New This Week on the Inside Network Job Board: Lolapps, Kidlandia, King.com 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 6 Waves/LolappsKidlandiaKing.com, Electronic Artsngmoco:)Natural Motion GamesAcquinity Interactive BLiNQ Media and Storm8.

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.

Zombie Lane Claws Its Way From Facebook and Google+ To Apple Devices

Calling the release the latest step in its new cross-platform strategy, Digital Chocolate has released a free-to-play iOS version of its Facebook game Zombie Lane that is compatible with iPhone, iPod touch, and iPad. The title hit Facebook in March of this year and is currently played by 2.5 million monthly active users, according to our tracking service AppData. A version of the game for Google+ was released in August. The iOS version debuted on November 22.

Zombie Lane for iOS is nearly indistinguishable from its Facebook and Google+ incarnations, although there are a few minor differences — and one more significant for players hoping to continue their experience between mobile and social networking platforms. That’s because, despite the versions being so similar, there is no interaction between the mobile and browser-based releases. Anything players do in the game on Facebook or Google+ has no impact on the mobile version and vice versa. This differs from the approach being taken by other publishers, such as Pangalore, for their upcoming native iOS releases that share data with their Facebook counterparts using Facebook Connect.

Still, the mobile version does an admirable job of capturing the qualities of the browser-based release. The game is visually engaging, and runs well even on earlier generation devices.

In Zombie Lane, players take on the role of either a male or female survivor of an undead apocalypse. Rather than a pure action game, it combines defending a location from zombies — in this case the player’s home — with building and farming aspects. Players must not only shoot zombies (by tapping on them), but expand and improve their home with various amenities and defenses as well. These goals are laid out in a series of various missions, that has players working towards goals such as repairing their homes so that their spouses will return, building new additions like tool sheds, and racking up a specific number of zombie kills in a 24-hour period. Players are able to unlock and purchase new weapons to aid them, but must also make sure to buy enough ammunition in order to keep using them.

Players are able to build and repair structures by salvaging supplies from the rubble of their once-idyllic neighborhood. In addition to the materials, such as bricks and screws, they’ll find, various actions will reward them with coins and experience points. Coins can be used to buy deco, housing components, weapons, and other items. Cash, the premium currency, is spent on premium items, energy (all actions expend this and it recharges over time otherwise), and for amassing required materials more quickly than through normal gameplay. Collecting experience points helps players level up and, when they do, they gain access to new items to purchase, bonus coins, and energy refills.

Social aspects of the game include visiting the neighborhoods of friends in order to help them pick up rubbish, thus earning bonus coins and items, and sending/requesting items that they or their friends might need to complete collections. The game is able to post updates to Twitter, should players give it permission, and connect with Facebook in order to invite players’ friends to try out the iOS version. All interaction between friends using the iOS release are handled through Game Center. A number of Game Center achievements are also available to unlock.

Digital Chocolate is monetizing Zombie Lane for iOS through in-app purchases of cash and coins using real money. Available transaction amounts range from $0.99 to $84.99.

Players will notice that the initial character customization options seem limited compared to the Facebook/Google+ release, but once in the game, the same options can be accessed from the customization menu. Some minor gameplay tweaks, such as a reduction in he number of steps required to perform some tasks like building, have also been made. The user interface has been modified to take advantage of multi-touch gestures, including pinching to zoom the player’s viewpoint.

You can follow Zombie Lane’s progress using AppData, our tracking service for social and mobile games and developers.

This article originally appeared on our sister site, Inside Mobile Apps.

CastleVille Conquers This Week’s List of Fastest-Growing Facebook Games by DAU

CastleVille comes out on top of this week’s list of fastest growing Facebook games by daily active users with a staggering 5 million+ DAU in roughly its first week.

There’s a bit of confusion around just how fast the game is really growing, with Zynga telling us that Facebook is as many as three days behind in updating its traffic counts for apps. According to the developer, CastleVille officially broke the 5 million DAU mark in just six days, which would have been on Sunday, November 20th. Zynga has not provided an up-to-date monthly active user figure — but our AppData traffic tracking service indicates it would have been 9 million, assuming today’s DAU count is actually from Sunday.

