Blogging Inside Social Apps: Emerging International Opportunities for Mobile and Social Developers

We’re at the San Francisco Design center, blogging Inside Network’s third annual Inside Social Apps conference.

Following a short afternoon break, we resumed with “Emerging International Opportunities for Mobile and Social Developers” moderated by AJ Glasser. She is joined by GREE’s VP Marketing, Social Games Sho Masuda, Popcap Games’ VP of Worldwide Publishing Dennis Ryan, Vostu’s Chief Scientist Mario Schlosser, and 6waves Lolapps’ Chief Product Officer Arjun Sethi.

The following is a paraphrased transcript of the discussion.

AJ: We’ll start by discussing the different regions that you’re seeing the most growth in. Where are the largest growth opportunities in your opinion?

Dennis: For us it’s where we’re investing. Three years ago our business outside the Americas was about 10 percent of our business and now it’s about 30 percent, particularly China and Japan. Not to see that other markets have less opportunities, but that’s were we chose to invest.

Arjun: We’ve always monetized in China and Japan. We recently went onto Tencent in China. On Facebook we’ve had a lot of luck in European countries, but Facebook is also growing in Japan. On Android and iOS we’ve see growth in China and Japan – downloads in China and revenues in Japan.

Mario: We’ve seen a lot of growth in Latin America.

Sho: For GREE we’ve seen new users coming from the US and the UK. We’ve seen growth in Korea and China. In terms of market revenues, the US is very important to us, but we’re focusing on a lot of regions.

AJ: So as developers are expanding internationally, how do you approach localization and forming a cultural relationship in each region?

Dennis: We take a country specific approach because we’re trying to build our brands as multi-platform experience. They’re on mobile, console, PC and mac and we try to invest where we can execute that strategy in its entirety.

Sho: We think of localization as making the content meaningful to a region, not just changing the language. We just signed a partnership with five companies. With our new platform, we know its difficult to launch in the Asian market. As a platform we need to provide solutions to help developers penetrate that market.

AJ: How do you choose North American partners?

Sho: We’re working with 2nd parties, like our acquisition of OpenFeint. we’re always looking for a partnership that will benefit both us and them.

AJ: What are some mistakes you’ve seen developers make when they take a game into an international market?

Arjun: Taking the approach that if a game is success on Facebook, you can just take the game into another country and just slap it in. It doesn’t work.

AJ: What about Plants vs. Zombies on Renren?

Dennis: I think we got 50% of that right. In China we decided to take a long term view — we build a studio there. That was right. Another thing we got right was we knew we needed to build a different game, so maybe we got more like 2/3 right. The game on Renren is more competitive and its got different monetization. That’s a start, but in the end it didn’t work on Renren. We and Renren both did a great job launching it and it started with 500,000 DAU but its deteriorated since launch, so at some level we know it’s not working. We haven’t given up.

AJ: What about your experience entering the US with games that were popular in Brazil and on Orkut?

Mario: It depends on the game. Our recent games have done better on Facebook. When you expand to a different country, I would almost look at the city level rather than a country level. 95 percent of viralization works on a city by city basis. In the US now, we don’t have a massive audience, so it’s hard to scale it. When we went into Argentina and Mexico we were able to jumpstart the audience by engaging local bloggers. The stuff we’re launching now we can put more hooks into.

AJ: Everyone is talking about Japan and its massive ARPU like its a golden fleece. What are some mistakes people make when getting into Japan?

Sho: To be honest, it’s hard to say, because everyone’s objective will be very different. Just because you’re not in the top 25 grossing apps doesn’t mean your not doing well. I think there are 3 pieces of advice for someone looking at Japan. One, even if your not thinking about penetrating the East Asian market, think ahead and be ready for future localization. Two, do your due diligence and research. See what similar titles and your competitors are doing. If they’re doing well, you could do well too. Three, start fast. Thanks to Google you can reach market outside the US very easily. You can out to small groups of audiences in a region and see if it’s working. If it is, then you can expand. Speed is important — if you’re not doing it someone else will take it.

AJ: Do you set goals by ARPU rate by region? Do you assume you’ve failed if you’re not monetizing at the peak ARPU rate for a specific country?

Arjun: No. For example, if you just look at the US market and you don’t hit the average ARPU, it doesn’t mean you’ve failed. You have to look at what type of game it is. When you talk about Asia you’re looking at Korea, Japan and China. If you’re not hitting the average ARPU it could depend on the the kind of game your making. Casual and hardcore games have very different ARPU. A game in Korea can make up to $1 million a month just in Korea and just from the Korea app store. That’s why we acquired a studio called Smartron5 just to make games in China.

