after
  installation
 Most users would naturally answer “Okay”




87
7-10Viral Placement – Feeds that boast about your
    accomplishments
 Level up / victories / gain rare items/ win lottery...etc Boast about them to
  your friends!
 If friends compete -> Eventually friends will install the games too




88
7-11 Viral placement – Screen shots

 Viral factor: a record of myself in the game -> Realizing the narcissism of
  a virtual persona
 If installation feeds have a spam-like character, screen shots induce
  voluntary participation




89
7-12 Viral placement – Direct invitation

 Act of inviting a friend using default invitation function in the game
 Any form of compensation is necessary - Points / Items / Cash /
  Symbols ...




90
08
     CONCLUSION
8-1 Common factors of Successful Games

 Initially, provides a sense of attachment to the Avatar.
 NPC explains the rule of the game in great detail. (ex. Restaurant
     City)

 Provides just enough seed cash to play the game.
 Initially provides attractive items.
 There are rare items or stage accessible only to high level
  users.
 Allow users to win in the beginning. (ex. Mafia Wars)
 Emphasize what ever they give! (Free Gifts, Zynga Poker)
 Expose top rankers at front page, and provoke competition
 Give gifts from time to time and provide opportunities for
  feeding such as lottery.

92
8-1 Common factors of Successful Games

 Insert actions that could frequently send feeds to friends
  such as gifts, hugs ...etc
 Induce users to hire or invite friends to move on to the next
  level
 Text index such as points, levels, symbols can make up for
  visual shortcomings.
 Social game's advantage is asynchronosity; single play but
  feel as if you are playing with others.
 Texting / simulation / communication are the 3 centralized
  categories.
 Ads are eye catchy / Pay Pals are easily accessible.
 Title / Introduction is just sufficient to understand the
  content.
93
8-2 Rubicon Games

 Originally founded as a Dept. of Wizard Works Inc. and first launched its
  App “Fun Paper” but was very unsuccessful (last place in Nate AppStore)
 From the lesson learnt from “Fun Paper”, Rubicon Games Inc. makes a
  brand new start!
 Released Boing Boing (Apr. 2010)
 Expect to release Shooting Star (Jun. 2010) / Star City (Sep. 2010)




94
9-2 Rubicon Games

 As a fresh startup, we are absolutely opened to all kinds of partnerships
  and investment offers
 With our partners, we will strive to develop social games beloved
  worldwide!




