Inside Virtual Goods: The Future of Social Gaming 2012, Is Here

2011 will be remembered as the year that Zynga filed for its IPO, Google launched Google+, and Facebook executed the Credits transition. With the first potential social gaming IPO, Zynga plans to raise up to $2 billion to fund its continued global expansion. Meanwhile, Google is putting its weight behind what appears to have the potential to be the most serious competitor to Facebook as a social gaming platform in North America since the demise of MySpace. And at the same time, developers are still navigating through the Facebook Credits migration, while many are also expanding substantially onto mobile platforms to increase growth and expand reach.

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Inside Network is proud to announce a new original research report by Justin Smith and Charles Hudson that is exclusively focused on the future of the social gaming market, entitled Inside Virtual Goods: The Future of Social Gaming 2012. This is Inside Network’s third annual edition of the Future of Social Gaming report. The big picture? The social gaming market will reach $1.6 billion overall in 2012.

How big is the market, and where will social gaming go in 2012? How will existing players fare as Facebook Credits shifts the social gaming landscape and continued changes to the platform? Inside Virtual Goods: The Future of Social Gaming 2012 provides deeper insight into social game monetization, development, customer acquisition, and the key questions facing the space in 2012 than you’ll find anywhere else.

About the Report

Inside Virtual Goods: The Future of Social Gaming 2012 gives you an inside view of the future at this critical juncture in the intersection of social networking and online games.

We have compiled months of original research from dozens of top executives and entrepreneurs from all parts of the social gaming ecosystem to produce eye-opening source data and analysis that is not available anywhere else. Inside Virtual Goods: The Future of Social Gaming 2010 takes the closest look at the present state of social games and the future of this strong but still rapidly changing industry.

What We Cover

  1. Facebook Credits and the New Monetization Landscape: Early Results - Now that the transition to Facebook Credits was completed on July 1, what are the early results that developers are reporting? We take an in depth look at metrics and trends.
  2. Will 2012 (Finally) be the Year of Mobile Social Games? – Now that mobile games monetizing through the virtual goods model are becoming a bigger market in the US and around the world, many social game developers have expanded their efforts to tap these new platforms as well.  Will 2012 finally be the year that social games take significant root on mobile?
  3. Social Game Development and Design – How do small, medium, and large developers organize their teams? What do development cycle times for original titles and “expansion packs” look like? What is the role of testing and metrics in the development process? A few key game genres with proven mechanics and monetization have spawned dozens of fast followers. Understand how publishers are continuing to innovate as we head into 2012.
  4. Monetization Data and Payment Trends– Now that developers have proven the virtual goods model, what are ARPUs, ARPPUs, and LTVs really like for different game genres? What is the lifetime value of users, and how long do players stick around? We take an in depth look at monetization methods and rates, and shed light on where payments are headed in the coming quarters.
  5. Customer Acquisition and Marketing Trends – As the social gaming landscape has evolved over the past four years, so have the ways that developers acquire and retain new users. How have user acquisition costs changed, and what do Facebook’s changes spell for the future of the marketing funnel? We take an in depth look at data and trends.
  6. Facebook’s Platform Changes, and What’s In Store for the Future – Facebook has continued to change Platform communication channels and functionality over the last year, significantly altering the way social games reach users through Facebook. Continued change is likely – what will it be, and how will it impact the industry? Finally, will we see another platform (like Google+) emerge? Our overview covers these developments, their impact on the industry, and what else is in store.

What you get

In addition to our deep dive into key aspects of the social gaming ecosystem, the report also offers extended coverage on:

  • A brief history on the evolution and growth of this space in the US, including a description of all key players and how they rose to the top.
  • Total social gaming market size estimates for 2012.
  • Our take on the key issues facing the growth of social gaming, including our outlook and projections for 2012.

See the full table of contents below:

Table of Contents








More Data, More Actionable Insights

In 2011, social games continued to show what kind of value can be created on top of social networks. 2012 will be an even more important year.

Social gaming, powered by virtual goods, continues to expand. If you’re involved, or are considering jumping in, Inside Virtual Goods will be one of your most important tools.

One year of original data and exclusive in-depth reports delivered on a quarterly basis is $2,495 and contains:

  • A detailed overview of the current state of the industry
  • Specific estimates on market size by segment
  • Diagnosis of key opportunities and issues by segment

About the Authors

charles-hudson-headshotCharles Hudson

Venture Partner, SoftTech VC, CEO and Co-Founder, Bionic Panda Games

Charles Hudson is a Venture Partner with SoftTech VC and the CEO and Co-Founder of Bionic Panda Games, a mobile games company based in San Francisco, CA.

