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	<title>Comments on: Ngmoco CEO Neil Young on the iPad, Monetization, and Challenges for New Mobile Developers</title>
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	<link>http://www.insidesocialgames.com/2010/02/05/ngmoco-ceo-neil-young-on-the-ipad-monetization-and-challenges-for-new-mobile-developers/</link>
	<description>Tracking Innovation at the Convergence of Games and Social Platforms</description>
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		<title>By: DreamSky Technology Ltd. &#187; Blog Archive &#187; Achievements, Social Games and Virtual Goods</title>
		<link>http://www.insidesocialgames.com/2010/02/05/ngmoco-ceo-neil-young-on-the-ipad-monetization-and-challenges-for-new-mobile-developers/comment-page-1/#comment-14159</link>
		<dc:creator>DreamSky Technology Ltd. &#187; Blog Archive &#187; Achievements, Social Games and Virtual Goods</dc:creator>
		<pubDate>Fri, 02 Apr 2010 09:01:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.insidesocialgames.com/?p=10814#comment-14159</guid>
		<description>[...] For businesses and game designers, understanding this game mechanic is beneficial to understand micro-transactions: award the player with granular achievements when they do something fairly low-risk or for small amounts of investment (time or money) and get them hooked into the loop, so they can do it repeatedly. Also, since it is difficult for game designers to determine accurately “what will sell” in a game, a compulsion loop is a much better way to approach understanding purchase motivation. (It’s easier for game designers and businesses to try to determine “what people love to do”.) For example, it could be filling out a survey, downloading an application or buying more in-game currency to save time and level up faster. This game mechanic works, because ultimately, all games resolve themselves down to the compulsion loop. [...]</description>
		<content:encoded><![CDATA[<p>[...] For businesses and game designers, understanding this game mechanic is beneficial to understand micro-transactions: award the player with granular achievements when they do something fairly low-risk or for small amounts of investment (time or money) and get them hooked into the loop, so they can do it repeatedly. Also, since it is difficult for game designers to determine accurately “what will sell” in a game, a compulsion loop is a much better way to approach understanding purchase motivation. (It’s easier for game designers and businesses to try to determine “what people love to do”.) For example, it could be filling out a survey, downloading an application or buying more in-game currency to save time and level up faster. This game mechanic works, because ultimately, all games resolve themselves down to the compulsion loop. [...]</p>
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		<title>By: Offerpal Moves Further Into Mobile Social Monetization with Tapjoy Purchase, Publishes Mobile Ad Policy</title>
		<link>http://www.insidesocialgames.com/2010/02/05/ngmoco-ceo-neil-young-on-the-ipad-monetization-and-challenges-for-new-mobile-developers/comment-page-1/#comment-13821</link>
		<dc:creator>Offerpal Moves Further Into Mobile Social Monetization with Tapjoy Purchase, Publishes Mobile Ad Policy</dc:creator>
		<pubDate>Tue, 23 Mar 2010 19:40:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.insidesocialgames.com/?p=10814#comment-13821</guid>
		<description>[...] the possibility of free-to-play games with virtual goods sales, last fall. Big developers, like Ngmoco, are already seeing success here, as we&#8217;ve been covering. An equivalent platform [...]</description>
		<content:encoded><![CDATA[<p>[...] the possibility of free-to-play games with virtual goods sales, last fall. Big developers, like Ngmoco, are already seeing success here, as we&#8217;ve been covering. An equivalent platform [...]</p>
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		<title>By: Ayogo &#187; Blog Archive &#187; Achievements, Social Games and Virtual Goods</title>
		<link>http://www.insidesocialgames.com/2010/02/05/ngmoco-ceo-neil-young-on-the-ipad-monetization-and-challenges-for-new-mobile-developers/comment-page-1/#comment-13785</link>
		<dc:creator>Ayogo &#187; Blog Archive &#187; Achievements, Social Games and Virtual Goods</dc:creator>
		<pubDate>Mon, 22 Mar 2010 14:34:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.insidesocialgames.com/?p=10814#comment-13785</guid>