Sho: It’s dangerous just to look at ARPU and say if it doesn’t hit your focus it’s a failure. It’s more important to look at engagement and retention. How does your DAU compare to your download rate? Engagement is the most important factor.

Mario: You can even see very different ARPU with the same demographics on different platforms. In Brazil there’s a lot of friction around Facebook credits. Even with the same game and the same demographics a game can monetize four times higher on Orkut than on Facebook in Brazil.

Dennis: Its not sufficient to focus purely on ARPU and monetization – you have to go by country and by genre. For example for our Facebook game Bejeweled Blitz the monetization rate is pretty similar in the UK, US and Canada, but in Australia it will sometime monetizes 20 – 40 percent higher. In Japan it’s not unreasonable to expect a 5x monetization rate.

AJ: Is that the same game in Japan?

Dennis: Same brand, different game.

AJ: What the challenges of introducing a brand to a new country?

Dennis: For English speaking countries it’s not as much of a challenge. For the Asian markets it will need to be re-implemented and rethought. You have to believe in the core brand. We give our Chinese and Japanese offices the leeway to do that. Even if the mechanics and monetization are different its still the same core brand.

AJ: What was your experience with Ravenwood Fair?

Arjun: When we first took the game to China we gave our partner the leeway to change the game to local tastes. We did see some high engagement and monetization for the beginning but it began to drop off after a week, which means we probably didn’t do a good job. When we looked at Tencent we looked at game from the the ground up.

AJ: Do you see any trends or behaviors by region? What genres are popular in different regions?

Arjun: Worldwide, everyone plays puzzle games. Games like mahjong and poker are pretty popular worldwide with the exception of some countries. Some genres go across the spectrum, but other games wouldn’t be as great in specific countries and regions.

Mario: We had a poker game. It had crappy retention and we were quizzing users about why they weren’t playing and they said they had no idea how to play poker. People didn’t know the rules and it didn’t work out. The games are the real brands. We try to put Vostu in front of people’s faces, but it’s hard to get people in love with the manufacturer of a game – its the actual game they care about.

Sho: There’s definitely certain categories that do well. In Japan RPG and card battle games are always popular, but it’s dangerous to assume that category will always be popular in that region. You should look at your content and assets and do a test. It’s not wise to limit yourself.

Audience Question: What do you see as the potential in India?

Arjun: One of the things that india has a problem with is payment models and methods. Right now it’s controlled by the carriers. Some will charge 80% of the cost of a transaction, so the margins aren’t there. It’s also really cash focused economy, a pay-as-you go economy. It’s not credit card focused. I think it could be there in 8 to 10 years. I think you could look at the evolution of China and see something similar in India eventually, but I wouldn’t be excited to jump in there.

Social gaming news roundup: Zynga, MegaZebra and Japan

Analysts say Zynga must add nine million new DAU per quarter - Industry analysts Cowen and Company have calculated than in order to maintain its current DAU count across its business, Zynga must add at least nine to 10 million DAU every quarter — approximately 100,000 new users every day — to outpace the number of DAU lost quarterly. According an interview on Gamasutra, Zynga’s games lose about 18.4 percent percent of DAU each quarter.

Japan gets mobile social games platform for adults only - Japanese video distribution company DMM has launched its own mobile social network featuring pornographic social games according to Japanese industry watcher Serkan Toto. DMM is a leading Japanese producer of adult video content.

Namco Bandai: free-to-play damaging game industry – Gamespot is reporting that Olivier Comte, Namco Bandai’s SVP for Europe has come out swinging against the free-to-play model, saying games that follow the model aren’t high quality, and that low-cost games lower the perceived value of games, ultimately harming publishers.

Sterne Agee: Zynga loses $150 to acquire every new paid customer – According to Sterne Agee analyst Arvind Bhatia, Zynga has spent $120 million on new player acquisition so far this fiscal year, or $150 for every new paying customer according to his interview with Develop.

513 million internet users in China - Penn Olson is reporting that China now has 513 million citizens online. According to the latest data from the China Internet Network Information Center, 38.3 percent of the country’s population now uses the internet.

MegaZebra appoints Godager and Goeldner to board - Munich-based social game company MegaZebra has appointed European video game industry veterans Gaute Godager and Jürgen Goeldner to its board of directors. Gaute Godager was a co-founder of Funcom.

Japanese social games market to be worth $4.4 billion in 2012 – Japanese market research firm Yano is predicting the Japanese social game industry — driven mainly by mobile social game companies like DeNA and GREE — will be worth $4.4 billion in 2012.

Zynga moves towards online gambling – Zynga has confirmed what many already suspected, telling All Things D that it looking into real money gambling. The company is currently is undertaking “active conversations with potential partners to better understand and explore this new opportunity.” While Facebook does not currently allow real-money gambling on its platform yet, the company will soon in regions were it is legal.

