Unofficial Super Mario 3 App One-Ups This Week’s List Of Emerging Facebook Games

Auto Hustle maintains its growth pattern post-official launch while other familiar titles like UFC Undisputed Fight Nation and Spot The Difference stay strong on this week’s list of emerging Facebook games on our traffic tracking service, AppData. Uno Boost classes out of our list this week, having broken 1 million monthly active users earlier this week.

New to our list this week is the just-launched Alpang Puzzle and Nickelodeon’s AddictingGames portal site, which we took a quick look at earlier this week when it popped on our list of fastest-growing Facebook games by daily active users. Also new is an unofficial Java version of classic Nintendo Entertainment System game, Super Mario Bros. 3. We’ve been unable to successfully open this Facebook app on Firefox as it causes the browser to crash.

Top Gainers This Week – Games

Name MAU Gain Gain,%
1. Auto Hustle 794,953 +328,530 +70%
2. Puzzle Saga 928,564 +166,837 +22%
3. UFC Undisputed Fight Nation Game 890,573 +163,732 +23%
4. N.O.V.A. Near Orbit Vanguard Alliance: ELITE 439,000 +143,550 +49%
5. Buddy Rush 422,861 +139,443 +49%
6. Hero City 198,041 +135,844 +218%
7. Battle Pirates 400,138 +130,879 +49%
8. Spot The Difference 847,858 +116,938 +16%
9. 英雄遠征-小小戰爭/開心農場活動 472,055 +113,537 +32%
10. Enrique Iglesias, Play with it! 220,453 +109,366 +98%
11. Feevo 324,361 +105,337 +48%
12. Super Mario 3 571,647 +100,869 +21%
13. Doomsday Defense – Towers, Monsters, PvE & PvP! 222,807 +98,811 +80%
14. Sinuca by Gazeus 328,732 +98,289 +43%
15. 開心城市(中文版) 179,653 +94,032 +110%
16. AddictingGames 363,263 +93,209 +35%
17. Alpang Puzzle 110,894 +92,435 +501%
18. Spartacus: The Game 934,086 +87,356 +10%
19. 《夢想三國》臺灣,新馬,港澳全面開打,新服《諸葛亮》火爆開啟,戰火不斷蔓延! 178,797 +84,597 +90%
20. Farkle Pro 380,954 +84,032 +28%

Super Mario Bros. 3 isn’t the first unofficial Nintendo entry we’ve seen on Facebook. The last time we encountered a Mario game, however, it was apparently converted to another game with a less litigious intellectual property owner. Other Super Mario Facebook games have since taken up resident on Facebook, with the largest clocking it at just 160,000 MAU behind Super Mario Bros. 3.

Farther down our list, we see both Enrique Iglesias, Play With It! and Farkle Pro, which we reviewed recently. We also see Spartacus: The Game, which got a boost in traffic from a series of international releases for both the Facebook game and its Starz TV show tie-in. In the coming week, we’ll examine the newly-launched Doomsday Defense from IGG Inc.

All data in this post comes from our traffic tracking service, AppData. Stay tuned for our look at the top weekly gainers by daily active users on Wednesday, and the top emerging apps on Friday.

Enrique Iglesias, Play With It! Paves Way For Social Music Gaming Platform

Enrique Iglesias, Play With It! is a music-based app designed to allow the singer’s fans to play with music in a social gaming context that was created by developer MXP4′s Bopler Games platform, which Inside Facebook explored last month.

The branded celebrity game entered an alpha state on Facebook in late January of this year before hitting on open beta around April 28. Since then, we’ve seen it climb into our our weekly list of emerging Facebook games. Enrique Iglesias, Play With It! currently enjoys 220,453 monthly active users and 13,560 daily active users according to our traffic tracking service, AppData.

Enrique Iglesias, Play With It! is an app of several parts, with the main game component being “Pump It,” a simple rhythm game requiring players to move their mouse around a circular diagram in time with colored lights. The other parts of the app allow players to “play with” the music and create their own simple remixes.

