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	<title>Comments on: The Sticky Factor: Creating a Benchmark for Social Gaming Success</title>
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	<link>http://www.insidesocialgames.com/2009/10/27/the-sticky-factor-creating-a-benchmark-for-social-gaming-success/</link>
	<description>Tracking Innovation at the Convergence of Games and Social Platforms</description>
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		<title>By: The Early Social Game Winners and Losers After Facebook&#8217;s Platform Changes</title>
		<link>http://www.insidesocialgames.com/2009/10/27/the-sticky-factor-creating-a-benchmark-for-social-gaming-success/comment-page-1/#comment-11567</link>
		<dc:creator>The Early Social Game Winners and Losers After Facebook&#8217;s Platform Changes</dc:creator>
		<pubDate>Wed, 06 Jan 2010 23:08:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.insidesocialgames.com/?p=7624#comment-11567</guid>
		<description>[...] &#8212; we looked at Daily Active Users (DAU), Monthly Active Users (MAU) and the resulting Sticky Factors (DAU/MAU) for top developers on December 7, 2009 (this was around the time the platform changes [...]</description>
		<content:encoded><![CDATA[<p>[...] &#8212; we looked at Daily Active Users (DAU), Monthly Active Users (MAU) and the resulting Sticky Factors (DAU/MAU) for top developers on December 7, 2009 (this was around the time the platform changes [...]</p>
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		<title>By: Slower Growth For This Week&#8217;s Facebook Apps With the Most New Daily Active Users</title>
		<link>http://www.insidesocialgames.com/2009/10/27/the-sticky-factor-creating-a-benchmark-for-social-gaming-success/comment-page-1/#comment-10088</link>
		<dc:creator>Slower Growth For This Week&#8217;s Facebook Apps With the Most New Daily Active Users</dc:creator>
		<pubDate>Thu, 26 Nov 2009 03:11:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.insidesocialgames.com/?p=7624#comment-10088</guid>
		<description>[...] over time. This retention factor figures heavily in the growth and success of apps. We&#8217;ve explained in depth why a stickiness of over 15% is important at our sister site, Inside Social [...]</description>
		<content:encoded><![CDATA[<p>[...] over time. This retention factor figures heavily in the growth and success of apps. We&#8217;ve explained in depth why a stickiness of over 15% is important at our sister site, Inside Social [...]</p>
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		<title>By: How Big Social Games Maintain Their Sticky Factors</title>
		<link>http://www.insidesocialgames.com/2009/10/27/the-sticky-factor-creating-a-benchmark-for-social-gaming-success/comment-page-1/#comment-8982</link>
		<dc:creator>How Big Social Games Maintain Their Sticky Factors</dc:creator>
		<pubDate>Wed, 04 Nov 2009 16:01:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.insidesocialgames.com/?p=7624#comment-8982</guid>
		<description>[...] of the more interesting applications of the social game &#8220;sticky factor&#8221; that I introduced last week is the ability to look at the life cycle of some of the most popular games and identify some of the [...]</description>
		<content:encoded><![CDATA[<p>[...] of the more interesting applications of the social game &#8220;sticky factor&#8221; that I introduced last week is the ability to look at the life cycle of some of the most popular games and identify some of the [...]</p>
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		<title>By: jardenberg kommenterar &#8211; 2009-11-02 — jardenberg unedited</title>
		<link>http://www.insidesocialgames.com/2009/10/27/the-sticky-factor-creating-a-benchmark-for-social-gaming-success/comment-page-1/#comment-8870</link>
		<dc:creator>jardenberg kommenterar &#8211; 2009-11-02 — jardenberg unedited</dc:creator>
		<pubDate>Mon, 02 Nov 2009 04:31:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.insidesocialgames.com/?p=7624#comment-8870</guid>
		<description>[...] The Sticky Factor: Creating a Benchmark for Social Gaming Success [...]</description>
		<content:encoded><![CDATA[<p>[...] The Sticky Factor: Creating a Benchmark for Social Gaming Success [...]</p>
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		<title>By: Eric von Coelln</title>
		<link>http://www.insidesocialgames.com/2009/10/27/the-sticky-factor-creating-a-benchmark-for-social-gaming-success/comment-page-1/#comment-8820</link>
		<dc:creator>Eric von Coelln</dc:creator>
		<pubDate>Sat, 31 Oct 2009 07:03:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.insidesocialgames.com/?p=7624#comment-8820</guid>
		<description>Mike --

I definitely like your thought on a second tipping point and will try to look at that some more; been putting something together for next week to look at how to measure the impact of feature releases in terms of the Sticky Factor.

I don&#039;t know that you can really tie DAU or MAU to monetization - that&#039;s a huge leap as there are a lot of variables.  For example, I have heard that Game A may be more engaging than Game B, but Game B is where more of the money is being made.  A lot of that ties to the way the game was designed to monetize the value points for the player.  Hence I think you may find that game genres (like Mafia War-type games) have similar triggers and thus could have comparable revenue rates.

Regarding the $25K per day per 1 million active users per day, that was suggested by Sean Ryan of Loki Partners (see http://www.insidesocialgames.com/2009/10/01/calcuating-how-playdom-is-making-50m-from-28m-users/#comments) and I don&#039;t have further details; I did have someone who knows the revenues around one of the top 20 games on Facebook use that metric and noted that it was close to what they saw, so it may have validity.  But as noted before, I think this varies among games and across platforms (Zynga and Playfish have revenue and users on MySpace and Hi5 as well).