95
Thank you!
Rubicon Games, Asia’s Social Gaming Gem

           www.PlayRubi.com

             pyo@playrubi.com
            Twitter:@PlayRubi

Everything about Social Games

  • 1.
    Everything about SocialGames By Social Game Developer, Rubicon Games 2010 / 06 / 03 Social Business Insight 2010 Charles Pyo, CEO, Rubicon Games Inc. (pyo@playrubi.com) 1
  • 2.
    INDEX 01 What are social games? 02 Why social games? 03 Present state of social games 04 Various global SNS and social games 05 Social games business model 06 Potential of mobile social games 07 Importance of social games and viral 08 Conclusion 2
  • 3.
    01 WHAT ARE SOCIAL GAMES? 3
  • 4.
    1-1 What areSocial Games?  It is an interactive online game based on social network provided by platforms.  Initially started as a social application, and later developed to a text game, then to flash games. 4
  • 5.
    1-1 What areSocial Games?  Current mainstreams are simulation games such as farming/ running restaurants/ building cities/ managing aquariums/ raising pets ...etc  Reasons behind the success of simulation games: Never ending/ asynchronous play time/ comparable with friends 5
  • 6.
    1-1 What areSocial Games?  Platforms are currently restricted to SNS but will later on expand to different social platforms such as portals, mobiles ... etc  Distinctive features such as web-based/ asynchronous play time/ doesn't require installation/ small size... will eventually expand the other way 6
  • 7.
    1-1 What areSocial Games?  Platforms are currently restricted to SNS but will later on expand to different social platforms such as portals, mobiles ... etc  Distinctive features such as web-based/ asynchronous play time/ doesn't require installation/ small size... will eventually expand the other way 7
  • 8.
    02 WHY SOCIAL GAMES? 8
  • 9.
    2-1 In thebeginning, we all loved games!  From game arcades and 286 to 386 and 486 PCs, many people enjoyed playing games.  During the period when development speed of games and PCs were far below than the expectations of users, Supply < Demand 9
  • 10.
    2-2 RPG Conquersthe Game Market!  All those puzzle, adventure, arcade, sports, simulation games fall on the knees of RPG.  Why? Strong addiction / solid storylines/ sustainable profits/ onlinization 10
  • 11.
    2-3 Light gamershave no games to play...  Many different characters, items, and difficult outlooks, have isolated RPGs from rest of the games  Many light gamers leave the game market and only those young gamers are left. Now Demand < Supply 11
  • 12.
    2-4 People cameto believe that “they've never liked games from the beginning”  Then one day in 2009, people encounter a big change in their life... 12
  • 13.
    2-5 Easy gamesfor light gamers return!  Easy games that people once used to play start coming back to SNS  Furthermore, these games provide “things to do” as well as entertainments between neighbors and friends within the SNS. 13
  • 14.
  • 15.
    2-6 Realization (Enlightenment) 'People were actually missing the games. At least it was a misunderstanding that they didn’t like games from the beginning'  'They were simply maladjusted, and were not active enough to search for new games' 15
  • 16.
    03 PRESENT STATE OF SOCIAL GAMES 16
  • 17.
    3-1 Facebook  Facebook,the No. 1 global SNS has recently exceeded 450M users / Annual revenue of $1 billion  Zynga became 2nd largest merchant of Paypal in 2009, with daily revenue of $1M / MAU above 1M users / 185 Apps. 17
  • 18.
    3-2 OpenSocial  50platforms of OpenSocial Containers / In sum, about 500M  Introduced in Korea by Cyworld (Sept. 2009) / Naver (May, 2010) /  Daum (1st half, 2010) Reference: http://wiki.opensocial.org/index.php?title=Main_Page 18
  • 19.
    3-3 Nate Appstore Opened in 30 Sept. 2009 / Steady growth / Top developers' daily revenue marks 2M KRW  Currently (2 June 2010) 42 developers have release 89 Apps / 13 Apps have been installed by more than 200,000 users. 19
  • 20.
    3-3 Nate Appstore Opened in 30 Sept. 2009 / Steady growth / Top developers' daily revenue marks 2M KRW  Currently (2 June 2010) 42 developers have release 89 Apps / 13 Apps have been installed by more than 200,000 users. 20
  • 21.
    04 VARIOUS GLOBAL SNS AND SOCIAL GAMES 21
  • 22.
    Let's talk aboutthe others… <Top 20 SNS in US Market> 22 http://www.ebizmba.com/articles/social-networking-websites
  • 23.
  • 24.
  • 25.
  • 26.
  • 27.
  • 28.
  • 29.
  • 30.
  • 31.
  • 32.
  • 33.
  • 34.
  • 35.
  • 36.
  • 37.
    <David Collier, SocialGames in Japan, GDC 2010> 37
  • 38.
    Japan <David Collier, Social Games in Japan, GDC 2010> <Japan Mobile SNS Study 2010 by Alexei Poliakov> 38
  • 39.
