Zabu and Reiner Knizia Bring Classic Card Game, Lost Cities, to Facebook

Lost Cities SoloBack in 1999, a two-player card game by the name of Lost Cities made its way into homes. Designed by Reiner Knizia, the game made for an astounding, yet simple, game of thought and strategy. Now, Zabu Studio has teamed up with Knizia to bring the title to Facebook, in the form of Lost Cities Solo.

Decidedly addictive, this digitized card game combines a fair amount of strategic design with just enough luck to not be terribly frustrating. It’s a game that, at first glance, seems a bit complex and overwhelming, but one that clears itself up quickly upon its first play through. While the basic social mechanics may be dated, Lost Cities’ depth should keep strategy fans happy for some time.

Though the game just uses simple numbered cards, the premise revolves around the exploration of five ancient cities, represented by five different colors. Each of these have a set of cards, of a corresponding color, to go with them, numbered from two to 10. Placing these cards begins what the game dubs, an “expedition,” which starts at a negative value. The idea is to place enough cards in each city to reach a required number of points.

This is where things, deceptively, look complex. Players are given a hand of eight cards with a draw pile of 28 more. As cards are played, their number value is added to the user’s score, with the objective being to reach a set number of points (e.g. level one requires the player to earn 20 points). When placed, the numbers on the cards are added together to create a total for that particular expedition. The catch, however, is that once a card is put down, players can only place new cards that are of a higher numeric value atop it.

NegativesThere are also cards dubbed “risk cards,” which are represented by an asterisk. Also with corresponding colors, these must be placed before any other card in that city. For each city, up to three risk cards may be available, but the initial placement will reduce the points of that expedition deeply into negative points. Any cards placed after one risk card will be doubled in value. A second risk card will triple subsequent cards, and a third will quadruple them. Since the cards can go up to 10, the risk can be very beneficial.

Of course, since only eight cards are in the player’s hand at any given time, they never know, for sure, if they will get enough cards for the “risk” city to make up their deficit. New cards are only drawn once one is played or discarded, making many choice a gamble and potentially sapping a maximum score. As an example, players could choose to discard a 10 card because it would block lower cards from being placed, but then that expedition may never get another of that color.

While this might sound frustrating or complex, it really isn’t. After a play through, Lost Cities is extremely easy to catch on to.

PowerupsThe game also gives users a means to compensate for luck, with power-ups that do everything from undoing a previous move to recycling discarded cards. In order to acquire these, players merely need to play, as each win will give them a chance to pick a treasure chest containing random gems. However, since each item costs a different amount of four different types of gems, players will need to play a lot in order to make significant purchases.

However, these gems will be usable across Zabu games, of which six are listed as “coming soon” on Lost Cities’ dashboard.

The one aspect lacking in Lost Cities is a good social mechanic. Since it’s “Solo,” there isn’t a whole lot in this department beyond various leaderboards (and achievements) that measure friends against one another in weekly, all time, and level categories. Nonetheless, the game itself is rather fun, and the limited social implementation works, so that’s not really a significant complaint.

With Lost Cities Solo being a brand new game, it’s hard to say how it will do in the long haul. Overall, most card-based games on Facebook tend to only do moderately well, despite quality design, with the only significant exception being Warstorm, which has reached 2.8 million MAU with the benefit of heavy promotion from Zynga.

Strong New Titles Continue Gaining on This Week’s List of Fastest-Growing Facebook Games by MAU

Most of the top games on this week’s AppData list of fastest-growing Facebook games by monthly active users are newer titles that we’ve nevertheless seen before. Digital Chocolate is once again the top developer to appear, with Hollywood City at number one, Vegas City at five and Island God at eight.

It’s no surprise to see Digital Chocolate topping the charts again; the company just crossed 20 million MAU, putting it within striking distance of the big four companies (Zynga, Electronic Arts, CrowdStar and Playdom) that are known for their cross-promotional and marketing power. Size offers significant advantages.