Final Fantasy Brigade has half a million users – Square Enix’s first mobile social game based on the Final Fantasy franchise is now live on  DeNA’s Mobage network for both feature phones and smartphones. According to Andriasang, the game already has more than 500,000 users.

GREE buys stake in Mobicle for mobile social game development - GREE has bought a 6.8 percent share in Korean game company Mobicle. The two companies will co-develop a variety of mobile social games that will be available globally in the second quarter of 2012.

Nexon licenses Unity - Tokyo-headquartered gaming company Nexon has signed a deal to license Unity’s game development platform, reports Develop. According to a statement from Nexon, the company will be using Unity to develop multi-platform content.

[Launch] University of Washington releases Facebook game – The University of Washington Bothell has released its first Facebook game. Called UWB Wetlands Restoration, the game was created by undergraduate students and 100 percent of the proceeds go to restoration of the real UW Bothell wetlands.

Happy Harvest developer ELEX ramping up cross-platform, self-publishing

Chinese developer ELEX wants to expand its social and mobile game business to cross-platform publishing and ramp up its independent games portal in 2012, the company tells Inside Social Games.

The social games industry knows ELEX primarily from farming sim Happy Harvest (開心農場), which is the second-best performing Chinese-language social game on Facebook in terms of daily active users. The Beijing-based developer currently has 300 employees and raised a single $3 million round of funding from Tencent in March 2009. Coming up on its second birthday in February, our AppData traffic tracking service reveals that Happy Harvest still enjoys 2.2 million monthly active users and 860,000 daily active users on Facebook alone with a retention rate at around 40 percent (compared to most games that are lucky to see 20 percent). Worldwide via other social networks, ELEX says that Happy Harvest broke 10 million MAU in December 2011. Across all its games on Facebook, the developer sees 4.4 million MAU and 1.4 million DAU.

ELEX was one of the first Chinese games developers to cash in on the under-served Chinese-speaking Facebook audience in 2009 when the platform was still young and the developer was only a year old. In most cases, we see Chinese developers take an existing game that saw success in local Chinese games networks (e.g. Tencent, RenRen, etc.) and port it to Facebook more or less exactly as it is. This doesn’t always result in a hit game, however, as the Chinese-speaking audience on Facebook is limited and most Facebook-focused publishers won’t pick up Chinese games because they’re hard to localize in a way that appeals to a Western audience. See 6waves Lolapps’ approach to its Smartron5 acquisition as an example.

Though ELEX built up a global audience on social and mobile game networks in Russia, China, Taiwan, the United States, Latin America and Europe over the past two years, the developer wants to focus on its own platform services in 2012. The XingCloud service, first announced in June 2012, is an all-in-one platform for developers to create, publish, localize and distribute games across a variety of platforms — including mobile and PC download.

ELEX CEO Binsen Tang tells us that XingCloud’s real value is in providing developers with data analysis — an area where he thinks most developers make mistakes.

“Data analyzing is different for Chinese developers,” he explains. “The details in games are often unnoticed. [In] the last few years, Chinese developers have focused more on customer experience, and thinking from the point of view of the player. This is why we’re investing a lot in XingCloud.”

The company is also using 2012 to focus on its own games portal, 337.com. This is a move some Western social game developers like Kabam are making, whenever they reach a certain critical mass of users. Though maintaining an independent platform can be expensive — and risky, if their audience will not follow the game off of Facebook onto a new platform — some developers see it as the best way to maximize profit because they don’t have to pay out fees and revenue shares to platform operators.

In ELEX’s case, this is not quite true as its games see the highest average revenue per user rates on Facebook. (For context, Tang tells us that Happy Harvest is its best monetized game at $1 ARPU.) ELEX reports that in the past two years, its signed over 20 publishers to the platform and enjoys over 10 million MAU and 500,000 daily user visits. Tang claims the platform is popular with Latin American and European players thanks in part to its focus on more “hardcore” games like shooters, racing games and action games. Interestingly, the 337.com interface currently looks a lot like Facebook’s canvas app interface:

The largest opportunity for ELEX in 2012, however, may prove to be mobile as the developer is only just getting its footing on iOS and Android with a Happy Harvest sequel and several original titles. Tang says that though Facebook has been a good investment for ELEX, it’s important for all Chinese developers to keep a second eye on the local market, which is continuing to grow.

“Facebook is already a very successful SNS platform,” he says, “but it is still mainly for English speaking countries.”

Social gaming news roundup: China, Google and PerBlue

Chinese social, online game markets booming - According to information released at the 2011 China Game Industry Annual Conference, China’s online gaming sector (MMOs, casual games and social games) is now worth more than 42.85 billion yuan ($6.8 billion), 32.4 percent more than it was worth in 2010, reports Penn Olson.

