Top 25 MySpace Games for December 2010

Top 25 MySpace Games for December 2010

This month, the number of users for the Top 25 MySpace games have remained in roughly the same range as a month prior. Even so, none of the applications experienced negative user changes, unlike their Facebook counterparts.

Here are the highlights for the Top 25 MySpace Games for December 2010:

  • Playdom tops the list this month with the old school title, Mobsters. It totals out at just under 15 million users.
  • Zynga, on the other hand, continues to play second fiddle with Mafia Wars, hosting around 13.4 million users.
  • Remaining at #5 is Tag Me from BitRhymes. A simple, social app though it may be, the title has gained over 46,000 new users in the past month, reaching 8.4 million in total.
  • As noted already, December 1st is host to the return of YoVille, at#6, with approximately 7.9 million users. Though the app never dropped in the rankings, it had stopped reporting its user count several months ago.
  • Pets fill up the middle of the list with SuperPoke Pets and RockYou Pets from Slide and RockYou. Each app experienced positive growth this month, totaling around 7.1 and 6.1 million users respectively.
  • Behind the pets come the role-playing games with Zynga’s Vampires and Street Racing. The former currently hosts about 5.3 million users, while that latter holds around 4.6 million.
  • Moving down the list to #20 is BitRhymes with What’s my Impression on friends. With roughly 2.9 million users, the title shows that the simplier, social enhancement applications still do quite well on MySpace.
  • Rounding out the list is a minor swap in titles as RPG Bloodlines takes the #24 spot with a gain of 31,905 new users, pushing Slide’s SuperPoke! down to #25 with a gain 1,387 new users.

This Week’s Headlines on Inside Facebook

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

Monday, November 15th, 2010

Tuesday, November 16th, 2010

Wednesday, November 17th, 2010

Thursday, November 18th, 2010

Friday, November 19th, 2010

Theta Warriors Brings Innovative, But Ultimately Flawed Mech Combat to Facebook

Theta Warriors OnlineWe’ve been hearing from Enigma Games, for some time now, about a Facebook title called Theta Warriors Online. Developed across the three platforms of Facebook, MySpace, and the Enigma platform itself, it’s a science fiction app that tailors itself to a more core gamer demographic.

Theta Warriors presents some interesting ideas, complete with meaningful customization and “global” conflict between players. Nevertheless, as unique as some of the game’s mechanics are, the overall presentation feels cumbersome and clunky. Combined with a vast volume of features and zero instruction, Theta Warriors requires a rather steadfast determination to see the potential and even begin to understand what is going on.

The plot follows a futuristic war over a form of technology called “Theta.” Once in the game, players choose from a handful of mechs, with each sporting a different arsenal (e.g. lasers, ballistics, etc.). The game doesn’t explain any differences between them, so we just chose the one that looked coolest.

MissionsThis is where the basic mafia-style RPG element comes into play, as users find themselves repeating basic quests in order to earn experience and level up. Each mission comes with a very brief blurb of story, and players are transported to a battlefield where they take turns attacking whatever enemy is involved.

So where do things start getting interesting? Well, upon leveling, players begin acquiring skill points and upgrade points. With these, they can upgrade basic attack and defense-based statistics as well as, by a percentage, overall damage, critical strike rating, and resistances to the various forms of weaponry in the game. Basic though these might seem, the real gem is a mechanic called the “Power Matrix.”

Power MatrixPlayers have a total of 100 percent power for their mech and with it, they can adjust their weapons, armor, and extra systems. The last is what is most interesting, as once users reach level five, they can begin purchasing items that will augment certain aspects of their vehicle, like weapon resistances, damage, healing bonuses and so on. The catch is that these different components require the mech to have enough power available, forcing the player to make decisions on what they equip and what they boost.

Once the player is ready to go, they can begin entering into Theta Warriors’ core social element, the wars themselves. Yes, there’s a typical battle system where users attack one another individually, but the really interesting concept, called the “Empire War”, pits Facebook, MySpace, and Enigma users all against one another in a World War style.

The world is based on a pyramid with each platform controlling a particular section. Within it are hexagonal grid spaces that contain both players and defensive structures. As with the rest of the game, the nuances of the Empire War are unclear, but it appears that players are able to move to adjacent grid spaces (which takes an obnoxious amount of time) and attack or defend them; working the same as the already noted, single-player battle mode.