Top Gainers This Week – Games

Name DAU Gain Gain,%
1. CastleVille 5,900,000 +5,760,000 +4,114%
2.  Words With Friends 5,200,000 +200,000 +4%
3.  Bejeweled Blitz 2,800,000 +100,000 +4%
4.  Tetris Battle 2,100,000 +100,000 +5%
5.  المزرعة السعيدة 850,000 +90,000 +12%
6.  Social Empires 870,000 +60,000 +7%
7.  BINGO Blitz 850,000 +40,000 +5%
8.  超級店長 70,000 +40,000 +133%
9.  Mall World 500,000 +30,000 +6%
10.  Addicting Games 110,000 +20,000 +22%
11.  Crazy Taxi 30,000 +20,000 +50%
12.  FantaBook 80,000 +20,000 +60%
13.  GodsWar – Best 3D MMORPG Browser Game ★★★★★ 50,000 +20,000 +67%
14.  Habbo Hotel 40,000 +20,000 +33%
15.  Happy Hospital 340,000 +20,000 +6%
16.  Happy Pets 210,000 +20,000 +11%
17.  MochiGames 40,000 +20,000 +33%
18.  Noah’s Ark 30,000 +20,000 +200%
19.  Premier League Fantasy Football 30,000 +20,000 +200%
20.  Sanalika 40,000 +20,000 +50%

All data in this post comes from our traffic tracking service, AppData. Stay tuned for our look at the top emerging apps on Friday.

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CMUNE Keeps Unity 3D-Powered UberStrike Going Strong on Facebook

UberStrike developer CMUNE‘s faith in Unity 3D appears to have paid off as the game continues to grow while approaching an anniversary on Facebook.

In the last 12 months, UberStrike (formerly known as Paintball Paradise) has grown at a steady rate to its present-day Facebook traffic of 880,000 monthly active users and 120,000 daily active users, according to our AppData traffic tracking service. The game also migrated to the Mac App Store this August with an HD version that currently ranks No.3 in Top Free Apps. The rest of its audience comes from versions available on MySpace and the game’s own site (using Facebook Connect).

The promise of 3D games for Facebook has been tough for developers to deliver on because of hardware limitations and most users’ aversion to plugins. With social games increasing in quality and trending toward cross-platform releases, however, developers have reason to explore 3D development as way to distinguish their titles and open up the road to easier cross-platform development. CMUNE was one of the first developers to introduce Unity 3D to Facebook, and so far, it’s the only one that we know of that’s successfully scaled in size and across platforms.

Ludovic Bodin, CEO of CMUNE, shares the challenges of backing Unity with Inside Social Games and explains how the developer walked users through the terror of installing a plugin to run a Facebook game.

Inside Social Games: What were the challenges of getting users to install the Unity plugin?

Ludovic Bodin: Initially we had very little idea of what was happening when users tried to play our game. We knew how many app adds we had and how many new accounts were created on a given day, but not much else. So we set about fixing the problem using a data driven approach — who were our users, what browsers and OS were they using and could they use the Java WebStart one-click install feature.

With that data in hand, we then needed to know where the dropout was happening, were they clicking the “Install” button, could they figure out how to run a “exe,” did the game finish downloading?

We found that most users had no problem with plugins per se, but mostly failed when it came to figuring out what to click on when presented with various browser “Run/Save” dialogs. We also found different browser users, had vastly different behavior. For example, more FireFox users click “Install” but [Internet Explorer] users have a higher installation success rate.

It’s worth mentioning that outside of fixing browser bugs, user interface updates tended to yield the best returns for reducing funnel dropout. We’re currently working with Unity to perfect the plugin installation flow and hope other developers can benefit from our research.

ISG: What changes to the prompt dialogue saw the highest conversion rate for players?

Bodin: Removing stuff. It’s design 101, but somehow it’s always tempting to explain everything on the first dialog. Having said that, using only a single “Install” button didn’t work well either. We’ve now struck a balance with obvious UI and just enough supporting content to intrigue the user.

ISG: CMUNE chose Unity for a Facebook game  before other developers had even really tried it. What prompted you to take that risk?

Bodin: Back in the day, it was a pain to play multiplayer games with your friends, there were gigabyte downloads, you had to find servers or do a LAN party, and it was technically challenging. So the original UberStrike concept was “tiny download, minimal clicking.” We wanted a game you could find using a URL, jump into a map with other players from around the world, and it just worked.

When we though about the publishing/distribution problem, it was something like “Where are the people? On Facebook. OK, let’s be there too.” From that point on, we thought about UberStrike as a social shooter and how we could leverage the social graph to enhance what is already a distinctly real-time social experience.

ISG: Now that Unity can target Flash 11, what changes (if any) do you need to make to UberStrike for the next generation? Or will you instead make a sequel? 