Here’s the full list:

Top Gainers This Week – Games
Name MAU Gain Gain,%
1. App_2_142727279103775_7311 Hollywood City 1,385,829 +1,115,666 +413%
2. App_2_129547877091100_7928 Crime City 5,022,481 +899,882 +22%
3. App_2_157531047591855_5508 Simply Hospital 2,125,612 +874,967 +70%
4. App_2_120563477996213_5785 Ravenwood Fair 3,078,325 +557,680 +22%
5. App_2_159048707462697_4831 Vegas City 589,649 +470,790 +396%
6. App_2_157785064239480_3718 恐龍王國 1,102,939 +428,357 +63%
7. App_2_114878038575040_8313 THE WTF GAME 597,719 +366,966 +159%
8. App_2_125318280856717_8426 Island God 429,620 +362,640 +541%
9. Original Birthday Cards 10,754,293 +359,953 +3%
10. Original Pogo Games 922,136 +275,137 +43%
11. Original Zoo World 8,605,072 +269,646 +3%
12. App_2_145576808817954_7968 dtac one D.I.Y. 2,000,616 +263,284 +15%
13. App_2_119866041395334_6883 It Girl 5,150,220 +260,019 +5%
14. Original Game of Truth 281,800 +256,801 +1,027%
15. App_2_152645868106521_5766 My Kingdom 2,218,555 +245,788 +12%
16. App_2_124337590941383_3261 Legacy of Rome 1,490,463 +237,519 +19%
17. Original Bubble Paradise 737,620 +205,496 +39%
18. App_2_146925398656308_3036 Vegas 711,213 +195,430 +38%
19. Original Millionaire City 12,427,163 +194,756 +2%
20. App_2_45706744835_5418 World War 2,210,968 +186,553 +9%

Crime City isn’t far behind Hollywood City in terms of growth, and has just edged over five million MAU. Besides advertising, developer Funzio is helping its game along by adding expansions and new content at a frantic pace.

At third and fourth, Simply Hospital is still doing quite well, helped along by publisher 6waves. And Ravenwood Fair is recovering nicely from a large loss of traffic during a recent week-long suspension by Facebook. Below is its daily active user chart:

The remaining apps worth noting are Pogo Games, a lesser-known but fast growing Electronic Arts app, and Vegas, a new game that looks and feels better than many other city builders we’ve seen.

Digital Chocolate’s Latest Facebook Game, Epic Fighters, is Another Text-Based RPG

Digital Chocolate has been on a roll lately, releasing five new games in a row for Facebook. The latest is Epic Fighters, a text-based RPG with a dark fantasy theme.

It’s not strictly correct to say that Digital Chocolate released five new games — two, Hollywood City and Vegas City, are straightforward reskins of Millionaire City. Likewise, Epic Fighters follows in the footsteps of MMA Pro Fighter, Digital Chocolate’s second most popular title.

Epic Fighters appears to be a more significant modification, though. One change that leaps out on first opening the game is the visual style. The game’s art is a step up from what MMA offered, with more interesting avatars and backgrounds, along with a few larger illustrations like those we saw last week in Legacy of a Thousand Suns (though the art takes an even stronger role in the latter game).

Another change is Epic Fighters’ step back from the more specialized text-RPG model that Digital Chocolate uses for MMA Pro Fighter. In Epic Fighters, there’s a storyline to follow, which is accomplished through Mafia Wars-style quests: just click the button repeatedly until the mission is done.

There’s one interesting addition to this button-clicking, though. As you go through missions, you’ll periodically enter random encounters that put you in animated, chance-based combat against an NPC. As in MMA Pro’s fights, you have no control over your avatar, but the encounters do add some flair to the quests.

The battle system used for these encounters is also used for player vs player fights. Where MMA shoved out lines of text recounting each move in the fight, a style that wasn’t particularly easy to follow, Epic Fighters has trainable “techniques” that visibly show up in combat through icons.