Eric</description>
		<content:encoded><![CDATA[<p>Mike &#8211;</p>
<p>I definitely like your thought on a second tipping point and will try to look at that some more; been putting something together for next week to look at how to measure the impact of feature releases in terms of the Sticky Factor.</p>
<p>I don&#8217;t know that you can really tie DAU or MAU to monetization &#8211; that&#8217;s a huge leap as there are a lot of variables.  For example, I have heard that Game A may be more engaging than Game B, but Game B is where more of the money is being made.  A lot of that ties to the way the game was designed to monetize the value points for the player.  Hence I think you may find that game genres (like Mafia War-type games) have similar triggers and thus could have comparable revenue rates.</p>
<p>Regarding the $25K per day per 1 million active users per day, that was suggested by Sean Ryan of Loki Partners (see <a href="http://www.insidesocialgames.com/2009/10/01/calcuating-how-playdom-is-making-50m-from-28m-users/#comments)" rel="nofollow">http://www.insidesocialgames.com/2009/10/01/calcuating-how-playdom-is-making-50m-from-28m-users/#comments)</a> and I don&#8217;t have further details; I did have someone who knows the revenues around one of the top 20 games on Facebook use that metric and noted that it was close to what they saw, so it may have validity.  But as noted before, I think this varies among games and across platforms (Zynga and Playfish have revenue and users on MySpace and Hi5 as well).</p>
<p>Eric</p>
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		<title>By: Mike Sellers</title>
		<link>http://www.insidesocialgames.com/2009/10/27/the-sticky-factor-creating-a-benchmark-for-social-gaming-success/comment-page-1/#comment-8765</link>
		<dc:creator>Mike Sellers</dc:creator>
		<pubDate>Thu, 29 Oct 2009 02:16:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.insidesocialgames.com/?p=7624#comment-8765</guid>
		<description>Extremely interesting metrics, Eric.  I&#039;ve been digging into this a bit too with the wealth of data we have for FB games.  For example, looking at the top 25 FB game providers (as of 10/22), there&#039;s an average 25% DAU/MAU ratio -- and eyeballing the histogram, there appear to be two tipping points or discontinuities, one around 15% as you note, and another around 30%.  I suspect but don&#039;t have hard data to show that monetization may accelerate above 30% as well due to increased network effects.

The real question in all this of course is how to relate DAU (or MAU) to monetization.  In the F2P MMOG space, several providers have offered data showing that they have an ARPU (not ARPPU) of about $1.20-$1.40 per MAU per month -- which is *far* higher than the vague figures I&#039;ve seen for FB, which seems to be at around 25c-50c per MAU.  But it&#039;s hard to say.

Eric, in an earlier post you said that most games appeared to be trying to get to $25K per 1M DAU per day (which, at a 25% Stickiness ratio, works out to a MAU ARPU of $0.19 - seemingly very low).  

Can you say more about where the $25K/1M DAU comes from?  It would seem to be low given rumored-but-believable revenue figures for Zynga and Playfish -- and as I said, very low compared to the web-based MMOGs (which if nothing else may mean we have better numbers to look forward to as designs mature).</description>
		<content:encoded><![CDATA[<p>Extremely interesting metrics, Eric.  I&#8217;ve been digging into this a bit too with the wealth of data we have for FB games.  For example, looking at the top 25 FB game providers (as of 10/22), there&#8217;s an average 25% DAU/MAU ratio &#8212; and eyeballing the histogram, there appear to be two tipping points or discontinuities, one around 15% as you note, and another around 30%.  I suspect but don&#8217;t have hard data to show that monetization may accelerate above 30% as well due to increased network effects.</p>
<p>The real question in all this of course is how to relate DAU (or MAU) to monetization.  In the F2P MMOG space, several providers have offered data showing that they have an ARPU (not ARPPU) of about $1.20-$1.40 per MAU per month &#8212; which is *far* higher than the vague figures I&#8217;ve seen for FB, which seems to be at around 25c-50c per MAU.  But it&#8217;s hard to say.</p>
<p>Eric, in an earlier post you said that most games appeared to be trying to get to $25K per 1M DAU per day (which, at a 25% Stickiness ratio, works out to a MAU ARPU of $0.19 &#8211; seemingly very low).  </p>
<p>Can you say more about where the $25K/1M DAU comes from?  It would seem to be low given rumored-but-believable revenue figures for Zynga and Playfish &#8212; and as I said, very low compared to the web-based MMOGs (which if nothing else may mean we have better numbers to look forward to as designs mature).</p>
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		<title>By: EVCin &#187; The Sticky Factor: Creating a Benchmark for Social Gaming Success</title>
		<link>http://www.insidesocialgames.com/2009/10/27/the-sticky-factor-creating-a-benchmark-for-social-gaming-success/comment-page-1/#comment-8740</link>
		<dc:creator>EVCin &#187; The Sticky Factor: Creating a Benchmark for Social Gaming Success</dc:creator>
		<pubDate>Wed, 28 Oct 2009 14:12:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.insidesocialgames.com/?p=7624#comment-8740</guid>
		<description>[...] See the full article including comparative graphs at InsideSocialGames.com   //   October 28th, 2009 &#124; Tags: Fish Sim Games, Playfish, Social Games Sticky Factor, Zynga &#124; Category: Uncategorized &#124; Leave a comment [...]</description>
		<content:encoded><![CDATA[<p>[...] See the full article including comparative graphs at InsideSocialGames.com   //   October 28th, 2009 | Tags: Fish Sim Games, Playfish, Social Games Sticky Factor, Zynga | Category: Uncategorized | Leave a comment [...]</p>
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