Persona 3 Social has 1 million members – Persona 3 Social, the social spin off game of PS2 hit Persona 3 has over a million members on Mobage, according Siliconera. The news bodes well for the Personal 3 Social creator Index Corporation’s next game, Persona 4 Social.

TeePee Game partners with OK! TeePee Games, a games discovery service based in the UK has signed a deal with The Express Group, the publisher of supermarket tabloid OK! to create a branded games discovery portal for the company’s UK Facebook group called OK! Games.

Vostu adds more Android games to its portfolio – Latin American social games developer Vostu is quietly expanding into mobile. The company soft launched three Android titles last year and will be releasing four more in the first quarter of 2012 according to Business Insider.

Monumental Games shuts down – UK-based Monumental Games, creator of the Facebook 3D MMO Little Horrors and the Prime toolkit for 3D browser and Facebook games has shut down, laying off 20 workers according to a report on Develop.

Cave pivots to social – Andriasang is reporting that Japanese developer Cave is shifting its focus to social games following a disappointing earnings report that predicted the company would only make $650,000 in operating profit this year. The company already makes social games for both Mobage and GREE.

Social games cheaters cheat in real life too – According to a new survey from EA’s PopCap Games, people who cheat at social games are likely to cheat in real life. Of the 1200 people polled, eight percent of social games players admitted to cheating, and of those 8 percent, almost half admitted to cheating in real life situations. Although more women than men play social games, men were more likely to admit to cheating in them.

Google Making its own social game – Google has released a video of an upcoming social game it is developing that uses Google Maps. The game will be available in February on Google+.

Kixeye releases Backyard Monsters expansion – As of today, the first expansion for Kixeye’s popular RTS Facebook game Backyard Monsters will be available on Facebook. Backyard Monsters: Inferno will allow players to explore below the surface of the earth.

Kabam expands Godfather: Five Families - Kabam has added another neighborhood to its social game, The Godfather: Five Families. Greenwich Village is now available to all players on the Kabam website, Google+ and Facebook.

Transformers social game coming to GREE – Beloved cartoon franchise The Transformers is getting a social game according a report from Andriasang. The game, titled Transformers for GREE was developed by Interspace and will be available next month.

Pulitzer Prize winner to pen social game – Gamasutra is reporting that Pulitzer Prize winning New York Times columnist Nicholas Kristof is teaming with non-profit developer Games for Change to create a social game about female oppression. The game will be released on Facebook in late 2012.

[Launch] Mail.Ru releasing new browser-based MMO – Mail.Ru Games announced this week that it will be releasing a new browser-based MMO called RiotZone early this year. The game is a strategy game designed to appeal to casual gamers.

[Launch] PerBlue Brings Parallel Kingdom to Facebook - PerBlue’s location based MMORPG Parallel Kingdom is going against the tide of Facebook to mobile expansions and moving onto the web. The game is now available on Kongregate, Chrome and Facebook.

SNS Plus Lands $4M Round From WI Harper Group, Matrix Partners

Taiwan-based social game publisher SNS Plus has landed a $4 million “co-lead” round of funding from Chinese early stage investment firm WI Harper Group and Matrix Partners. This brings SNS Plus’s total funding to $12.5 million.

Announced via press release, the funding will go toward expanding the SNS Plus distribution channels in Asia, where the company already enjoys growth from China, Taiwan and Thailand. The funding will also help SNS develop its own games to bring to market on Facebook — where the company has published over 60 games — and other platforms like iOS and Vietnamese social network Zingme. SNS Plus’s largest app currently published for Facebook is แฮปปี้คนเลี้ยงหม, a Thai-language game involving pigs. Across all its Facebook apps, the publisher enjoys 5.4 million monthly active users and 1.5 million daily active users according to our AppData traffic tracking service.

Social Gaming News Roundup: Google+, Car Town and Nordeus

First Person Social Games on the Way from New Studio U4iA – Former Activision vets Dusty Welch and Chris Archer have formed a new studio called U4iA that will focus on hardcore social games according to Gamasutra. The company has trademarked the term “first-person social” and is set to release its first game in 2012.

Gigamedia Reports Third Quarter Loss, Promises to Pivot into Mobile – Taiwan-based social game company Gigamedia reported this week that its third quarter revenues had dropped 12% quarter over quarter to $7.8 million dollars. The company also reported a loss of  $3.9 million dollars for the quarter. In a press release accompanying the results, CEO Yichin Lee said the company would change course, extending its platform to mobile devices.

Brazilian Social Gaming Market Growing Quickly – Research firm SuperData is predicting that the Brazilian social gaming market is will be worth $238 million by 2014. At that point more than 52 million Brazilians will play social games, up from the 35 million people who currently identify as social gamers.