The app packs a lot of different things to do into one place. Albin Serviant, CEO of MXP4, believes that it’s fulfilling an important place in the Facebook app market.

“There is a giant disconnect between social gaming and music at the moment,” he says. “On the top 100 social game apps on Facebook, there is nothing related to music except the excellent NightClub City. [This is] mainly focused on club management and not too much on really playing with the music, in a gaming context, on Facebook.”

Serviant was also intrigued to see Zynga’s recent deal with Lady Gaga but believes that artist-specific apps such as Enrique Iglesias, Play With It! as well as the company’s more fleshed-out Bopler Games social music gaming platform will play an important role in helping the music industry break into the social game space.

“Music is not core to [Zynga's] particular gaming experiences,” says Serviant. “We are focused on making music core to the gaming experience with the beta launch of Bopler Games, the first social music game on Facebook. Music and games are very popular on Facebook, but music has not been monetized as successfully as games have. We feel that our approach of making music the center of the social gaming experience and allowing the music to be monetized in the game with Facebook Credits is the best approach right now.”

The Enrique Iglesias app, in many ways, is a testing ground for the technologies that MXP4 is incorporating into its Bopler Games, Play With Hits! standalone app. The original idea was to create a new revenue stream for musicians where the app pays them royalties whenever players spend $1 in Facebook Credits to play with the full version of a song instead of a 60-second preview. Enrique Iglesias, Play With It! doesn’t feature any explicit in-game monetization for players to spend Credits, however, so the actual monetization appears to be completely within the ads for Iglesias’ current album and single as well as a “VIP Experience” at his live shows. The Bopler Games, Play With Hits! app, meanwhile, features a full suite of typical social game monetization features, including virtual goods and boosts, many of which can be purchased by earning enough in-game currency or, for those who wish to save time, using Facebook Credits.

Looking forward, Serviant says that the team is developing a software development kit for the Bopler Games platform so that a “range of artists and game developers can easily develop and monetize their own social music games, as Enrique Iglesias did.”

You can follow the progress of both Enrique Iglesias, Play With It! and the Bopler Games standalone app with AppData, our traffic tracking service for social games and developers.

Sony Online Entertainment VP Heads to Zynga as General Manager

Sony Online Entertainment confirmed to Gawker video games blog Kotaku this morning that John Blakely, SOE’s Vice President of Development, had left the company to join Zynga. Blakely is now General Manager at Zynga Austin, according to an update on his LinkedIn profile.

Blakely was at SOE for nearly a decade, championing development on massively multiplayer online games like EverQuest II and the recently-released DC Universe Online. Before that, he held management positions at other video game development studios and worked in an engineering co-op at NASA. Zynga’s Austin studio was formed in June 2010 with the acquisition of Challenge Games.

SOE has struggled with the social games space, not only losing executives to social game developers, but also failing to launch social games with long term growth potential. The publisher’s newest game, Catch A Killer, launched in December and today has just 22,000 monthly active users and 1,000 daily active users. SOE’s oldest Facebook game, PoxNora, has just 3,000 MAU and 162 DAU as of today. It’s unclear how the publisher could relaunch a social games strategy at this point.

Zynga did not respond to a request for comment as of press time.

Inside Network Acquired by WebMediaBrands

We are very excited to announce today that Inside Network has been acquired by WedMediaBrands! Our full team will be joining WebMediaBrands and we will be staying in our Palo Alto offices. More coverage of the news is up herehereherehereand here.

As the newest member of the WebMediaBrands family, we will continue to focus on building out our industry-focused sites, including Inside Facebook, Inside Social Games, and Inside Mobile Apps; our research and data services, including AppData, Inside Virtual Goods, Facebook Marketing Bible, and Inside Facebook Gold; and events, including Inside Social Apps.

Over the past several years, WebMediaBrands has developed a powerful network of news, events, education, and research services for the social media industry. We’re excited to be joining forces and combining our efforts to move even faster to deliver products and services to what are in our view two of the most exciting areas in tech over the coming several years – the social and mobile application ecosystems.