Until February 2010, he was the VP of Business Development for Serious Business, a leading producer of social games. Zynga acquired Serious Business in February of 2010. Prior to Serious Business, Hudson worked at Gaia Interactive, Google, IronPort Systems, and In-Q-Tel. Hudson also founded Third Power LLC, a conference and events company that was acquired by WebMediaBrands. Charles holds an MBA and BA from Stanford University.

justin-smith-headshotJustin Smith

Founder, Inside Network

Justin Smith is the founder of Inside Network, the first service dedicated to providing news and market research to the Facebook platform and social gaming ecosystem. Justin leads Inside Network’s analyst services, manages Inside Network’s AppDataservice, and serves as co-editor of Inside Facebook and Inside Social Games. Inside Network was acquired by WebMediaBrands (NASDAQ:WEBM) in May 2011.

Prior to Inside Network, he was Head of Product at Watercooler, now Kabam, a leading social game developer on the Facebook Platform. Prior to Watercooler, Justin was an early employee at Xfire, the largest social utility for gamers, which was sold to Viacom in 2006.

Justin holds a degree in Computer Systems Engineering from Stanford University, where he was a Mayfield Fellow and a recipient of the Terman Award in Engineering.

Get The Annual Membership

Get Annual Membership (Includes Report + 3 Additional Quarterly Issues): $2,495

OR Buy Single Report: $995

Company Index: 50 Cubes, 51.com, 6waves Lolapps, A Bit Lucky, Activision, AddictingGames, AdParlor, Aeria Games, Amazon, Aol, Apple, Applifier, Appstrip, Arkadium, Atari, Aurora Feint, Bebo, BigFish Games, Bigpoint, Blackhawk, Boku, Booyah, Boyaa, Broken Bulb Studios, Cafe.com, Cie Games, CrowdStar, DeNA, Digital Chocolate, Digital Sky Technologies, Disney, Electronic Arts, ELEX, Facebook, Five Minutes, Friendster, Funsockets, Funzio, Gambit, GameClosure, GameDuell, GameHouse, Gameloft, Glu, GMG Entertainment, Google, Gree, Grey Area Labs, GSN, Happy Elements, HeyZap, Hi5, InComm, iWin, Kabam, Kaixin001, Kongregate, Kontagent, Microsoft, MindJolt, Mixi, MSN, MySpace, News Corporation, Nexon, ngmoco, Nintendo, OMGPOP, Orkut, Papaya Mobile, PaymentPin, PayPal, Peanut Labs, Playdom, Playfirst, Playfish, PlaySpan, Pocket Gems, Pogo, PopCap Games, QZone, Real Networks, Red ROot Labs, Rekoo, RenRen / Xiaonei, Rixty, RockYou!, Scoreloop, SGN, Shanda, Slashkey, Slide, Sometrics, Sony, SponsorPay, Storm8, Super Rewards (Adknowledge), SupersonicAds, Target, Tencent, The9, TheBroth, TinyCo, TokenAds, TrialPay, Twitter, Ubisoft, Viacom, Viximo, VKontakte, Wooga, Yahoo, Zong, Zynga

Adobe Unveils Flash Player 11, AIR 3 Software for Next Generation of Social Games

Developer Adobe is ready to release its next suite of multimedia software in the Flash family that’ll take Flash games into new territory on multiple platforms. Adobe Flash Player 11 and AIR 3 will be available on October 4.

Speaking to Inside Network, Adobe Director for Product Marketing Anup Murarka walked us through a slideshow presentation of what the new software can do for games. By the developer’s estimates, more than 70% of all casual games on the web (including those available on social networking sites) are written in Flash. Demands from Flash game developers include improved graphics capabilities, faster download times, quicker rendering, support for more gameplay features, and a smoother cross-platform transition experience. Flash Player 11 and AIR 3, Murarka says, addresses many of these demands and ultimately change the nature of Flash game development.

“We’re enabling a completely new generation of apps,” he explains. “Social games have a lot of data that has to get downloaded and it’s got to be rendered. [Cross-platform] development is all siloed and that gets to be an unmanageable cost. And we’ve had mobile developers tell us that they want to port games to desktop and web. You can save time [...] and support a wider range of features with [Flash Player] 11, depending on the platform.”