It’s also worth noting that while you can’t directly influence your fighter, you can have some strategic hand in the battle through the skills. Each technique comes with a counter-skill that can be trained up to reduce the damage if you’re attacked using that technique; for example, “quick slash” can be offset by “parry quick slash”.

Epic Fighters doesn’t bring much more that’s new to the table, but it’s fairly interesting as-is. Along with other games we’ve seen, this one offers evidence that the text-based RPG is still an evolving form on Facebook — these new titles are paying more attention to art, story and other atmospherics, and also working on making the basic mechanics more interesting.

CrowdStar Puts Its Social Games on Microsoft’s Bing

Microsoft has never been a force in social gaming, but like other big companies, it has ambitions of getting into the market. This morning, it’s announcing the addition of CrowdStar’s games to its lineup on Bing Games.

Bing is a fairly new arrival to Microsoft’s array of sites, especially the game portion. But Microsoft is updating across the board. In late October, for instance, it announced a revamped MSN Games channel, which will expand the focus beyond just casual games.

CrowdStar’s titles will be hitting Bing first, then moving onto other Microsoft properties with the help of Sibblingz, a sister company at incubator YouWeb. Some social features will remain more or less the same, with Facebook Connect providing the glue (though Windows Live will also be offered as a sign-in option).

The deal is more encompassing than the one that Microsoft previously had with Zynga, in which it only featured FarmVille on MSN Games. Zynga pulled FarmVille from MSN in August, just six months after it had first added it to the service.

But Microsoft will no doubt be persistent in its efforts to offer social games. It’s also releasing a redesign today, which emphasizes social features and competition, and even draws in Facebook’s news feed.

We’ll be discussing alternative platforms for social games in depth at our upcoming Inside Social Apps InFocus 2011 conference in San Francisco on January 25th.

This Week’s Headlines on Inside Facebook

IF LogoCheck out the top headlines and insights this week from Inside Facebook— tracking Facebook and the Facebook platform for developers and marketers.

Sunday, November 7th, 2010

Monday, November 8th, 2010

Tuesday, November 9th, 2010

Wednesday, November 10th, 2010

Thursday, November 11th, 2010

Friday, November 12th, 2010

Highlights This Week from the Inside Network Job Board: A Bit Lucky, Glu Mobile & More

Recently, we launched the Inside Network Job Board – dedicated to providing you with the best job opportunities in the Facebook Platform and social gaming ecosystem.

Here are this week’s highlights from the Inside Network Job Board, including positions at A Bit Lucky, Glu Mobile, Gameloft, and Perfect World Entertainment.

Listings on the Inside Network Job Board are distributed to readers of Inside Facebook and Inside Social Games through regular posts and widgets on the sites. That way, you can be sure that your open positions are being seen by the leading developers, product managers, marketers, designers, and executives in the Facebook Platform and social gaming industry today.

Social Gaming Roundup: Rixty, Gaming Platforms, Lawsuits, & More

IGAPI

Social Game Universe Creates Cross-Promotion Bar — Toronto-based developer Social Game Universe is announcing the launch of its Inter-Game API (IGAPI) this week with the idea of turning a cross-promotion bar into a sort of social game of its own. Using their own Hollywood Tycoon as an example, SGU lets players interact with friends in other games and applications without leaving the one they are currently playing. Using IGAPI “Action Cards,” users will be able perform social actions like gifting. The news is especially alongside this week’s acquisition of cross-promo bar AppStrip by TapJoy.

Zynga

Judge Declines Dismissal of Zynga Class Actions — Zynga continues to spend time in court over advertising scams in social games, as U.S. District Judge Sandra Armstrong has refused to dismiss a class action lawsuit against the company. The case involves the usage of offers and advertisements to earn virtual currency, leading to the plaintiffs being “duped” into giving out their phone and credit card numbers and, inevitably, unknown charges.