Together, we expect to continue focusing on building the highest quality news, research, data, and events serving all of the entrepreneurs, developers, marketers, and analysts that make this industry so vibrant. We’re very thankful to get to work with all of you. We’re looking forward to what’s ahead!

 

CivWorld Relies On Multiplayer, Multiple Game Types To Conquer Facebook

Console game publisher 2K Games’ first Facebook effort, CivWorld, has been a long time coming at just over 18 months in development. The game is shooting for an open beta phase launching this summer following an alpha phase begun in January.

CivWorld, previously called Civilization Network, is meant to be the social version of the classic turn-based strategy video game series, Civilization. In translating the single-player experience to Facebook, developer and series creator Sid Meier of Firaxis Games structured the gameplay experience around independent civilizations that race through time periods from an ancient era on through a space age to see who becomes the most advanced civilization first. In order to “win” an era, a team of players must band together within a civilization to meet one of several “win” conditions for the era, such as discovering a technology, building a certain number of wonders, or earning a certain amount of gold.

The individual gameplay experience puts players in the role of a leader within their own civilization. Each leader is responsible for their own village where they can build houses for villagers, assign jobs to those villagers, and ultimately produce specific resources like gold, science, or culture, that benefit the overall standing of the civilization by spending “harvests,” which regenerate once per hour. How well the player manages their village determines both their rank within a civilization team (where higher ranks afford certain privileges) and how many turns a user may spend in specific mini-games related to the resources they cultivate.

For example, in our playthrough of the closed alpha version, we joined the Chinese Civilization during the Ancient Era. At the time, one of the win conditions was discovering a single Wonder — which requires each player within the civilization to contribute a “Great Person” card to the construction of the Wonder. Great Persons are earned through generating resources within our villages; so we were able to contribute an Artist to build the Stonehenge Wonder after generating a certain amount of culture within our own city. We accelerated the amount of culture we generated by changing the jobs of all our villagers to Artists and building a theater in the village.

The idea with the city-building aspect of CivWorld is to maximize the production of resources so that your civilization can meet era win conditions more quickly. In addition to micromanaging the jobs that villagers have and the structures that encourage their job production, the player must also physically position the houses and structures in a way that allows the villagers to run the shortest amount of distance between their homes, the structure, and the players’ palace where the resource is disbursed. Players that lay out their village structures for maximum production are rewarded with happier villagers that produce more resources than average.

The player’s rank changes as they contribute or fail to contribute to a civilization’s progress. We started out as a Duchess after completing Stonehenge, but graduated quickly to Princess after repositioning our village as a science generator so that we could more quickly research “technologies” like horse breeding and democracy. Technologies are laid out along a skill tree where the more complex technologies require the player to complete strings of lesser technologies. So to research literacy, we would needed to have completed research in writing and alphabets.

On the macro-level, players must coordinate with other members of their civilization to achieve the best results. CivWorld facilitates this communication with Global, Team, and Private chat and with a “news” ticker along the bottom of the screen that updates players on their teammates’ doings. Players can also visit any other player’s village or throne room area for ideas on how to lay out their structures or to see how advanced another player is based on what decorations they’ve put in their throne room.

Mini-games are the most complex form of gameplay within CivWorld. The actual activities themselves are straightforward, such as an image scramble or turn-based card combat, but the way in which they slot into the overall experience borders on confusing. All mini-games with the exception of the caravan mini-game are played synchronously with other players from other civilizations, so you’re essentially racing to complete them. Your turns, however, are restricted by how much of a resource you’ve built up within your village.

For example, by focusing on science, we generated a lot of turns to use in the science mini-game. The science mini-game has users spending turns on incremental moves within a maze. If a player can reach the center of the maze before any other player, they get a boost to the technology they are currently researching that shortens the overall time it takes the player to complete that research. At the same time, we found we were especially good at the culture mini-game where players swap pieces of a picture scramble to complete a work of art. Each time we completed an art puzzle, we got a bonus to our village’s culture stat, which ultimately generated more moves for us to spend on the next puzzle.