Graphics are by far the most significant update to the software package. For desktops and connected TVs, Flash Player 11 will support 3D graphics with one thousand times faster rendering versus Flash Player 10. Games can run at 60 frames per second, the rate at which many triple-A console video games run. Murarka says that the APIs are supported on most GPUs and there’s a software fallback so that the games will still work even if the game is running on a GPU Flash doesn’t recognize.

AIR 3 also supports platform-native extensions for hardware and software such that developers could experiment with light sensors or dual screen setups for new gameplay mechanics. Previously, social games have tried with limited success to implement webcam support (e.g. Punch Punch Revolution) and Murarka says it could be possible to enable motion controller support depending on the device and its manufacturer’s policies around creating supporting drivers (e.g. Microsoft’s Kinect controller).

A third feature of the software relevant to social games is captive runtime. This allows developers to automatically package AIR 3 with applications for installation on Android, Windows, iOS and Mac OS so that potential players do not have to leave the game to go download AIR separately. Captive runtime also allows developers to manage version updates to their apps independent of AIR updates made by Adobe.

The big question for social and mobile game developers is whether or not AIR 3 will work well enough for developers to port their Flash 11 games to mobile devices with minimal effort. As Murarka says, costs of cross-platform development are rising as developers either have to invest resources in building native apps for or troubleshooting converted Flash apps on iOS, Android and tablet platforms. Additionally, many developers are also spending resources on exploring new cross-platform solutions like HTML5, which represents an opportunity cost of the time they could spend building new games in a language they already know.

As a success story, Adobe cites Machinarium, an indie game originally developed 2009 as a downloadable Flash game for PCs, Macs, and Linux. Very recently, the game was released on iPad 2 — still built in Flash and repackaged for the iPad interfact. A quote from game developer Amanita Design included in the Adobe press releases say that the studio was able to revamp the game with Flash and get it onto iPads in less than two months. Amamita Design goes on to say that Android and BlackBerry versions are coming soon.

As for the big players in the social games space on Facebook, Zynga also throws in a quote with the press release, saying that the company is “committed to building mainstream entertainment across all devices, platforms and applications, whether itʼs through Flash or HTML5.” Zynga acquired HTML5 engine Dextrose almost a year ago and continues to develop its games in Flash — sometimes resorting to storing assets on players’ hard drives to handle all of the data its games require players to download and render.

Adobe says that, to date, Flash Player is supported on more than 98% of Internet-enabled PCs. By the end of this year, it expects that Flash-based applications will be supported on more than 200 million smartphones and tablets (including iOS devices) via AIR. By the end of 2015, Adobe estimates that the number of devices that support AIR will hit 1 billion.

Google+ Moves Into Open Beta, Social Features in Games Put to the Test

Google’s social network is moving into open beta today, allowing any users to sign up for G+ accounts and opening up the Games platform to a whole new pool of potential players.

As more players flood the ecosystem, it’ll be interesting to see how social features on the G+ Games platform differ in virality from what we’re used to on Facebook. At present, the initial group of games available on the platform only utilize friend invites to play the game and leaderboards as a nominal form of competition. Some games, like Angry Birds, make use of a friend gate where players cannot unlock new levels until a certain number of friends have accepted invites to play the game.

Friend invites only appear to users in the Games tab — the button between Circles and the Find People search bar at the top of the G+ interface. Even then, the user has to do a bit of clicking to find invites; Game Notifications are confined to sub-menu while the default view in the Games tab shows Featured Games.

The current setup doesn’t look conducive to mass virality of games, no matter how popular the title. It could be, however, that by avoiding the game-cluttered News Feed issue Facebook experienced before dialing down virality last year, G+ Games creates a different kind of virality for games that only occurs among “destination gamers” that come to the platform just to play.

Google+ opened its Games platform to a small pool of users participating in the G+ field test in August, later adding some in-house developed casual games to the service. The company recently launched a batch APIs for developers to begin testing applications on the platform.

Zynga Announces Mafia Wars 2 as Traffic Declines on Classic Original

Zynga is unveiling the sequel to its 2008 Facebook game, Mafia Wars, today with an animated trailer. Details on Mafia Wars 2 are scarce pending a press briefing, but the game is expected to launch “soon.”