RixtyRixty Expands Retail Distribution — Alternative payment platform Rixty is expanding this week with the rollout of Rixty branded gift cards into the retailers of Kmart, JCPenney, Kroger and Kroger Co. across the U.S.

Game CenterGame Center on iPad — The iPad is getting a major software update with iOS 4.2, according to ReadWriteWeb. In the update, Apple’s social gaming hub, Game Center, adds a feature that surrounds player scoreboards with the top Game Center games.

The Sine Wave Company Creates New Online Games Platform — London and Shanghai-based developer The Sine Wave Company has developed a new 3D virtual world and MMOG platform by combining the Unity3D web player with OpenSim. Having already created three virtual worlds (one for art, one for music, and one for the Indian market), the platform is now available for new virtual worlds with Unity’s signature high quality visuals and the ability to support between 200 and 400 concurrent users per server.

Bon JoviBon Jovi Sells Digital Music in CrowdStar Games — Bon Jovi is getting into social games through a partnership with CrowdStar, according to TechCrunch. In Happy Aquarium, Happy Island, and It Girl, players can purchase The “Bon Jovi Greatest Hits Bundle” which includes a digital download of the music, Facebook Credits, branded virtual goods with in-game benefits, and a coupon code for the Bon Jovi online store.

More Social Games Come to Hi5 — Social entertainment site Hi5 has added four new social games for its network this week. The games include Club Galactik, Crazy Cars, Farm Frenzy Neighbors, and Caesary.

Hip ChicasHip Venture Shifts to Social Games — Virtual world developer Hip Venture has announced that it is shifting from making virtual worlds to developing social and mobile games, as noted by VentureBeat. The company plans to publish games on platforms including Facebook, Orkut, Hi5, iPhone, iPad, and Droid. Its first tile, HipChicas, is slated to be ready by quarter one of 2011.

Does Art Quality Matter in Social Games?

[Editor's note: James Zhang is CEO of Concept Art House, a high-end art service provider based in San Francisco and Shanghai, China. CAH has done visual development work for top social and mobile game companies including Zynga, Crowdstar, Rockyou, Kabam, LOLapps, Openfeint, and Ngmoco.]

When asked if high quality art matters in social games, developers’ responses vary widely. To some, art is absolutely critical, while others treat it as an after-thought of game design.  To quantitatively answer such a subjective question, let’s look at some ways that high quality visuals might directly affect the success of a game.

  • Increase retention on initial install: On average, over 50% of initial Facebook installs are lost after the first minute of gameplay, for one of three reasons:  the UI is too complicated, the game is not what the player expected, or the ‘intro’ experience wasn’t appealing enough. Art can drastically improve the last of these elements. Consider console games or movies, which often rely on a trailer or intro to bring the player into the story. A new book may need a great cover for an unfamiliar reader to pick it up. While art may not matter as much for players already engaged in a game, it is extremely important in converting new players.  As the saying in the comic book industry goes: The artwork sells the first book, the story sells the series.
  • Better monetization: Virtual goods are, by nature, digital art assets. Vanity purchases for premium items that simply make your virtual farm/city/ville/kingdom more beautiful are often based on the aesthetic or ‘cuteness’ of the art asset alone, and more appeal equals more buys at higher prices. Additionally, if friendly competition is a draw for aggressively building your space, then the trophy “check out what I got” assets should look like something worth grinding or paying for. Therefore, high quality art not only command higher prices and more buys, it can also prolong the duration of gameplay.
  • Competition is stiff: Social games are highly visual mediums. As competition increases in this industry, players have ever more options for where to spend their time and money. Having ‘better’ art than a competing game can mean the difference in winning a player over a competitor, especially when combined with the short attention spans of the casual gamer/web-surfer. On close examination, almost all top games on mobile and social platforms have cohesive, appealing art styles, even if graphics are not the primary reason for a product’s success in the market.