The caravan mini-game and the battle mini-game are the only asynchronous play experiences, though players can have a synchronous effect on battles if they are present while the battles are fought. In caravan, the player is trying to connect two points on a map by buying individual pieces of road that connect the start point to the end point. As the overall game progresses through the eras, this puzzle becomes more complex with additional points on the map that need to be connected to the road.

Battles gain importance in later eras as one of the win conditions becomes defeating civilizations that are larger than your own. Each civilization has overall defense and offense statistics that are determined by how many combat unit cards each player within a civilization has purchased. Civilizations can also increase this score by completing certain Wonders that provide bonuses or status effects — the Great Wall, which thwarts invasions, or a Secret Weapon that automatically destroys attacking melee units. Players can initiate battles between civilizations at any time, though there is a timer that counts down between 5 and 10 hours before a battle begins so that the civilization’s players have time to log on and add their individual units to the battlefield.

As of press time, we have yet to complete a single playthrough of Civilization; we are currently Queen of the Chinese civilization during the Early Exploration Era. During a private demo with game and tech industry journalists, 2K Games explained that the “endgame” for CivWorld is accruing a special kind of in-game currency called Gems that can only be spent on decorations for our throne room. The throne rooms are the only persistent factor in CivWorld, with all other factors — including the village we build during — resetting to the Ancient Era as soon as we complete a playthrough. As we complete playthroughs, 2K says we will earn the “right” to play more than one Civ game at a time with different groups of players. Supposedly, an individual game can support up to 200 players at once.

The publisher also explained that while Firaxis is still balancing for gameplay while CivWorld is in alpha, a playthrough is generally expected to take about two weeks. 2K did not disclose the expected average play session, but we found ourselves playing once or twice a day for no longer than 20 minutes each time.

On the monetization side, players are only able to spend real money via credit card through Live Gamer on CivBucks, which can be used to buy more harvests and to buy a lock-out item for individual mini-games that allows you to play the science and culture mini-games alone for a limited amount of time. CivBucks can also be spent on the Gem currency used to decorate the throne room. 2K explained that for balancing purposes, players are limited in how many CivBucks the can spend on mini-games or on purchasing the gold resource. There is no limit to how much they can spend on Gems as they have no gameplay impact.

As of press time, CivWorld does not allow the use of Facebook Credits and there are no alternative means of acquring CivBucks through offer walls or video ads. It is unclear what, if any, steps 2K is taking to implement Credits. It is also unclear whether or not CivWorld will launch before the July 1 deadline for mandatory Credits implementation in social games.

All in all, CivWorld is easily the second most complex social game experience we’ve seen after Idle Games’ IdleWorship. This game stands out because of the number of game types it incorporates through mini-games and meta-games, and because of the team nature of gameplay. CivWorld is also unique in that it’s tied to a well-loved video game series with a preexisting fan based that developer Firaxis needs to satisfy before courting new users on Facebook.

As to how well CivWorld satisfies the Civilization fan, ISG will reserve judgement on that point until after the game enters open beta sometime this summer. In the meantime, you can track the progress of the game on AppData, our traffic tracking service for social games and developers.

New Hires in Social Gaming: 6waves, Cie Studios, CrowdStar, & More

Like last week, the sea of new hires within the social gaming space continues with a significant number of social developers bringing on new team members, according to data from LinkedIn and other sources. The biggest hires, however, came from Loot Drop and 6waves in the forms of former Playdom program manager, Karen Clark, who joins the former as their new director of studio operations, and former Microsoft Game Studios lead producer, Dan Laughlin, who joins the latter as their new director of business development.

As always, if your company is hiring new people or making a notable promotion, please let us know. Email editor (at) insidesocialgames (dot) com, and we’ll get it into this or next week’s post. Also, please note that the information about most new hires, below, comes directly from company updates from LinkedIn, and is only as current as people’s profiles.

Looking for new opportunities? The Inside Network Job Board presents a survey of current openings at leading companies in the industry.