Nordeus Best Social Gaming Startup of 2011 – Serbian social game company Nordeus has been named the best gaming startup of 2011 at the annual Europas Awards. The company won the award due to the strong performance of its football game, Top Eleven, which currently has over 3.3 million MAU, according to AppData. The Europas Awards are decided by a panel of industry experts.

Brands Flock to Google+ – Bright Edge is reporting that 61 of the world’s top 100 brands (well known household brands like Coke and McDonald’s) have set up Google+ brand pages since they’ve been available. However, according the company’s November Social Share report even the biggest brands had yet to attract a significant following on the brand new social network. According to a quick search of the social network, just 221 people have added Coca Cola to their circles.

Zynga and Best Buy Team to Offer Limited Edition FarmVille Toys - Just in time for Christmas, fans of FarmVille will be able to collect a series of 8 FarmVille plush toys. Each toy is $9.99, or $0.99 with the purchase of $25 Zynga gift card. The toys will be blind-boxed, but players who collect all 8 will be able to unlock a special in-game Super Orchard.

Car Town Teams with Nitto Tire for Yearlong Campaign - Cie Games has signed an agreement with Nitto Tire to embark on a year-long integrated advertising campaign in its Facebook game Car Town. The promotion will include in-game activities, contests, giveaways and virtual items. Car Town is no stranger to in game promotions, having previously signed deals with Walmart and Universal Pictures.

120 Million People a Week Playing Social Games according to PopCap Survey – PopCap has funded a study conducted by Informations Solutions Group that has found the number of people playing social games has grown extensively. According to the study than 81 million people play social games at least once a day and 120 million people play social games once a week. The whole study can be found here.

Google+: Rumors of My Demise are Greatly Exaggerated – Online analytics service Experian Hitwise is reporting that Google+ traffic continues to grow, with the site receiving 6.8 million US visits between November 5th and 12th, 5% more than it received the week before. 74% of those hits were from returning visitors.

Shanda Games Reports Record Quarterly Revenues, Sees MAU Drop - Chinese free-to-play MMO publisher Shanda Games released third quarter results that showed the company posted revenues of $212.9 million, a 23.4% increase year on year,  but had lost 3 million MAU between the second and third quarters.

GaiaX Expands With Philippines Based Subsidiary – GaiaX, a Japanese company that provides social media monitoring and social app support services for a variety of companies, including DeNA’s Mobage network, is expanding, launching a new multi-language subsidiary that will be based in the Philippines. The subsidiary will be called GaiaX Asia Corporation.

Live Gamer Raises $8.5 Million - Online virtual goods marketplace Live Gamer has raised an additional $8.5 million in funding from a mixed securities offering.  The company, which bills itself as a combined e-commerce and advertising platform has raised more than $35 million so far.

Mobile, Social Gaming Cutting into Handheld, But Not Console Dollars – According to a new survey from the Cowen Group, only six percent of self identified “gamers” reported spending less on traditional console games because of time spent playing mobile and social games. However, out of people who identified themselves as “casual gamers” 29% of them reported being less likely to use a dedicated handheld system like Sony’s PSP or Nintendo’s 3DS.

Will Wright Has a HiveMind – Sims creator Will Wright is launching a new game and company, both called HiveMind according to an exclusive interview on Venturebeat. HiveMind’s products will be based around collecting information and then customizing the game for its player, rather than the typical model, which sees the player adapt to the game’s rules. While Wright was low on specifics, he did reveal that the company’s products could be staged on either mobile devices or Facebook.

Warren Spector on Social, Mobile Games - In an interview with IndustryGamers, Deus Ex creator and games industry veteran and Warren Spector has revealed a mixed attitude to mobile and social games. Spector was quoted as saying: “Selfishly, I look at social and mobile games and think, “Didn’t I just spend 20+ years of my life trying to get away from graphics and gameplay models like this?” It seems inevitable that social and mobile will be a big part of our gaming future, that’s for sure.”

[Launch] A&E Brings Storage Wars to Facebook as Social Game – A&E’s hit reality TV show Storage Wars is now a social game on Facebook. Players in the game compete with one another to bid on storage locker auctions, just like in the TV show. The release of the game coincides with the debut of the new season of the show.

[Launch] Dungeon Overlord Makes Official Debut - Night Owl Games’ Facebook MMO Dungeon Overlord has gone out of beta with 80,000 MAU, according to Appdata. At the end of October we reported that The9 Korea had acquired the exclusive Korean operating rights for the game.

Tencent Revenues Up in Q3 Despite Slowing Growth in Older Social Games

Chinese internet portal and social game platform Tencent announced an 11% increase in revenues for Q3 calendar 2011, up to 7.4 billion RMB (1.1 billion USD) from Q2. Year-on-year, this is a 43% from Q3 2010′s 5.2 billion.