To examine further, we can look at what social games are heavily art dependent and which are not.

Puzzle Games

The value of art is not as high for a puzzle game, as it is for a resource management game (more on these below). For a Bejeweled-style game, the gameplay experience will be largely similar whether the moving assets are jewels, fruits, or beach balls. The experience is about the problem solving and accomplishment, not to dazzle neighbors or feed hungry customers.

The exception to this rule is a title like the Aurora Feint series, a puzzle game for which the developers took extra care to build up a background fantasy world with creatures and magic out of a dark fairy tale. The added screen size of the iPad also allows more creative graphic additions to the standard puzzle game.

Resource Management Games

Although a resource management game like Diner Dash is played by making good game decisions, the game is made compelling by Flo and her story. Here, the art quality needs to be good enough to engage the player in the game activity while still gently reminding him or her that Flo is a young woman trying to succeed as a young entrepreneur. While the developer may not need a full team of Disney animators to pull of these graphics, the visuals need to be strong, coherent, and reinforce a brand every time the game is fired up.

Text-Based RPGs

For text-based RPG titles such as Mafia Wars and Castle Age or illustration heavy games such as Kingdoms of Camelot, the art is extremely important.  Simply put, without the key illustrations to propel the experience forward, the player is left staring at a complex menu of text and numbers, with no game immersion or bad art as payoff.

Players look forward to being rewarded by banner art saying “here’s your new sports car,” after succeeding in a series of hard-fought battles. As with the resource management style of gaming, even if the player rarely looks at their avatar, the gritty style of the Mafia Wars title becomes the brand that gets reinforced through visual elements from the dark colors to the story panels of fast cars, tough mobsters, and seedy alleys.

In collaboration with 5th Planet Games, we released a text-based RPG game called Legacy of a Thousand Suns earlier this week. Our focus was to bring a cinematic, console quality experience into a Facebook game. In a sub-genre of Facebook games that’s focused on ‘do quest’ button clicking, we knew that artwork, storytelling, music, can make or break an otherwise monotonous experience.

Our process included multiple rounds of concept art, an opening cinematic, and an advanced UI system that was still simple to use. While it’s still early to say whether the high production value translates into MAUs and DAUs, the early fan and consumer reviews have been very vocal about how much they love the art.

Decoration Management Games

Despite fewer new releases in 2010, the largest market share of on Facebook still goes to decoration management games like FarmVille and Happy Aquarium. The monetization of virtual goods in these games can be dependent on how visually desirable an asset is. While some players only look at statistical benefits (earn more money, faster cool-downs), other players (such as my girlfriend) will buy anything cute or anything Unicorn. In the latter case, art drives monetization, whether through the number of items sold or the amount they’re sold for.

The successful games in this genre have done so with either stand-out visuals or by expanding to a variety of gameplay. Happy Element’s My Kingdom (above) adopted a bright and colorful 3D look which makes each building asset look like a collectable miniature toy.  LOLapps’ Ravenwood Fair (below) has received considerable praise for their look which is reminiscent of Arthur Rackham or Brian Froud’s fantasy illustrations.

These 2 games used quality artwork to distinguish their game from Zynga’s ‘ville’ series or Playdom’s pastel colored social city game titles. For games such as Crime City and Mall World, decoration is still a core motivator to raise levels in order to improve your ‘hoods’ or store. However, there are plenty of other things to do to keep you busy such as robbing record stores or buying a puppy.

Games that rely heavily on decorations as the key drivers in the game (such as Ravenwood Fair and My Kingdom), graphics become extremely important.  Where decorations are a supporting feature, the emphasis on premium visuals is less so.

Summary

Despite the above examples, great graphics remain a subjective factor for social game developers. To help further refine the argument that it is valuable, I consider three areas related to those discussed above: retaining initial installs of new players, better monetization of virtual goods, and extending game-play durations. These areas all play a large part in a games’ success or failure in an increasingly competitive market.  The question then becomes not whether high quality is important, but the level or value of that importance.