Here’s this week’s full list:

6waves

  • Dan Laughlin, Director of Business Development — As noted already, Dan Laughlin joins 6waves. Before this, he was a lead producer at Microsoft Game Studios.
  • Bradley Rose, Community Manager Intern — Also joining 6waves this week: Rose was previously a logistics team member for Target.

Cie Studios

  • Jannay Schroeder, Senior Project Manager — Now at Cie Studios, Schroeder was most recently a senior project manager at Altametrics.

CrowdStar

  • Dhaval Shah, Software Developer — Joining CrowdStar this week, Shah was formerly an iPhone game programmer at Tornado Studios.
  • Lisa Zhu, Product Manager — Also joining CrowdStar, Zhu was previously an assistant producer at Electronic Arts.

GSN

  • Colleen Gregus, Digital/TV Sales Associate — In an internal shift at GSN, Gregus changes from her prior role as an ad sales assistant.
  • Katie Sullivan, Account Manager (The Weather Channel) — Now joining the GSN team, Sullivan was an account executive at Fuse Networks, LLC.

Happy Elements

  • Vitor Luz, Press Officer for Brazil — Happy Elements makes a single hire this week. Luz was previously a press officer at XV Encontro Regional dos Estudantes de Administrção – EREAD.

Kabam

  • Becca Wood, Player Experience Representative — Now at Kabam, Wood was an English and math instructor at Kumon.
  • Logan Dwight, Interactive Designer — Also joining Kabam, Dwight was previously a media artist at Egan Media Productions.

KlickNation

  • Dwight House, Software Engineer — KlickNation shows activity this week. House was previously an interactive UI researcher at Sierra Nevada Corporation.
  • Adam Lum, Software Engineer — Also joining KlickNation, Lum was a web developer for California Parks and Recreation.

Loot Drop

  • Karen Clark, Director of Studio Operations — As noted prior, Karen Clark joins Loot Drop this week. Before this, she was a program manager for Playdom.
  • Franz Lanzinger, Distinguished Engineer — Now at Loot Drop, Lanzinger was previously president of Actual Entertainment.
  • Sveta Trushchenkova, UI Designer — Trushchenkova was most recently a lead artist at Storm8.
  • Patrick Mathews, Senior Artist — Mathews was formerly a lead artist at Metamoki.

Playfish

  • Lauren Mann, Game Artists — Joining Playfish, Mann was previously an illustrator at Mind Candy.
  • Marc Andreu Fernandez, Software Engineer — Now at Playfish, Fernandez’s previous position is unknown.
  • Carol Braves, Office Manager — Braves was previously the administrative director at Architectural Foundation of San Francisco.

PopCap Games

  • Robin Yang, Associate Producer — There is a single hire this week at PopCap Games. Yang was previously a producer at Candystand.com.

Nordeus

  • Marko Milenkovic, Software Development Engineer — In an internal change at Nordeus, Milenkovic shifts roles from his prior position as an intern.

Zynga

  • Will Lytle, Senior Community Manager, International — Joining Zynga, Lytle was previously the marketing director for YouWin.
  • Huan Zheng, Senior System Engineer — Now at Zynga, Zheng was a student at the University of Electronic Science and Technology, but is also a senior system engineer at Baidu.
  • Krunal Soni, Senior Software Engineer — Soni was formerly a technical staff member at NetApp.
  • Robin DelMonte, Office Manager — DelMonte was most recently an executive assistant at United Space Alliance.
  • Andrew Simmons, QA Analyst — A part of Zynga now, Simmons was previously a QA/functionality tester at Sega of America.
  • Michelle Ewing-Juarbe, Artist — Ewing-Juarbe was a 3D artist at Paradigm Entertainment.
  • Jason Reyero, UI Designer — Reyero was a web designer for Trion World Network.
  • Anant Chaudhary, Software Engineer — Joining Zynga, Chaudhary was previously a student  at the University of California, Davis, but is also currently a member of technical staff at Network Appliance, and MTS at NetApp.