The trailer gives a few clues as to the sequel’s angle. There’s evidence of a narrative constructed around revenge and vivid depictions of violence that suggest a higher level of visualization than what we saw in the text-based original game. Mafia Wars is perhaps best known for popularizing the social network game mechanic of recruiting as many friends as possible to your “mob” to better accomplish gameplay objectives, though many social games before Mafia Wars’ time made use of this feature. The core gameplay loop involves players spending regenerative resources (health, stamina and energy) to complete jobs or fight other players to earn more resources, items and virtual currency.

Mafia Wars is one of few Zynga games to be offered on other social networks and games portals besides Facebook, as well as a standalone mobile game. The game was removed from Tagged and MySpace possibly as a result of declining platform performance or perhaps due to an exclusivity agreement with Facebook revealed in Zynga’s IPO filings. On Facebook, the game has been in decline over the last year, showing only a brief spike in activity thanks to a cross-promotion run with Zynga sibling CityVille run in late March 2011. It currently enjoys an audience of 5.1 million monthly active users and 875,734 daily active users on the platform.

We’re still not certain how effective modern social game sequels are at extending the life of a franchise, given that only a few have launched in recent months. We’re also not certain if the crime genre hasn’t reached a point of saturation in social games with rival titles like Crime City launching on Google+ and Kabam’s upcoming Godfather game looking to make a big launch on Facebook. Mafia Wars is one of the oldest social games still running, however, and at one point it was one of the largest at 28.1 million MAU and 7.3 million DAU on Facebook. If any social game franchise was primed for a sequel, Mafia Wars would be it.

DoubleDown Casino Raises the Stakes in Facebook Gambling Games

Launched in spring 2010, DoubleDown Casino is a collection of Vegas-style games of chance from DoubleDown Interactive. When we looked at the title’s performance this past April, it had managed to attract some 1.2 million monthly active users. Today, it boasts more than three times that amount — and is steadily climbing.

According to our traffic tracking service AppData, DoubleDown Casino currently has 4,195,847 monthly active users and 969,776 daily active users.

DoubleDown Casino offers players a selection of games, including blackjack, slots, video poker and roulette. Blackjack has four levels available based on how comfortable players are with the game: Slow Play ($250 buy-in), Party ($5,000 buy-in), Black Tie ($5,000 buy-in) and Pharaoh  ($1 million buy-in). 12 slot machines are available with varying payouts, minimum bets, and a tournament mode, along with three styles of video poker. Roulette offers four table types with buy-ins ranging from $250 to $5,000.

All of the games are played using chips, which are represented for players in a dollar amount. Winnings are also paid out in chips, and players can earn gold coins that can, in turn, be used to purchase tickets for free chips drawings. All of the games reward players with experience, which helps them level up and earn new ranks. Two hundred and seventy-five badges are available, and are awarded for certain achievements, such as reaching a specific number of friends or winning a certain amount of money in one hand. The game features a “daily spin” bonus game, a once-per-day chance for players to win free chips.

Blackjack and roulette are multiplayer games, offering numerous lobbies for players to join. Once in, players can interact with one another in a live text chat in addition to playing against one another and the house. Other social features include sharing accomplishments on players’ Walls, inviting friends and sending gifts of daily spins to friends who are playing the game. Players also receive an additional $1,000 in chips per day for each friend they have playing. The game offers an option that players can use to view their friends’ current standings, and allows them to join game lobbies their friends are in.

DoubleDown Casino is monetized via players purchasing chips using Facebook Credits. Chips can be purchased in six packages, ranging from $150,000 in chips for 30 Facebook Credits to $100 million chips for 990 Facebook Credits.

The developer has been expanding the game’s content since launch, recently adding a new Candy Shop slot machine. The publisher also holds regular contests for large amounts of free chips via the game’s Wall.

You can follow DoubleDown Casino’s progress using AppData, our traffic tracking service for social games and developers.

Adventure World Debuts in the Top 10 on This Week’s List of Fastest-Growing Facebook Games by MAU

Zynga’s newest game, Adventure World, debuts on our rankings at number 10 a week after launch, but it’s still The Sims Social and Zuma Blitz leading the list of fastest-growing games by monthly active users.

In other Zynga growth news, FarmVille gets a slight lift this week just as its second major expansion launches while Pioneer Trail is now officially larger in MAU and daily active users than its FrontierVille parent was at the point of the expansion’s launch. Zynga’s overall user base across all its apps and games has remained fairly consistent in MAU for the past 30 days while DAU has dropped slightly.