Empire WarIt also appears possible to construct defensive structures (such as turrets) and even launch nuclear assaults. And the developers tell us that at midnight each day, players are given specific roles to fulfill within the Empire War to keep the play a bit more fresh.

All of these concepts sound great on paper. Unfortunately, it is a painstaking process to learn even this much, with the clunky feeling and bland user interface offering no help.

In the end, Theta Warriors is an example of how high concept can outrun usability and design. If Enigma can improve the game’s play, it may have a title that can go somewhere. In the meantime, most players are likely to end up moving on.

Top 25 MySpace Games for October 2010

Top 25 MySpace Games for October 2010

While Facebook’s Top 25 may have seen some losses, MySpace continues its safe and steady growth for its top games, even as it tries to introduce more game-focused features. Even with last month’s expansion to include some of the social network’s game-like applications, the user losses are minimal with only three seeing a negative monthly change. This month’s list also makes room for a newcomer as we incorporate Slide’s long running app, SuperPoke!

Here are the highlights for the Top 25 MySpace Games for October 2010:

  • Playdom’s #1 MySpace game, Mobsters sees relatively decent growth this month with a gain of 89,440 new users.
  • Mafia Wars, from Zynga, sees growth too of around 19,000 users, marking a distinct contrast to its Facebook counterpart, which lost over 8.2 million MAU.
  • BitRhymes makes significant growth this time around with Tag Me. Coming in at #5, the classic app is currently earning around 8.3 million users.
  • While the middle ranges of the top 25 have remained uneventful, Oxylabs’ title, What is your Street Reputation, moves up again this month. Rising from #17 to #15, the application gains just under 200,000 new users.
  • Towards the end of the charts comes racing RPGs, Overdrive and Speed Racing. Appearing at #21 and #22, the Playdom and RockYou titles earn around 2.7 and 2.6 million users respectively.
  • Lastly, Slide’s long-running app SuperPoke! makes its way on to our list as we continue to expand the breadth of MySpace applications being tracked each month. The title, currently, is earning just under 2 million users.
  • As for the three titles losing numbers, they are Own Your Friends, Truth Box, and Street Racing. They come in at #4, #6, and #12 respectively.

Inside Virtual Goods: Tracking the US Virtual Goods Market 2010 – 2011, Is Here

With an up-to-$750 million acquisition of Playdom by Disney, an up-to-$400 million acquisition of Playfish by Electronic Arts, the acquisition of Tapulous by Disney, and hundreds of millions of dollars in venture investments, virtual goods are impacting businesses across the media landscape. Virtual goods, and the companies that create them, may be bringing the largest disruption entertainment, communication, and e-commerce infrastructure businesses have seen in years.

Inside Network is proud to announce the release today of a new original research report by Justin Smith and Charles Hudson that presents a comprehensive examination of the size and future of the virtual goods market in the United States, entitled Inside Virtual Goods: The US Virtual Goods Market 2010 – 2011. This is Inside Network’s second annual edition of the US Virtual Good Market report. The big picture? The US virtual goods market will reach $2.1 billion overall in 2011.

Where will the virtual goods market go in 2011 and what are the biggest opportunities left unclaimed? How will existing players fare as Facebook continues to reshape the social gaming landscape, and larger and more sophisticated players enter the market? Inside Virtual Goods: The US Virtual Goods Market 2010 – 2011 provides deeper insight into monetization, development, and the key questions facing the space in 2011 than you’ll find anywhere else.

Get the Annual Membership
Get Annual Membership (Includes Report + 3 Additional Quarterly Issues): $2,495
OR Buy Single Report: $995

About the Report

Inside Virtual Goods is a new report researched and created specifically for entrepreneurs, investors, and analysts interested in the growth of this exciting new category of online commerce that is fueling the growth of games-as-a-service businesses. During a research phase spanning the last few months, co-authors Justin Smith and Charles Hudson have spoken with dozens of executives and entrepreneurs from all parts of the ecosystem in order to form what we believe are the most detailed estimates, analyses, and predictions for 2010 and 2011.