Large Animal Games, 6waves, Starz Look to International Market for Spartacus Off Season

Spartacus: The Game (a.k.a. Spartacus: Gods of the Arena: The Game) launched on Facebook in January to coincide with the release of the a prequel to the Starz Spartacus TV series. Now that the six-episode run of the show is complete, developer Large Animal Games is looking to publisher 6waves to get the game localized ahead of the TV show’s air dates in foreign territories.

When the game launched, Spartacus showed strong growth in daily active users and monthly active users, climbing to an all-time high of 1.1 MAU users and and 123,000 DAU between March and April. By that time, the six-episode prequel series had been done for over a month and it appears as though the game waned a little through the end of April. Starting in May, the game is showing an uptick again in both MAU and DAU as new content rolls out within the game and publisher 6waves localizes it for foreign territories in Europe where the TV show is only just beginning to air or will air over the summer.

In our continuing series on brand integration, we touched on branded properties whose brands were the game, such as TV show properties like game shows and Jersey Shore. With Spartacus, we get a rare look at the life cycle of a deep brand integration game that is both dependent on its origin intellectual property (in this case, the TV show) and a stand alone property that needs to adjust to the social games market. Speaking to ISG, representatives from Starz, Large Animal Games, and 6waves explained how they plan to keep Spartacus: The Game going while the TV show languishes in the off season.

First, says Large Animal’s Wade Tinney, the developer has to make a game that’s a game in and of itself. “I think that’s the way to make a successful branded social game,” he says. “Something that didn’t have meaning just because of the [network] association.”

In the game, players run a gladiator training house (or ludus) where they buy and train fighters to then send out against other arena fighters. Aside from two mentions of Starz at the upper and lower quadrants of the screen where 6waves and Large Animal Games’ logos also appear, the TV show connection isn’t made much of within the game. Outside of the game, Facebook ads for Spartacus: The Game do not bear the Starz network logo and the character art isn’t immediately recognizable as “game-ized” versions of the show’s cast members.

“We started [development] in September [2010] with a very tight timeline,” Tinney says. “We just wanted something that had a clear core gameplay loop. And the art had to look fantastic.”

Next, the network has to support the game in a way that contributes to the gameplay without taking away anything from the TV show. For example, Starz made the decision to share production stills and full episodes before their air date with Large Animal Games to give the developer ideas for the plot, but Starz is currently not allows Large Animal to tease anything about the next season of Spartacus. Instead, the network is working with the developer to identify additional characters in the existing series that Large Animal can use as fresh content for the game, such as new gladiators like Oenomaus (pictured below) for sale in the game’s marketplace.

“We knew that [a social game] would be a way for fans to connect and engage with the brand,” Katz says. “Very early on, we were considering the various digital distribution channels for Spartacus and we noticed the fan Page was over 1 million [Likes]. We saw an opportunity to launch the prequel with the game.”

The last piece of the puzzle is localization support from publisher 6waves. Within the last month, the company had the game localized in Turkish and French before rolling out localizations for German, Chinese, Spanish, and Portuguese-speaking territories. Interestingly, Spartacus isn’t localized for Italian yet, but 6waves reports that the game does well in Italy among English-speakers. Tinney says Large Animal was surprised to see that Turkey was Spartacus’s number two audience in size behind the United States. In additional to Italian, Spartacus is also currently being localized for Korean, Russian, and Arabic.

“The conversation, internally, for us was [how] well the game would work globally,” 6waves Product Manager Catherine Herdlick. Given the growth trend Spartacus: The Game has seen as these localizations go live and the prequel series hits international networks, it’s clear that the game’s got the global potential the publisher looks for.

Katz and Tinney declined to discuss plans for Spartacus: Season 2, which is currently in pre-production following a re-cast of the show’s main character. Assuming the show is on-target for the January 2012 season, we expect to see second season teasers or video ads emerge in late summer or early fall 2011.

New This Week on the Inside Network Job Board: RivetGames, Funzio, Kabam & More

The Inside Network Job Board is 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 RivetGamesFunzioKabamKixeyeGSN Digital, Seismic GameslolappsPop Cap Games and MocoSpace.