Bodin: That’s a good question. We’re still looking to see if the Flash exporter in Unity will work for UberStrike, as there are currently some technical show stoppers. We may do a port, but there are still some big advantages to using the native plugin that just don’t exist in Flash.

As sequel to UberStrike is definitely possible, although were not promising anything just yet. There’s a lot of very cool new features coming in the next release, and we’ve put a lot of effort into making the core game easier to learn and more rewarding, along with some love for the new Facebook API features.

I’d like to mention we are hiring.

Rocket Ninja Closes $7.5M Second Round for New Hires

Rocket Ninja, current developer of Facebook game Wrestler: Unstoppable, has secured a $7.5 million second round of funding from European private investor Marcel Boekhoorn. This brings the developer’s total funding to $11 million.

Wrestler: Unstoppable started as a complex 2D fighting game for Facebook developed by SteamStreet. Rocket Ninja purchased the game last year and essentially relaunched it earlier in 2011 as a 3D fighting game that runs on its proprietary Shr3d game engine. The developer claimed it saw stronger retention with the dramatic change. Data collected from our AppData traffic tracking service shows that Wrestler: Unstoppable lost growth momentum in September, however, with 80,000 monthly active users and 10,000 daily active users as of today.

Even so, Rocket Ninja means to scale its San Francisco-based office with this second round of funding, largely based on the promise of the Shr3d engine delivering 3D visuals to both social and mobile games. A statement from CEO Oded Pelled included in the funding press release says, “3D revolutionized the gaming industry, and it will forever change the social web by delivering a new dimension in self expression and interactivity.”

It is possible that the developer could license the engine to other social game developers, putting them in direct competition with Unity, StoneTrip’s ShiVa, and a handful of other services that promise social and mobile game developers 3D. The clear advantage Rocket Ninja has is that it doesn’t currently require a plugin to run on Facebook — although Unity will be able to drop the plugin for Flash Player 11 games. The press release says that the developer is currently “accessible across devices and applications,” though to date we’ve only seen Wrestler: Unstoppable available on Facebook.

Representatives for Rocket Ninja did not respond to request for comment as of press time.

Chef Quest Turns up the Heat on Facebook Cooking Games

Funtank has launched its latest Facebook game post-Publishers Clearing House acquisition, a “social cooking adventure” called Chef Quest.

According to our traffic tracking service AppData, Chef Quest currently has 108 monthly active users and 16 daily active users.

In Chef Quest, players travel around the globe on a mission to become the planet’s greatest culinary master. In order to do so, they pass challenges set out by seven master chefs, which require them to cook new dishes and build their cache of recipes. The 140 dishes available in-game hail from major regions including the U.S., Japan, Italy, and France.

Players accept challenges from the master chefs and then must cook the dishes they desire. Doing so requires having the right ingredients and completing a series of mini-games. The latter include the likes of chopping, boiling, and sauteing, and can be quite elaborate, depending on the dish. These games involve clicking buttons at the right time, making motions with the mouse pointer, moving the mouse side to side, and other actions. Each step of the cooking process requires energy to complete. If the player runs out of energy, they must wait for the gauge to refill before proceeding, or purchase energy items from the game’s store. It’s possible to fail at the dish, but succeeding rewards players with coins and experience points. After dishes have been prepared, players can add garnishes to them for additional experience points.

Ingredients must be purchased using coins, which serve as the game’s soft currency. Players can collect special items, such as candlesticks, and combine them with dishes they prepare in order to create banquets which can be exchanged for Cook Bucks, the game’s premium currency. Players can also change the appearance of their chef avatars, using purchased items, and customize their home kitchens with new appliances, cookware, and other trimmings.

Social features including adding friends and bragging about accomplishments via viral channels, sharing experience points when leveling up, and asking friends to provide components that players need in order to complete banquet collections. Players can also invite their friends to “taste” their dishes, with both sides receiving rewards if they accept.

Chef Quest is monetized through the use of Facebook Credits to purchase Cook Bucks and coins. Cook Bucks cab be exchanged for energy refills and various premium deco items, as well as new clothing and looks for the player’s avatar. Many ingredients can be purchased using the soft currency, coins. Items used for completing banquet collections must be earned by players or requested from their friends. Dishes must be made by players for inclusion in collections and can’t be bought or requested.

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

Facebook’s Top 5 Games by DAU as a Percentage of MAU

When judging which Facebook games are the most successful, many people look at total monthly active users or daily active users. While both metrics are important, daily active users as a percentage of monthly active users is another relevant metric for ballpark-estimating the retention and monetization rates in social games. Let’s look at the top five games on Facebook by DAU as a percentage of MAU.