Top Gainers This Week – Games

Name MAU Gain Gain,%
1.  The Sims Social 51,469,725 +15,449,756 +43%
2.  Zuma Blitz 5,747,149 +1,513,362 +36%
3.  Social Empires 6,172,115 +1,099,962 +22%
4.  FarmVille 36,488,617 +726,328 +2%
5.  Pioneer Trail 20,750,272 +718,699 +3%
6.  Magic Land 3,744,090 +657,450 +21%
7.  Diamond Dash 12,146,873 +642,286 +6%
8.  Mystery Manor 3,634,534 +642,113 +21%
9.  Adventure World 6,677,184 +547,169 +33,002%
10.  水果忍者 1,981,635 +425,761 +27%
11.  DoubleDown Casino- Free Slots, Blackjack & Poker 4,195,847 +346,277 +9%
12.  Tetris Battle 5,482,363 +297,765 +6%
13.  Monster World 8,985,858 +294,811 +3%
14.  Happy Pets 3,291,191 +282,286 +9%
15.  Zoo World 8,735,162 +280,473 +3%
16.  Total Domination: Nuclear Strategy 2,176,071 +265,025 +14%
17.  Baby & Me 1,885,307 +258,180 +16%
18.  Mahjong Saga 4,192,020 +257,450 +7%
19.  HotShot 1,898,961 +241,685 +15%
20.  BINGO Blitz 2,549,961 +240,159 +10%

As for how Adventure World’s launch pattern stacks up to Empires & Allies before it (and CityVille before that), it’s a couple million MAU shy of what Empires & Allies managed in 10 days’ time. It may be that overall growth potential is higher, however, as Adventure World seems like the kind of game that would appeal to audience compared to the strategy-oriented Empires & Allies.

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.

Zynga Launches Second Major FarmVille Expansion, Lighthouse Cove

Six months after launching the English Countryside expansion to FarmVille, Zynga follows up with Lighthouse Cove — a new addition to the base game that allows players an entirely new setting in which to build a farm.

Speaking to Inside Social Games during a press briefing last week, FarmVille General Manager Nate Etter walked us through a few segments of the expansion to showcase its key features. Players are invited to visit a coastal town, where a recent storm has damaged the port and lighthouse. Encouraged by non-playable characters local to the Lighthouse Cove area, players take on objective driven quests that have them growing new crops and nurturing new animal types to restore the town to its pre-storm glory.

“It’s like FarmVille meets Martha’s Vineyard,” Ette explains. “We’re responding to the fans’ desire to [be near] the water with a fall getaway to a coastal village.”

Like English Countryside, Lighthouse Cove introduces new “crafting” buildings that allow players to convert their harvested crops into local dishes — like clam chowder. The cove itself can also be harvested once per day for special ingredients used in the recipes. Ette says that each week, an NPC will present players with a new themed quest. He did not say how many weeks out Zynga has planned for, but to give you an idea of scope, the English Countryside quests concluded roughly six months after its March 2011 launch.

FarmVille’s expansion strategy is very traditional compared to its Zynga sibling, FrontierVille. While Pioneer Trail introduced an entirely new core gameplay element, English Countryside and Lighthouse Cove are essentially providing players more of the same — but in a new location and with the added value of “starting over” without players having to scrap their progress on their original farm.

It’s too soon to tell if one expansion strategy is ultimately more successful than another — but we do observe from our AppData traffic tracking service that FarmVille overall lost monthly and daily active users in the six months period following English Countryside’s versus FrontierVille’s apparent spike in both MAU and DAU. Recall that FrontierVille migrated from its original app ID to a new one:


FarmVille: Lighthouse Cove launches on Facebook today.

SocialVibe Study: Incentivized Brand Ads Work Well in Social Games

Digital advertising technology company SocialVibe is releasing a study today that claims 91% of people pay active attention to brand messaging packaged in incentivized engagements encountered in social games, as opposed to just idly sitting through an ad to score free virtual currency.

SocialVibe is best known on Facebook for its integration with Zynga’s games, such as its Super Bowl XLV engagement app promoting Kia Motors or last year’s Thanksgiving Facebook app that drew funds on behalf of charitable organization United Nations World Food Programme. The company’s integration types vary by brand partner — CEO Jay Samit stresses that SocialVibe never charges for creative services, which encourages the brand to experiment with ads. One example he uses is another Kia Motors engagement app that allowed users to re-edit segments of a 30-second TV commercial for the brand’s latest car, effectively creating their own music video. Another is a Toy Story 3 trailer viewed in FarmVille that asks the participant at what their favorite childhood toy was, and then prompts them to share on their Wall.