Average Facebook game development costs (excluding marketing) range from $200,000 to $400,000, with 20 to 35 percent dedicated to art and graphics. My own company has seen significant increases in overall art budgets as more companies seek production values on the level of console games. Comparing 2009 to 2010, this year we’re seeing more requests for game intros, fully painted ‘matte painting’ quality backgrounds, and long preproduction cycles for R&D, game style development, and character explorations. For 2011, I fully expect the trend to continue to ever-higher budgets and higher caliber art direction.

Digital Chocolate Puts Three on Top of This Week’s List of Emerging Facebook Games

Starting about a week ago, Digital Chocolate began blitzing Facebook with new titles. Three of them have appeared on top of this week’s AppData list of emerging Facebook games still under a million monthly active users: Hollywood City, Vegas City and Island God.

Here’s the full list:

Top Gainers This Week – Games
Name MAU Gain Gain,%
1. App_2_142727279103775_7311 Hollywood City 651,876 +574,247 +740%
2. Original Pogo Games 845,948 +311,542 +58%
3. App_2_157785064239480_3718 恐龍王國 916,042 +297,423 +48%
4. App_2_159048707462697_4831 Vegas City 364,988 +288,420 +377%
5. App_2_125318280856717_8426 Island God 237,104 +234,702 +9,771%
6. App_2_146925398656308_3036 Vegas 657,593 +224,788 +52%
7. Original Bubble Paradise 673,284 +193,882 +40%
8. App_2_141437422542260_5503 CSI: Crime City 751,403 +186,258 +33%
9. App_2_110729378974867_2392 Shoot-It! 217,117 +161,876 +293%
10. App_2_149765091710484_918 FameTown 265,481 +161,021 +154%
11. App_2_101223646614605_4198 באבלס 161,142 +145,061 +902%
12. Original Game of Truth 148,938 +138,042 +1,267%
13. App_2_112227688836781_7288 Prizee Jackpot 546,657 +137,932 +34%
14. App_2_127882450578685_5861 Sunny Beach 562,226 +127,699 +29%
15. App_2_162930363735907_2713 แฮปปี้เกาะ 240,746 +124,061 +106%
16. App_2_166960806653757_9946 Clash of Kingdoms 209,487 +121,541 +138%
17. App_2_138853389484795_1482 龍之刃 299,583 +107,161 +56%
18. Original 機器人大戰 128,244 +97,702 +320%
19. App_2_121972834508790_5094 Fashion Addict 542,884 +89,431 +20%
20. Original Super Crayon 513,712 +89,311 +21%

Hollywood City and Vegas City are, of course, retreads of Millionaire City, which has been Facebook’s top city-building game for a couple months now. But Island God, which we reviewed near the end of last week, is an original island-building game.

Pogo Games is continuing up the charts as well. This Electronic Arts app, named after one of the company’s older digital groups, is a portal, which isn’t exactly unique on Facebook. However, Pogo does have some exclusive IP like Scrabble to help it gain traction.

Moving down a bit, Vegas appears not so far under Vegas City, and is actually a city-building title as well. It’s easy to see what’s driving Vegas: the game looks great, favorably recalling the best art in Sim City. It’s the first title listed for developer Vitamin Games.

The other brand-new title to catch our eye this week also brings Digital Chocolate’s latest efforts to mind: FameTown, which sets players in a Hollywood game with its roots in text-based RPGs. However, the Diversion, Inc game is a significant evolution on that theme, and well worth checking out.

More Info on Inside Social Apps InFocus 2011 – Coming January 25th in San Francisco

January 25th | San Francisco

As we announced two weeks ago, Inside Social Apps InFocus 2011, our second conference on the future of monetization on social platforms, is happening January 25th in San Francisco. We’re excited to see all of the developers and entrepreneurs from around the world that are planning to attend!