As supported by data from Inside Virtual Goods, games with a DAU/MAU of 20% or higher have strong user retention and monetization rates. The most successful Facebook games tend to maintain a DAU/MAU somewhere between 10% and 20%, while also enjoying a large total userbase in the millions. There are a number of games with a far higher DAU/MAU percentage, some even exceeding 50%, but do not enjoy large audiences. Even so, these games are likely still performing well in terms of monetization — otherwise we can assume a developer would eventually sunset the game to save on resources. From that perspective, apps like those on our list could be called Facebook gaming’s hidden gems of high engagement.

[Editor's Note: Games which launched in the last couple months or had fewer than 20,000 monthly active users were excluded. This list also excludes game apps that are actually non-game utilities, extensions, or promotions for other games.]

Empire Avenue – by Empire Avenue: 80% DAU/MAU

A business simulation in which each player becomes a stock that can be bought and sold by other players on a trading exchange, the goal of Empire Avenue is to drive up your Share Price with in-game activity, and activity on social media sites that other players are connected to. This latter feature encourages players to follow and engage with the stocks (i.e. other players) they are invested in.

“So aside from having fun by playing the investment game, it actually enhances how you meet and engage with people online,” says Empire Avenue VP Tom Ohle. “As new people arrive on the site, they’re introduced them to new people quickly, and discover new content that lines up with their own interests.”

The game is monetized with the sale of the in-game currency “Eaves,” which can be purchased with cash or offers. (Empire Avenue is also playable on a standalone website.)

Earlier this year, the game enjoyed strong growth on Facebook, which then plateaued to around its current level of user activity, with 40,000 DAU and 50,000 MAU.

“[W]e’re starting to roll out some more features, which will see us start to focus once more on new-user acquisition,” Ohle says. “It’s just something we haven’t spent a ton of time on lately.” These new features include a mission system “which allows users to earn virtual currency by engaging with other players’ online content.” With additions like that, the company hopes to see user growth return.

無限德州撲克 (Chinese Poker) – by 6Waves Lolapps: 55% DAU/MAU

As the title suggests, Chinese Poker is a Chinese-language poker app similar to such successful apps as Zynga’s Texas Hold ‘Em, with turn-based, timer-driven multiplayer games of poker played around a casino table. While the game icons and UI are in Chinese characters, the gameplay is similar enough to other poker games for non-Chinese users to understand and play

According to Jim Ying, Senior Vice President at 6waves, the game’s high DAU/MAU is due in great part to being among the first poker games in Chinese. In the last year, the game’s total number of MAU has been dropping, as DAU/MAU has risen.

Ying attributes this to the game’s life cycle: “DAU/MAU will naturally rise for high-quality, older games as the people who just try out the game stop playing and you’re left with the ‘stickier’ people who keep playing the game.”

Fairyland – by Play and Connect Ltd: 55% DAU/MAU

A gardening sim with modest graphics and complex gameplay options, Fairyland was launched in 2008 and still maintains a relatively small but very engaged following. Players customize and expand their gardens with a wide array of plants and flower types, and earn in-game gold by leveling up their garden and through various mini-quests. (Gold can also be purchased for cash and Facebook Credits, the game’s most evident monetization channel.)

Fairyland enjoyed a high of 800,000 MAU in late 2009, but has steadily dropped to its present-day traffic of just 110,000 MAU. At the same time, its DAU/MAU rate has risen, going from a low point of under 20%, to nearly 55% now. This is indicative of a game that’s managed to retain a core userbase of very active players, even three years into its life cycle. The game is still being refreshed with new content, such as “Limited Edition Poppies” added to the game’s store in early November. (The developer, Play and Connect, did not respond to request for comment as of press time.)

Lexulous – Word Game – by Rajat and Jayant Agarwalla: 52% DAU/MAU

Created by Rajat and Jayant Agarwalla of Calcutta, Lexulous is a variation of the Agarwalla’s Scrabulous, which was launched in 2007. This was one of the very first Facebook games to show strong engagement rates. Strikingly similar to the classic boardgame Scrabble, a lawsuit from copyright holder Mattel forced the brothers to change the game’s name. (Wordscraper, another Agarwalla game similar to Lexulous, but with customizable playing boards, also has a very high DAU/MAU rate of 50%.)