We focused and organized the report around the following areas:

  1. Social Networks, Applications, and Games - The explosion of the virtual goods market on social networks is one of the biggest stories of 2010. We delve deeply into the trends, stats, key players, opportunities, and challenges facing the space this year and next.
  2. Casual MMOs and Virtual Worlds - Virtual worlds and casual MMOs continue to grow as a meaningful share of the virtual goods opportunity in the United States. Our study breaks down the key drivers for success in this segment, trends in monetization and engagement, and the prospects for the future.
  3. MMOs and Free-to-Play Online Games – Developers in the MMO / MMORPG space have been among the earliest adopters of the free-to-play model. We explore why free-to-play MMOs are succeeding, revenue and user trends, and the key issues facing this space as we head into 2011.
  4. Console Games – The console market is one of the most interesting new areas where microtransactions are beginning to establish a meaningful foothold in the market. Our study looks at the key opportunities and challenges facing this emerging space going into 2011.
  5. Mobile Games – Mobile application developers that have been early adopters of the free-to-play model are now seeing significant growth in 2010. Our study breaks down the key opportunities and challenges facing this emerging space going into 2011.

Each section contains:

  1. A brief history on the evolution and growth of this space in the US, including a description of key players.
  2. Estimates on the size of the US virtual goods market in 2010 in that area.
  3. A diagnosis of the key opportunities and issues facing the growth of that space, including our outlook and projections for 2011.

In addition, prior to delving more deeply into each market segment, we’ve provided an overview of the emerging payments ecosystem that is growing to serve these new businesses. Traditional e-commerce infrastructure providers only offer a partial solution, and the virtual goods payments layer is currently in a major state of flux. In the report, we describe the variety of solutions that have been brought to market to date, and the key challenges facing the industry from a payments perspective as a whole.

For more details, check out the full table of contents below.

The annual membership, which includes the report and three additional quarterly updates, is USD $2,495. Alternatively, you can obtain just this report for USD $995.

The annual subscription brings you a total of four comprehensive reports comprising months of original research. Recent reports have covered:

  1. The Future of Social Gaming. Social games make up over half of the US virtual goods market. This report provided detailed coverage of exactly how this industry has managed to thrive, who its most valuable players are, and deeper insight into monetization, development, and customer acquisition than you’ll find anywhere else..
  2. The Spending and Usage Patterns of the Social Gaming Audience. Who are the millions of users whose time, money, and engagement have made social games into household names and their developers into technology industry celebrities? This report presented the only independent, original research into user profiles, behaviors, and attitudes toward social games and virtual goods.

We are looking forward to continuing to cover the evolution of the space over the coming year. We look forward to hearing from you!

Table of Contents

About the Authors

charles-hudson-headshotCharles Hudson

Former VP Business Development, Serious Business

Charles Hudson is the former VP of Business Development for Serious Business, a leading social games developer on the Facebook platform.

Prior to Serious Business, he was formerly the Sr. Director for Business Development at Gaia Interactive, a leading online hangout for teens. Prior to Gaia, Charles worked in New Business Development at Google and focused on new partnership opportunities for early-stage products in the advertising, mobile, and e-commerce markets. Prior to joining Google, he was a Product Manager for IronPort Systems, a leading provider of anti-spam hardware appliances that was acquired by Cisco Systems for $830 million in 2007. 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 company dedicated to providing news and market research to the Facebook platform and social gaming ecosystem. Justin leads Inside Network’s Inside Virtual Goods and AppData research and data services, and serves as co-editor of Inside Facebook and Inside Social Games.

Prior to Inside Network, he was formerly Head of Product at Watercooler, one of the leading application and game developers 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.

Get the Annual Membership

The annual membership, which includes the report and three additional quarterly updates, is USD $2,495. Alternatively, you can just download this report for USD $995.

Get Annual Membership (Includes Report + 3 Additional Quarterly Issues): $2,495
OR Buy Single Report: $995