    Japan <David Collier, Social Games in Japan, GDC 2010> 39
  • 40.
    Japan <David Collier, SocialGames in Japan, GDC 2010> 40
  • 41.
    Japan <Lessons from Asian Social Networks by Benjamin Joffe. 2010.02> 41
  • 42.
    Japan <Lessons from Asian Social Networks by Benjamin Joffe. 2010.02> 42
  • 43.
    <FY2009 Third-Quarter EarningResults Briefing by Mixi. 2010.02> Mixi 43
  • 44.
    China <Lessons from Asian Social Networks by Benjamin Joffe. 2010.02> 44
  • 45.
  • 46.
  • 47.
  • 48.
  • 49.
  • 50.
  • 51.
  • 52.
  • 53.
  • 54.
  • 55.
  • 56.
  • 57.
    05 SOCIAL GAMES BUSINESS MODEL 57
  • 58.
    5-1 Item Sales–Function Items  Function Items help gamers win or grow faster and easier  Items purchasable by game credits VS Items purchasable by cash 58
  • 59.
    5-2 Item Sales–Decoration Items  Although it has no technical usage, decoration items assists users to show off themselves  Nowadays, Coin items (game credits) and Cash items (real cash) are placed together side by side -> thus sense of rejection decreases 59
  • 60.
    5-3 Inserting Ads– In-game AD  By recommending “real goods” that are closely related to the game, users can have an indirect experience of the product or can even find more about it through links provided within the game  Recently, advertisement boundaries exceeds beyond the game itself: Brands sometimes launch their product with game labels on 60
  • 61.
    5-3 Inserting Ads– In-game AD  By recommending “real goods” that are closely related to the game, users can have an indirect experience of the product or can even find more about it through links provided within the game  Recently, advertisement boundaries exceeds beyond the game itself: Brands sometimes launch their product with game labels on 61
  • 62.
    5-4 Inserting Ads– Container Banner  Usually banners placed at editable areas around the game canvas  Usable as a Cross-promotion area within or between developers. CTR ↑ 62
  • 63.
    06 POTENTIAL OF MOBILE SOCIAL GAMES 63
  • 64.
  • 65.
    6-1 Perfect Competitionamong Mobile Games - Attention Economy  To succeed among the many similar games, connection with outside(web) became necessary  To provide motivation of playing with friends, connection to SNS used among friends is prerequisite 65
  • 66.
    6-2 Game andSocial Graph Intersects - XBOX Live  Can request to play with Facebook friends or XBOX Live members  Can search game manuals and check comments on Twitter 66
  • 67.
    6-3 Facebook ConnectAPI for Mobile  Facebook introduced Connect API, which makes it possible to retrieve friends list and update status.  For wide range of iPhone Apps, friends list and info updates are provided in iPhone 67
  • 68.
    6-4 OpenFeint  Commonessentials (Ranking/ Friends list/ Chat/ Fan club...etc) required to develop Social Feature SDK(Software Developer's Kit)  Secure 16 Mil. potential users / powerful Cross Promotion / Interlocking SNS & Map / Free of charge 68
  • 69.
    What will happenin the Future! 69
  • 70.
    6-5 Mobile Integration Facebook's popular games now extend their play boundaries to iPhones/Androids.  Many games releasing their mobile ver. since Zynga's Live Poker in 2008. Future trend of games will contain mobile elements . 70
  • 71.
    6-6 Adobe FlashCS5  Released in May 2010 / publishable in “.ipa” format / operates well/ but Blocked out by Apple's policy  Nate's social game AniPang is currently available at Apple App Store (CS5 Based), 71
  • 72.
    6-7 Unity  Many3D iPhone Games are released due to low spec./high performance Free 3D Engine Unity  When games are developed based on Unity, it can easily be republished into iPhone plat form. E.g.) Nate social game “Run Away” 72
  • 73.
    6-8 New Comers Sometime during 2010, Unreal Engine 3 will be available for iPhone.  In the future, game engines supporting Web-Mobile Universal Runtime will continue to be developed 73
  • 74.
    6-8 Mobile GameSNS  OpenFeint expansion version is currently under CBT / Just like social games, inviting friends through Gifting  Editable profile page / sell digital goods via Micro-payment (becoming like SNS) 74
  • 75.
    6-9 Mobile GameSNS  Mobile Game SNS Platform Plus+ created by Ngmoco:), deverloper of We Rule  Challenge friends/ Awards / Rank / Profile page ..etc Applied to 83 Games (as of 2010/04/22) 75
  • 76.
    6-10 Game Center Apple's new Mobile Game SNS operator available in iPhone OS 4  Moreover, there exists a high possibility that it will develop into a form of SNS using the Social Graph based on its Contact Info. 76
  • 77.
    6-11 Key =Social Graph + Anywhere Accessible anywhere and at the same time optimized to each specific environment thus enhancing the satisfaction 77