The bulk of the growth comes from Tencent’s “internet value added services” segment, which accounts for many of the platform’s online and social games available via the platform’s five gaming portals — Pengyou, Tencent Microblog, QQ Games, Q-Zone and Q+. In particular, the company highlights the games Cross Fire, QQ Dancer, Dungeon and Fighter, QQ Game, QQ Speed and League of Legends. Tencent reports that revenue growth for the segment is slowing down as its long-running social games QQ Farm and QQ Ranch approach their traffic peaks and overall growth in Chinese internet users flags. Going forward, Tencent intends expand its open platform initiative by investing in social networking site Kaixin001, which offers a Friends for Sale social game as well as a farm sim.

In the last year, Tencent has been broadening its third party offerings through publishing partnerships with Zynga and other unannounced partners to bring popular Western social games to its portals. CityVille was the first of these games that we know about, arriving on Tencent’s Pengyou platform as Zynga City. The developer faces competition from other Chinese social networks looking to sign on Western developers like RenRen and its deal with PopCap Games to publishing a hyper-localized social network version of Plants vs. Zombies. There may also be challenges in connecting with Western developers due to misunderstanding around Tencent’s platform restrictions and rules.

6Waves Lolapps on Smartron5 Buy, Future M&A Prospects in Asia

Facebook publisher-developer 6waves Lolapps is increasing its presence in Asian markets while curating Chinese-developed games for Western audiences through a series of acquisitions and publishing partnerships.

Late last month, the company announced the acquisition of Smartron5, a Beijing-based social game developer that is only just now launching its first original IP on Chinese social game network Tencent. This increases the total headcount of 6waves Lolapps in the region to over 75 and brings two new games to the company’s portfolio, with the recently-launched Tencent title headed for Facebook and mobile platforms in Q1 of calendar 2012.

6waves Lolapps CEO Rex Ng (pictured) says the acquisition was based on the strength of the Tencent title and its potential to appeal to a Western audience, as well a desire to accelerate mobile development on 6waves Lolapps titles.

“In China there’s a lot of developers quickly adapting to the mobile side of things — iOS stuff, a lot of Android stuff coming out of Beijing,” he tells us. “So it was actually a perfect opportunity for us to go there and fast-track mobile for us. There are not many Chinese language games on iOS yet. I think there’s a lot of opportunity there.”

As a market, China presents social game developers and publishers a challenge as Facebook is banned in the mainland. Tencent dominates the industry in the region, but developers find it difficult to transition to the network due to closed platform restrictions on APIs and other red tape. Chinese developers also find it difficult to transition their games from Tencent and similar Asian social game networks to the West, both because of platform differences on Facebook and iOS and because of different cultural expectations from games.

Even so, 6waves Lolapps has found some success in bringing Chinese language games for Chinese audiences to Facebook — where Ng estimates there are about 1.5 to 2 million potential players. The most recent example Ng points to is mid-core citybuilding and combat game, 胡萊三國 (Hoolai Sanguo). Like many Chinese social games, Hoolai Sanguo is set in the Three Kingdoms era of Chinese history and features player versus player combat. The art style is cutesy in a way that appeals to a broader audience than just the mid- to hardcore players, which may be why it’s one of the top-grossing games on Tencent. Despite its success as a social game in Asia, however, Ng says it would be unwise to localize Hoolai Sanguo in English because the game wouldn’t resonate with a Western audience.

“There are times when we want to look for content that’s purely for the Asian audience,” Ng explains. “A lot of the time, the Chinese culture style of game works really well in Korea or Japan, because the students study the same textbooks and watch the same movies, so they are well aware of the culture. That’s what we look for. These games won’t make it to English and the rest of the world and that’s by design. We don’t try to bring Kingdoms of Camelot to Taiwan and Hong Kong, right?”

With Smartron5, the plan is to guide the developer toward creating casual games for both the Asian and Western market on a individual basis, only sharing games between hemispheres when the cultural nuances suit both audiences or are completely irrelevant due to the genre type (e.g. puzzle games and bubble shooters).

As for tapping into the well-established hardcore gamer audience in the broader Asian market, Ng says the company is exploring more options.

“The midcore stuff is something we just started to look at,” he says. “We feel that there might be other teams, other studios out there that might be more adequate for it. We might actually be looking to do more [merger and acquisition activity] around that.”

According to our AppData traffic tracking service, 6waves Lolapps currently enjoys 32 million monthly active users and 5.4 million daily active users across both its published and developed applications on Facebook.