Jayant Agarwalla says that the game enjoys high engagement for several reasons: Users can play many matches simultaneously, and also play matches asynchronously. At the same time, there is a time penalty for taking too long to make a turn, so players tend to return to the app on a regular basis, to finish ongoing games. In addition, Lexulous has a chat/messaging feature, and Agarwalla says Facebook friends use the game as a context for general socialization.

At the moment, Lexulous is monetized with display ads. “Our DAU count has been pretty consistent, so it’s easier to predict daily ad impressions and thus strike deals with ad networks,” Agarwalla says, adding that they plan to add Facebook Credits as a revenue stream soon.

Over the last few months, the total MAU of Lexulous has been trending down, while DAU/MAU has risen. In the next few weeks, Agarwalla says they will overhaul the game to better attract and retain new users.

Legacy of a Thousand Suns – by 5th Planet Games: 50% DAU/MAU

A turn-based role-playing game with a deep story and high quality game assets, Legacy of a Thousand Suns see a very high DAU/MAU rate with just 40,000 MAU. Even so, 5th Planet Games’ Chief Business Officer Braden Moulton says that the game is very cash flow positive for the company, attributing this and the game’s high engagement levels to the game’s passionate community of users. For this reason, he says any new design decision is weighed against how it will impact this community.

As a consequence, says Moulton, the game has strong ARPDAUs. Stamina/energy refills and Expeditions (a gambling mechanic players use to acquire coveted in-game items) enjoy high monetization rates. However, Moulton says players are more likely to spend money helping their in-game guild, than themselves.

In the last six months, MAU and DAU for Legacy have been dropping slowly while DAU/MAU has been rising. Moulton attributes this to the game’s relatively modest launch numbers in the six figures, as opposed to millions. In future upgrades, the game will add new zones for PVE players, and a PvP mode for the game’s guilds, called “Alliance vs. Alliance.” This may increase total users. In addition, the company plans to deploy the game on other major networks in December, which may boost Legacy of a Thousand Suns’ overall userbase.

Mission: Impossible Game Goes Live on Facebook in Advance of Ghost Protocol Film

Paramount Pictures and developer Funtactix have teamed up to deliver a new Facebook game based on the former’s Mission: Impossible franchise of spy movies. It had previously partnered with the developer for a Facebook game based on the film Rango. Mission: Impossible launches today ahead of the December 21 theatrical release of Mission: Impossible — Ghost Protocol.

According to Facebook, Mission: Impossible currently has 2,000 monthly active users.

Mission: Impossible puts players in the role of an agent for the international spy organization IMF, or Impossible Mission Force. For the sake of game mechanics, this means that players take on various over-arching missions, each comprised of various sub-missions in which they must satisfy certain requirements in order to pass. For the most part, this means clicking on objects and people in the environment to interact with them, which costs energy, a commodity that recharges over time or via the purchase of premium refills.

Players must also fight enemy agents, which involves clicking on them until they are dead. It’s possible for players to use the soft currency, cash, that they receive for completing missions in order to purchase better weapons and armor to improve their chances in combat. Better weapons make killing enemies easier, while better armor reduces the chance they themselves will lose. Defeating enemies and completing missions rewards players with experience points. Leveling up enables players to have more energy by default, refills their energy, and makes available more items from the game’s shop.

Another component of the game is the player’s safehouse. This is a separate area that players can add various functional and decoration items to in order to generate money and change its appearance. They are also to purchase elements such as intelligence gathering devices which will pay out cash over time.

Some of the game’s missions are friend gated — meaning that players must invite friends to play in order to complete them. Other social features include posting about accomplishments to the player’s Wall, sending gifts to friends, and seeing their friends who are playing the game, along with their score data, at the bottom of the screen as part of the player’s spy network.

Paramount is monetizing Mission: Impossible through the sale of deco items, safehouse devices, weapons, armor, and energy refills. Players can purchase the better items the game offers using Facebook Credits, and can also use Credits to buy the cash currency, which can be used to purchase a fairly wide assortment of items. Energy refills can only be purchased using Facebook Credits, as can buying non-playable characters to aid players on missions.

Keep an eye out for Mission: Impossible in our AppData traffic tracking service for social games and developers.

Zynga: CastleVille Outdoes CityVille Launch at 5 Million DAU in Six Days

Zynga tells us that CastleVille broke 5 million daily active users over the weekend, putting it ahead of CityVille’s record for 3.2 million DAU in six days to make CastleVille the fastest-growing Zynga game of all time.