“The more interactive, the more people enjoy it,” Samit tells us, in support of his company’s product. “I’m all for brands embracing the medium — everything we do on the internet is by choice, not like TV. It’s a lean-to experience. People want to participate. One of our secret sauces is that if we can get you to emote, you’ll want to share. We never charge for that, that’s to incentivize brands to be creative.”

The study released today in collaboration with KN Dimestore was compiled during June and July of 2011, collecting information from a group of 30,000 consumers exposed to SocialVibe incentivized ads across a number of mediums, including social games. Key findings of this study suggest that not only are users more likely to be active participants with incentivized brands, but that users were 161% more likely to visit a brand’s website and 36% more likely to shop for brands at a store location after completing an engagement. Nearly half of the participants (48%) in the study reported that they only clicked on the engagement to get the virtual currency — but wound up staying to actively engage with the brand once the experience started.

“We had a client that produced 5 different videos [for an engagement]. That was unusual,” Samit says, explaining that each video rewarded participants with the exact same amount of in-game currency and that the participant only had to watch one to be eligible. “But users were averaging 93 seconds to complete three videos. They opted in. There was a pause moment — and then they enjoyed it.”

The challenge for SocialVibe now is getting in front of the right users. Through what Samit calls “true targeting,” the most appropriate ad engagements by demographic are only supposed to users that are most likely to opt-in. As an example, he walks us through an engagement that asks participants if they are footballs fans. If the participant says no, they get a completely different experience for the remainder of the engagement than of those who said yes. Beyond that layer, though, it’s up to the social game developers to control where and when the SocialVibe integration occurs.

“The astute game publisher doesn’t integrate us with those customers that are our bread and butter — the hardcore, taking out the wallet gamer,” Samit says. “We’re the alternative that only appears to those other gamers. If you’re the kind of gamer that’s played for 90 days and hasn’t taken out your wallet… let us monetize [you].”

SocialVibe’s business model is fueled by advertising dollars spent by brands, a portion of which SocialVibe gives to social game publishers with which they integrate the engagement ads. Zynga Global Director of Brand Advertising Manny Anekal once told us that these integrations are very easy to activate in the short-term for upcoming film or DVD releases, explaining that the Toy Story 3 SocialVibe integration took less than a week to work into FarmVille. As for the returns on investment for the brands, Samit says in the evolving market for digital advertising, incentivized ads in social games are far more effective and less wasteful than traditional banner ads.

“Impressions are completely useless,” he says. “There are ways to load up pages with all sorts of stuff that we have tuned out. You are more likely to summit Everest in your lifetime than to ever click on a banner.”

SocialVibe closed a $20 million second round of funding from Norwest Venture Partners last March, bring its total funding up to $45 million. You can check out its lists of brands and partners on the company’s website.

This Week’s Headlines From Across Inside Network

Here are all the latest headlines from around Inside Network this past week.

IMA LogoInside Mobile Apps

Tracking the convergence of mobile apps, social platforms, and virtual goods.

Monday, September 12th, 2011

Tuesday, September 13th, 2011

Wednesday, September 14th, 2011

Thursday, September 15th, 2011

Friday, September 16th, 2011

ISG LogoInside Social Games

Covering all the latest developments at the intersection of games and social platforms.

Monday, September 12th, 2011

Tuesday, September 13th, 2011

Wednesday, September 14th, 2011

Thursday, September 15th, 2011

Friday, September 16th, 2011

IF LogoInside Facebook

Tracking Facebook and the Facebook platform for developers and marketers.

Monday, September 12th, 2011

Tuesday, September 13th, 2011

Wednesday, September 14th, 2011

Thursday, September 15th, 2011

Friday, September 16th, 2011

New This Week on the Inside Network Job Board: TinyCo, A Bit Lucky, Nubee and More

The Inside Network Job Board is dedicated to providing you with the best job opportunities across social and mobile application platforms.

Here are this week’s highlights from the Inside Network Job Board, including positions at TinyCoA Bit LuckyNubeeKing.comTBG DigitalStorm85th Planet Games,  Wild Needle Games and JibJab Media.

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.

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