Listings on the Inside Network Job Board are distributed to readers of Inside Social Games, Inside Facebook and Inside Mobile Apps through regular posts and widgets on the sites. 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.

Disney Interactive Reports Q2 Losses, Including $34 Million Charge for Playdom Acquisition

The Walt Disney Corporation reported an operating loss of $115 million in its Interactive Media segment, which includes social game developer Playdom, for its second quarter ended on April 2, 2011.

That figure includes a $34 million accounting charge for the Playdom acquisition, which Disney says will continue to impact the Interactive Media segment’s results for the rest of the year. Disney acquired Playdom in late July of 2010 for $563.2 million with a $200 million earn-out.

Despite the losses for the segment, Disney said that it wasn’t expecting to break even on Interactive until 2013 and that its decision to suspend social game releases for five months also impacted the segment overall. Disney CEO Bob Iger said the company feels good about the direction Playdom is taking, particularly in light of Gardens of Time‘s success in daily active users and monthly active users. He claimed that the game has been monetizing “very well” and mentioned that the Interactive Media segment had a number of games “in the pipeline” for 2011 and 2012 that spans original intellectual property and branded IP through ESPN, Marvel, and Disney.

Nothing at all was said of Playdom’s other newly-released game, Deep Realms.

Gardens of Time Back On Top In This Week’s List of Fastest-Growing Facebook Games by DAU

CityVille drops off our top 20 list of growing games by daily active users this week, leaving the way clear for Gardens of Time to grab back the top spot. The up-and-coming Bubble Saga shoots up to number two, continuing its strong first-month growth. New and notable on our list this week are soccer manager sim Top Eleven, embeddable games service AddictingGames, and core gamer-oriented Doomsday Defense.

Top Gainers This Week – Games

Name DAU Gain Gain,%
1. Gardens of Time 1,792,697 +451,665 +34%
2. Bubble Saga 680,480 +149,188 +28%
3. Bizim Çiftlik 290,094 +138,970 +92%
4. Diamond Dash 1,195,198 +123,888 +12%
5. Zombie Lane 1,127,972 +98,024 +10%
6. Live Holdem Pro 97,042 +52,628 +118%
7. Top Eleven – Be a Football Manager 588,575 +48,681 +9%
8. AddictingGames 66,260 +36,603 +123%
9. Mall World 814,340 +36,567 +5%
10. Auto Hustle 139,748 +32,804 +31%
11. 開心城市(中文版) 51,926 +32,591 +169%
12. Pawn Stars: The Game 215,580 +31,978 +17%
13. Buddy Rush 61,248 +30,369 +98%
14. Social Empires 170,000 +28,353 +20%
15. King.com 214,992 +27,257 +15%
16. Tetris Battle 537,138 +26,756 +5%
17. Dragons of Atlantis 458,323 +26,389 +6%
18. Okey Kenti 32,224 +26,388 +452%
19. Spartacus: The Game 122,756 +25,674 +26%
20. Doomsday Defense – Towers, Monsters, PvE & PvP! 36,927 +23,772 +181%

When we first looked at Nordeus’s Top Eleven last fall, we called it for a “slow burn” kind of game that appeals to a dedicated core audience of soccer fan. The game eventually made number three on our list of the top five soccer games by traffic after breaking 2 million monthly active users. Top Eleven’s DAU is showing a similar climb, hitting at over 580,000 this week.

AddictingGames, meanwhile, is a portal of several different game types such as Spite Cannon 2 (pictured). The Facebook app comes from the online games portal of the same name. We saw this app spike in both MAU and DAU in early February; though it makes our list this week for DAU growth, AddictingGames is nowhere near the levels it saw in February.

Last but not least is Doomsday Defense, a game from browser massively multiplayer online game developer IGG (I Got Games). We saw IGG game, GodsWar Online hit our growth lists back in January. Look for our review of Doomsday in the next week.

All data in this post comes from our traffic tracking service, AppData. Stay tuned for our look at the top weekly gainers by daily active users on Wednesday, and the top emerging apps on Friday.

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