Note that these figures do not yet exactly align with those reported by Facebook. It is possible that Facebook is a day or two behind in updating traffic numbers, as happens from time to time.

Even with the discrepancy in reported numbers, the following AppData chart of Zynga games’ launch week traffic supports the claim that CastleVille is the fastest-growing Zynga game to date in terms of first-week growth. Note that we use CastleVille’s stated DAU count as a substitute for its MAU because Zynga has not yet made that information public:

CastleVille is a medieval-themed role-playing game that combines gameplay elements from FarmVille, FrontierVille, and CityVille with a lush cartoon art style and robust soundtrack provided by a full orchestra. Players customize their own avatar that then is responsible for building up a thriving kingdom and protecting it from attacks by “beasties.” Social features are currently limited to visiting and gifting (although a trading system is planned for roughly a month after launch), and monetization mainly comes from premium decoration items, refilling the energy gauge, and purchasing “exploration” crystals that allow the player to expand into new areas of the map and discover new non-playable characters. In general, the game seems to enjoy a broader appeal than Zynga’s recently launched Adventure World and Empires & Allies, both of which introduce gameplay mechanics popular with niche audiences (e.g. exploration, combat).

As for how CastleVille stacks up against EA Playfish’s The Sims Social (its nearest competitor in size), it’s still well behind where The Sims was in its first week of launch at 20.8 million MAU and 7.2 million DAU — largely because EA drummed up a great deal of pre-launch hype that funneled growth to the app before it was live. In terms of present-day numbers, CastleVille is on-track to surpass The Sims Social in MAU and DAU in the next 30 days if current growth and decline rates remain consistent for both titles.

Find out more about CastleVille from our early looks at the game here and here.

Correction: A previous draft of this story confused CastleVille’s stated daily active user count as monthly active users. We’ve requested the official MAU count from Zynga.

Bubble Witch Saga, Tetris Battle Top This Week’s List of Fastest-Growing Facebook Games by MAU

It’s Bubble Witch Saga on top again in this week’s list of fastest-growing Facebook games by monthly active users. Tetris Battle and FarmVille round out the top three.

If you’re looking for CastleVille, it just shy of the full 7-day traffic requirement to turn up on our AppData rankings charts. When it arrives, expect it to occupy the top spot with around 3.3 million MAU and 2.7 million daily active users already under its belt in six days.

At No.7 this week is a bit of an enigma with Call of Duty. The app is currently sending us to this URL and producing a 403 Forbidden error, which sounds similar to some of the complications subscribers to the Call of Duty Elite fan club are experiencing when trying to link their player accounts in the recently-released Modern Warfare 3 to the service. There’s no information on the app’s Page linking it to publisher Activision or to the Elite service, but 1.2 million MAU and 560,000 DAU doesn’t seem like an accident. If legitimately linked to Modern Warfare 3, it could explain the growth seen in the last 12 days. Activision did not respond to request for comment on the Call of Duty app as of press time.

Top Gainers This Week – Games

Name MAU Gain Gain,%
1.  Bubble Witch Saga 8,000,000 +500,000 +7%
2.  Tetris Battle 7,000,000 +500,000 +8%
3.  FarmVille 30,700,000 +400,000 +1%
4.  The Pokerist club — Texas Poker 1,500,000 +400,000 +36%
5.  Diamond Dash 11,000,000 +300,000 +3%
6.  Ravenskye City 7,600,000 +300,000 +4%
7.  Call Of Duty 1,200,000 +250,000 +29%
8.  Bejeweled Blitz 8,300,000 +200,000 +2%
9.  Bubble Speed 1,900,000 +200,000 +12%
10.  Mafia Wars 2 16,000,000 +200,000 +1%
11.  Pet Society 6,700,000 +200,000 +3%
12.  Social Empires 5,100,000 +200,000 +4%
13.  Words With Friends 11,700,000 +200,000 +2%
14.  Zombie Island 1,800,000 +200,000 +13%
15.  المزرعة السعيدة 2,700,000 +200,000 +8%
16.  Family Feud & Friends 1,000,000 +120,000 +14%
17.  Best Casino – Free Slots, Bingo, Poker & Blackjack 1,400,000 +100,000 +8%
18.  Bubble Saga 6,200,000 +100,000 +2%
19.  Café World by Zynga 6,600,000 +100,000 +2%
20.  Coco Girl 2,400,000 +100,000 +4%

All data in this post comes from our traffic tracking service, AppData. Stay tuned for our look at the top emerging apps on Friday.

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