The agenda topics for Inside Social Apps InFocus 2011 are now live online. Executives and experts from Facebook, leading social networks, mobile platforms, social game and app developers, media companies, virtual goods and payment services, and investors will be discussing the future of social platforms and virtual goods monetization in social apps and games from a global perspective.

Finally, if you’re considering attending Inside Social Apps InFocus 2011, take advantage of early registration pricing and sign up now. A limited set of early registration tickets are currently available at the Early Announcement price of $229. This price will be good through Friday November 12th only, so we encourage you to register now.

Who’s Speaking?

We’re honored to present the following 17 confirmed speakers at Inside Social Apps InFocus 2011:

Bret Taylor
CTO, Facebook
Eric Chu
Group Manager, Android Platform, Google
Kevin Chou
Co-founder and CEO, Kabam
Vish Makhijani
SVP Business Operations, Zynga
Rick Thompson
Co-Founder, Playdom (now part of Disney), and Investor
Peter Relan
Executive Chairman, CrowdStar
Rex Ng
Co-Founder and CEO, 6waves
Deborah Liu
Commerce Product Marketing, Facebook
Sean Ryan
EVP and GM Games, News Corp
Bill Gossman
CEO, hi5
Sebastien de Halleux
Co-founder and COO, Playfish (now part of Electronic Arts)
Manu Rekhi
GM Games and Platform, MySpace
Atul Bagga
VP Equity Research, Games, ThinkEquity
Jason Oberfest
VP Social Apps, ngmoco:) (now part of DeNA)
Raph Koster
VP Creative Design, Playdom (now part of Disney
Eric Eldon
Editor, Inside Network
Justin Smith
Founder, Inside Network

Key topics for the day will include:

  • Growth and User Aquisition on the Facebook Platform
  • New and Alternative Social Platforms: Where Do Opportunities Lie?
  • Monetization on Facebook in a Credits World
  • Growth and Monetization on Mobile Social Platforms
  • M&A Landscape for Small & Midsize Developers

Inside Social Apps InFocus 2011 – January 25th in San Francisco

Social applications first emerged in 2007, and are today maturing into a global media ecosystem. With the launch of the Facebook Platform, followed by platforms from MySpace and other social networks, developers worldwide could leverage the social graph to create new kinds of social experiences never before possible.

Now, three and a half years later, what started out as sheep throwing and vampire biting has quickly become a profitable billion-dollar industry, punctuated by numerous major acquisitions by the world’s leading media companies and developers. But now, new challenges are emerging, affecting big players and new entrants alike.

Inside Social Apps will investigate the latest trends and challenges for social applications, and look at what’s to come for developers throughout the space – including the growth of virtual goods and social applications on mobile devices.

What are the biggest uncertainties and opportunities facing the future of social games and applications in 2011, and who is leading the way?

Inside Social Apps InFocus 2011 takes place January 25th, 2011 at the Mission Bay Conference Center in San Francisco, and brings together the world’s leading entrepreneurs to weigh in on the future of social app and game monetization.

Inside Social Apps will be a one-day summit led by Inside Network’s Eric Eldon and Justin Smith, and will take in-depth investigative approach to the day’s discussions. At Inside Social Apps, Inside Network will work alongside founders and executives of the top social networking, social gaming, mobile social gaming, payments, and virtual goods infrastructure companies to analyze the most important issues affecting the industry. Inside Social Apps is geared towards developers on Facebook, iPhone, Android, and emerging online social platforms.

Inside Social Apps will be a content-rich day of critical discussion, followed by an evening and nighttime of casual networking.

Register Now


A limited set of “Early Announcement” tickets is available through Friday at a special price of $229. This price will change after Friday, and space will be very limited, so we encourage you to register early.

From all of us at Inside Network, we hope to see you on January 25th in San Francisco!

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