  • 78.
    07 IMPORTANCE OF SOCIAL GAMES AND VIRAL 78
  • 79.
    7-1 Why isViral important? – let's site back  People tend to misinterpret 'Social' Game as Social 'Game'  If social games were similar to single player games, SNS is no use. 79
  • 80.
    7-2 Why isViral important? – Rescue our friends from Boredom!  Anyone can connect to SNS but not everyone can provide Entertainment.  Browsing friends list, decorating blogs, and future entertainments all depend on Social games “I'm sick and tired of managing my personal blog!” 80
  • 81.
    7-3 Why isViral important? - Premise  Viral is what will bring brand new entertainment that will bond friends together  Without a good Viral, there could NEVER be a good social game 81
  • 82.
    7-4 The Goalof Viral - Increase number of users!  The primary goal is to increase number of users  In social games, DAU and MAU are more important standard of judgement than UV, PV 82
  • 83.
    7-5 The Goalof Viral – Increase number of invitations and rate of acceptance  If x * y > 1, Viral! (x=number of invited friends, y=acceptance rate) 『Viral Marketing & Advertising Strategies for Social Networks』 Kevin Barenblat, co-founder of www.contextoptional.com 83
  • 84.
    7-6 The Goalof Viral – Increase Loyalty  If number of users were most important in the past, rate of revisits and increase of playtime is the primary concern  Farming / Simulation games are top rated Social games these days 84
  • 85.
    7-7 Types ofViral - Positive Reinforcement  More fun when you play together-> enjoyment ↑  Inviting friends gives users extra items/ points/ cash -> compensation ↑ 85
  • 86.
    7-8 Types ofViral - Negative Reinforcement  If you don't invite, you are placed in an adverse situation (ex. Mafia Wars)  You can play as long as you invite others (ex. Hor or Not) 86
  • 87.
    7-9 Viral placement-Feeds notifying installation  Place feeds that ask “Would you like to tell your friends?” right after installation  Most users would naturally answer “Okay” 87
  • 88.
    7-10Viral Placement –Feeds that boast about your accomplishments  Level up / victories / gain rare items/ win lottery...etc Boast about them to your friends!  If friends compete -> Eventually friends will install the games too 88
  • 89.
    7-11 Viral placement– Screen shots  Viral factor: a record of myself in the game -> Realizing the narcissism of a virtual persona  If installation feeds have a spam-like character, screen shots induce voluntary participation 89
  • 90.
    7-12 Viral placement– Direct invitation  Act of inviting a friend using default invitation function in the game  Any form of compensation is necessary - Points / Items / Cash / Symbols ... 90
  • 91.
    08 CONCLUSION
  • 92.
    8-1 Common factorsof Successful Games  Initially, provides a sense of attachment to the Avatar.  NPC explains the rule of the game in great detail. (ex. Restaurant City)  Provides just enough seed cash to play the game.  Initially provides attractive items.  There are rare items or stage accessible only to high level users.  Allow users to win in the beginning. (ex. Mafia Wars)  Emphasize what ever they give! (Free Gifts, Zynga Poker)  Expose top rankers at front page, and provoke competition  Give gifts from time to time and provide opportunities for feeding such as lottery. 92
  • 93.
    8-1 Common factorsof Successful Games  Insert actions that could frequently send feeds to friends such as gifts, hugs ...etc  Induce users to hire or invite friends to move on to the next level  Text index such as points, levels, symbols can make up for visual shortcomings.  Social game's advantage is asynchronosity; single play but feel as if you are playing with others.  Texting / simulation / communication are the 3 centralized categories.  Ads are eye catchy / Pay Pals are easily accessible.  Title / Introduction is just sufficient to understand the content. 93
  • 94.
    8-2 Rubicon Games Originally founded as a Dept. of Wizard Works Inc. and first launched its App “Fun Paper” but was very unsuccessful (last place in Nate AppStore)  From the lesson learnt from “Fun Paper”, Rubicon Games Inc. makes a brand new start!  Released Boing Boing (Apr. 2010)  Expect to release Shooting Star (Jun. 2010) / Star City (Sep. 2010) 94
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    9-2 Rubicon Games As a fresh startup, we are absolutely opened to all kinds of partnerships and investment offers  With our partners, we will strive to develop social games beloved worldwide! 95
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    Thank you! Rubicon Games,Asia’s Social Gaming Gem www.PlayRubi.com pyo@playrubi.com Twitter:@PlayRubi