		<description>[...] For businesses and game designers, understanding this game mechanic is beneficial to understand micro-transactions: award the player with granular achievements when they do something fairly low-risk or for small amounts of investment (time or money) and get them hooked into the loop, so they can do it repeatedly. Also, since it is difficult for game designers to determine accurately “what will sell&#8221; in a game, a compulsion loop is a much better way to approach understanding purchase motivation. (It&#8217;s easier for game designers and businesses to try to determine &#8220;what people love to do&#8221;.) For example, it could be filling out a survey, downloading an application or buying more in-game currency to save time and level up faster. This game mechanic works, because ultimately, all games resolve themselves down to the compulsion loop. [...]</description>
		<content:encoded><![CDATA[<p>[...] For businesses and game designers, understanding this game mechanic is beneficial to understand micro-transactions: award the player with granular achievements when they do something fairly low-risk or for small amounts of investment (time or money) and get them hooked into the loop, so they can do it repeatedly. Also, since it is difficult for game designers to determine accurately “what will sell&#8221; in a game, a compulsion loop is a much better way to approach understanding purchase motivation. (It&#8217;s easier for game designers and businesses to try to determine &#8220;what people love to do&#8221;.) For example, it could be filling out a survey, downloading an application or buying more in-game currency to save time and level up faster. This game mechanic works, because ultimately, all games resolve themselves down to the compulsion loop. [...]</p>
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		<title>By: Ngmoco Shares How It Is Making Successful Mobile Social Games</title>
		<link>http://www.insidesocialgames.com/2010/02/05/ngmoco-ceo-neil-young-on-the-ipad-monetization-and-challenges-for-new-mobile-developers/comment-page-1/#comment-13694</link>
		<dc:creator>Ngmoco Shares How It Is Making Successful Mobile Social Games</dc:creator>
		<pubDate>Fri, 19 Mar 2010 16:46:44 +0000</pubDate>
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		<description>[...] more background on Ngmoco&#8217;s experiences going social, read our February interview with chief executive Neil Young.   To dig deeper into the social gaming market, check out our new report: Inside Virtual Goods: The [...]</description>
		<content:encoded><![CDATA[<p>[...] more background on Ngmoco&#8217;s experiences going social, read our February interview with chief executive Neil Young.   To dig deeper into the social gaming market, check out our new report: Inside Virtual Goods: The [...]</p>
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		<title>By: Ngmoco: &#8220;If we can&#8217;t make a game free to play, we&#8217;re going to kill it&#8221; &#124; Games Brief</title>
		<link>http://www.insidesocialgames.com/2010/02/05/ngmoco-ceo-neil-young-on-the-ipad-monetization-and-challenges-for-new-mobile-developers/comment-page-1/#comment-12417</link>
		<dc:creator>Ngmoco: &#8220;If we can&#8217;t make a game free to play, we&#8217;re going to kill it&#8221; &#124; Games Brief</dc:creator>
		<pubDate>Mon, 08 Feb 2010 17:04:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.insidesocialgames.com/?p=10814#comment-12417</guid>
		<description>[...] &#8220;If we can&#8217;t make a game free to play, we&#8217;re going to kill it&#8221;  Inside Social Games ran a big interview with Neil Young, CEO of ngMoco, last week. Two things leaped out at [...]</description>
		<content:encoded><![CDATA[<p>[...] &ldquo;If we can&rsquo;t make a game free to play, we&rsquo;re going to kill it&rdquo;  Inside Social Games ran a big interview with Neil Young, CEO of ngMoco, last week. Two things leaped out at [...]</p>
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		<title>By: Benjamin</title>
		<link>http://www.insidesocialgames.com/2010/02/05/ngmoco-ceo-neil-young-on-the-ipad-monetization-and-challenges-for-new-mobile-developers/comment-page-1/#comment-12409</link>
		<dc:creator>Benjamin</dc:creator>
		<pubDate>Mon, 08 Feb 2010 03:32:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.insidesocialgames.com/?p=10814#comment-12409</guid>
		<description>Great interview - the very pragmatic and humble approach of a game veteran with new platforms and models is refreshing. Being in Asia, the reference to South Korea as a pioneer of virtual goods model is also appreciated :-)</description>
		<content:encoded><![CDATA[<p>Great interview &#8211; the very pragmatic and humble approach of a game veteran with new platforms and models is refreshing. Being in Asia, the reference to South Korea as a pioneer of virtual goods model is also appreciated :-)</p>
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