Social Gaming News Roundup: Women are Profitable for Papaya, Zynga’s Games are Engaging, Tiny Speck Launches Glitch

RockYou Finds Social Gamers are Flush with Friends and Disposable Income – Social gamers are socially active, increasingly sophisticated, highly suggestible consumers according to a study commissioned by social gaming company RockYou. Some of the highlights of the study included:

  • Social gamers spend 13 hours per week on social networks and an average of 9.5 hours per week on social games
  • Social gamers have made 20 new friends through social gaming
  • 24% of players report they have clicked on an ad in a social game and made an online purchase
  • Social gamers make frequent purchases in real life, especially on entertainment

The study was conducted by market research firm Interpret on behalf of RockYou, and polled 2,000 social gamers (60% of whom were female) over the age of 18 who lived in the US and played at least one hour of social games a week.

Chinese Social Game Maker Papaya Finds Women Most Profitable – Beijing based PapayaMobile has found its most profitable gamers are women. According to Papaya, 4% of the players of its social mobile games are “whales” and 69% of those whales are women. Whales are defined as the most enthusiastic and dedicated players, willing to spend more than $100 on a game and responsible for 60% of the company’s revenue. PapayaMobile was last on Inside Social Games in February, when executive Si Shen contributed a guest post about the rise of location-based social games in Asia.

Setgo Teaming with Teepee to Expand Its Gaming Portal – Games discovery portal Teepee is expanding its offerings, partnering with startup developer Setgo to bring its new game Castaways to the platform. Teepee games offers casual gamers a curated experience, giving members access to a selection of games based on their profiles and incorporating the social features of Facebook, Twitter and Youtube. Both companies are based in the UK.

Facebook Credits Prove Profitable for Double Down – Double Down Interactive is reporting a massive surge in transactions since adopting Facebook credits as its in-game currency. According to a press release from the Seattle developer, revenues are up 50% in since their game Double Down Casino made the switch. On July 1st it became mandatory for all Facebook games with virtual goods to use Facebook credits, a move that was praised by some developers for promoting cross-game liquidity.

Zynga Goes Sequential with Mafia Wars 2 Comic – Zynga is prepping its fans for Mafia Wars 2 with a digital comic that reveals the back story and main cast of the upcoming social game. While larger game studios such as Ubisoft and Capcom have been using comics to promote high profile launches for some time, the move is a first for Zynga. The comic was created in collaboration with UDON, a Canadian art collective specializing in promotional artwork for the entertainment industry.

Real Prizes Coming to Facebook Games – Two new companies are seeing if combining social games, real world prizes and Facebook could be the next big thing in social media advertising. On September 29th Titan Gaming launched a beta version of a new games network on Facebook called Games and Prizes, the same day that startup Dobango released a Facebook version of its game play2Win. While each service is slightly different, play2Win focuses on letting players earn coupons and gift cards with smaller, local retailers, while Games and Prizes focuses on driving user engagement through branded games, the end result is the same — both services give Facebook gamers the chance to earn discounts and real prizes, and both services reward players for referring friends.

Google+ Gets Big Fast – Google+ has seen a huge influx of new users and traffic since entering open beta last week. According to data from analytics firm Experian Hitwise, traffic to the site is up more than 1200%. The total number of users is also likely to have crossed 50,000,000 according to analyst Paul Allen, who estimates the site is gaining 2 million users a day. We covered Google+ this week as social gaming heavyweights Zynga and Kabam brought their popular CityVille and Global Warefare games to the new social network.

EA Moving Into Social Game Marketing With New EA Legend Platform – EA announced this week it has developed a new game marketing platform called EA Legend. The platform was designed to help developers market their mobile, social, online and console games, by giving them access to EA’s existing user base of 300 million people. EA Legend will be officially unveiled on October 4th. In the announcement, EA touted that it had increased its audience by 30% this year, a great deal of that upswing coming from EA new Facebook game The Sims Social, which now has over 60 million monthly active users.

Raptr Finds That Zynga Draws Core and Casual Gamers – Zynga is great at engaging and converting players, and the appeal of their games is increasing even with hard-core gamers, according to a new report. Gaming based social network Raptr surveyed its membership and found that fans of Zynga’s “Ville” series log as much time on the social games as fans of the top core gaming franchises. In addition a third of XBox 360 gamers have played a Zynga game, a 50% increase over last year. The study also found that Zynga players logged in, on average, 8 times a day, and that Zynga games are played for three times longer than the rest of the top 10 social games combined. The full report can be read here.

Kobojo Commits to Expansion in Latin America – Leading French social games publisher Kobojo is beginning an aggressive international expansion, opening an office in Madrid and bringing on European games industry veteran Nicola Cencherle to oversee operations in Iberia, Italy and Latin America. According to Cencherle, Kobojo’s goal is to localize its games for 10 new languages before the end of the year, expanding that number to 20 by 2012, with a particular focus on Latin American countries. Kobojo recently translated their flagship Facebook game PyramidVille into Portuguese.

[Launch] Tiny Speck Finally Releases Surreal Social Game Glitch – San Francisco/Vancouver based developer Tiny Speck released their long incubating social game Glitch this week. The brain child of Flickr founder Stewart Butterfield, Glitch is a surreal social game that tasks players with expanding and exploring and expanding the Glitch universe. The catch is that the persistent world comes with it’s own highly unique rule set — for example, eggs come from eggplants, and pigs hatch from eggs. Players can do almost anything they want, but the game is designed to be highly social and cooperative.

[Launch] Vostu’s New Social Soccer Game Golmania on Facebook, Orkut – Brazilian social gaming company Vostu unveiled its latest title this week, Golmania, a real-time, multiplayer soccer game that enables players from all over the world to join teams, play in real soccer stadiums and organize private tournaments. The game is available in Portuguese, English and Spanish and utilizes Vostu’s multiplayer engine, which allows players on separate social networks to play and chat with one another.

[Update] Big Bang Theory Facebook Game Sees Solid Growth – The sitcom The Big Bang Theory launched a Facebook tie in game last week called The Big Bang Theory: The Mystic Warlords of Ka’a. The digital card game, based on the character’s favorite game in the show, has seen decent growth since its launch, currently sporting just over 60,000 monthly active users. The game was developed for Warner Bros. Interactive Entertainment by Dire Wolf Digital.

China’s TribePlay Goes West for Opportunity, Growth

Chinese developers may not be able play social games on Facebook in their own country (at least not on China’s servers), but that doesn’t mean they can’t find success on the platform.

In the last three months, we’ve seen more Chinese-language games turn up on our weekly rankings charts. Some games — such as Elex’s 開心農場 (Happy Farm) — have been regular fixtures on our monthly top Facebook games lists in the daily active user category. Though growing and able to attract interest from publishers like 6waves Lolapps, it’s unlikely that these games will ever break into the double-digit millions of monthly active users that larger Facebook developers enjoy without Facebook being un-banned in China or without turning game development onto games for Western audiences.

A profile of a smaller Chinese social game developer best illustrates the challenges these studios face in developing for a non-native platform and a completely different culture. Earlier this week, we reviewed BrainJewel, a brain-teaser game for Facebook from a developer called TribePlay. It’s the company’s first-ever Facebook game and their first original intellectual property.

TribePlay is based out of Chengdu, in the Sichuan province — about as far from the game developer-dense Shanghai and Beijing as you can get without winding up in Eastern Europe. Thanks to financial and legal support from the government aimed at beefing up development in Western China, the cost of living in the city is low, as are the barriers to setting up a company and hiring staff.

“Chengdu has become a really rich city and you see more international companies here,” says TribePlay Game Producer Gregor Plath. “You also still have well-educated people in the IT sector here because it’s a [college town].”

Once founded in 2008, however, TribePlay had to find a way to get its games in front of an audience. Plath explains that because of licensing restrictions, it’s very hard for a small game developer to afford publishing costs on Chinese social game networks like Tencent and RenRen.

“You always need a partner or to apply for a special license and it’s almost impossible if you’re not a big company or don’t have a partner,” Plath says. “We’re trying to get in touch with local companies here to find a partner where there’s a chance to do [an exchange], like where they publish our game in China and we take one of their games to publish in Europe or something.”

By targeting game development in Europe and now Latin America and the United States, TribePlay was able to grow its business in the past three years from three employees to an international mix of 35 that includes German, Polish, French and Dutch — and they’re still hiring. Previously, the developer worked only with branded IP, the biggest of which being Eccky, a child-oriented pet sim that Plath says did very well on Dutch social network Hyves at 350,000 registered users. With BrainJewel and future games on Facebook, TribePlay hopes to broaden its international audience and potentially its platform reach onto mobile devices as well.

“We are planning to launch our second game pretty soon,” Plath says. “It’s really complicated on Facebook [to succeed] with just one game. With cross-promotion, it’s easier to grow. So we’re hopefully going to launch our second game in October. We also want to get BrainJewel out on mobile soon, or maybe on iPad.”

TribePlay is also localizing BrainJewel in several emerging language categories on Facebook — including Portuguese.

“Our biggest market seems to be in Brazil,” Plath explains. “We are looking at [launching games on] Orkut. Brazilians seem to be crazy about brain games. We’re also going to do Indonesia, which is also an emerging market on Facebook. [It seems] that people who used to use Facebook have stopped using it, but we’re getting new users in from these other countries.”

BrainJewel launched on Facebook earlier this month. Read our review for more details.

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