List of Related Companies: 6waves, A Bit Lucky, Acclaim, Activision, AdParlor, Aeria Games, Amazon, Applifier, Appstrip, Artix Entertainment, Bebo, Bigpoint, Blackhawk, Boku, Boomerang Networks, Booyah, Challenge Games, CrowdStar, Digital Chocolate, Digital River, Disney, Electronic Arts, Facebook, Frogster, Gaia Online, Gala-Net, Gambit, Gameforge, GMG, Google, GratisPay, gWallet, HeyZap, Hi5, IMVU, InComm, iovation, Jagex, Kabam, Kontagent, Limasky, Lolapps, Meez, Metaplace, Microsoft, MindJolt, MySpace, News Corporation, Nexon, ngmoco, Nintendo, Offerpal Media, OMGPOP, Outspark, Papaya Mobile, PaymentPin, PayPal, PeanutLabs, Playdom, Playfirst, Playfish, PlaySpan, Rekoo, Riot Games, Rixty, RockYou, Rovio, Scoreloop, Second Life, SGN, Six Degrees Games, Slashkey, Slide, SocialGold, Sometrics, Sony, Sony (Free Realms), Sparkplay Media, SponsorPay, Sulake (Habbo Hotel), Super Rewards (Adknowledge), SupersonicAds, SurfPin, Tapulous, Tencent, TheBroth, ThreatMetrix, Three Rings (Puzzle Pirates), TokenAds, TrialPay, Turbine, Viacom (MTV), Viacom (Neopets), Viximo, WeeWorld, Wooga, ZipZapPlay, Zong, Zynga

Social Gaming Roundup: Digital Chocolate, Adknowledge, MySpace, & More

Millionaire CityDigital Chocolate Launches Millionaire City on iPhone — Earlier this week, Digital Chocolate launched its popular Facebook game, Millionaire City, on the iPhone. It likely won’t be the last Facebook title that Digital Chocolate moves over, as the company has years of expertise in mobile gaming to leverage.

Bigpoint to Hire 80 in San Francisco — Good news for job seekers from the San Francisco Business Times: the German game developer Bigpoint is looking to hire 80 additional employees, including game designers, 3D artists, and Flash, C++, C#, Unity, and PHP developers. For those looking overseas, the company is adding over 200 jobs in its German studios and elsewhere.

Zynga ChallengeZynga Finding New Ways to Promote Games — Zynga tried out yet another game promotion this week, hosting a contest called “The Zynga 8-Game Challenge.” For 24 hours, any player that logged into YoVille, Zynga Poker, FarmVille, PetVille, Cafe World, Treasure Isle, Mafia Wars, and FrontierVille would be eligible to win, via a drawing, $1000, with 24 prizes in all. Zynga’s last bit promotional move was zLotto, which is ongoing.

Marvel Coming to Social Games — Game startup Smith & Tinker has made a deal with Marvel Entertainment, says VentureBeat. The deal will bring a very large brand into the social gaming space, as the developer revealed that it would be producing Marvel-based games for both Facebook and the iPhone with one being a “digital collectible game.” Since Marvel is a Disney-owned property, it’s possible that Playdom could also develop Marvel games.

Capcom to Launch Facebook Games — Another major company is coming to social games: Capcom, one of the most international of the Japanese developers. The Japanese game developer stated at the Tokyo Game Show that they would be launching three Facebook connected iPhone titles as early as this fall, according to Businessweek.

DSTRussia-Based Investor Changes Name — Russia-based investor Digital Sky Technologies has changed its name this week to Group, according to The company’s past investments include both Zynga and Facebook itself. [image via Cnet]

Social Games May be Killing Soap Operas — It’s no secret that many social game players are of the middle-aged, female demographic. That in mind, an interesting post from Business Insider suggests that their gaming addictions are leading to the death of daytime soap operas. That’s right, people like Facebook, Zynga, and Playfish could kill all that, ahem, quality drama.

GamersGateGamersGate Launches Facebook Store – Digital distribution platform GamersGate has announced the beta opening of the GamersGate Store on Facebook. From here, players can shop for their games directly through Facebook.

CrowdStar Settles Tap Resort Lawsuit — Thursday, CrowdStar and Brooklyn Packet announced that they had reached a settlement over a legal dispute about Happy Island and the latter company’s Tap Resort for iPhone. The agreement will call for a complete redesign of Brooklyn Packet’s island-oriented title.

Adknowledge Reveals “Three-In-One” Monetization Platform — Adknowledge’s Super Rewards recently unveiled their “three-in-one” monetization platform. Through the new platform, developers will be able to integrate an in-game overlays for offers, offer banners, and an offer wall. Additionally, advertisers will have access to the American IdolAdknowledge’s BidSystem.

MySpace American Idol Auditions — According to My Fox New York, American Idol is coming to MySpace for Season 10. Users will now be able to submit their auditions through the social network. The online auditions will continue through October 6th.

MySpace Adds More Viral Platform Features, Reports Positive Early Results

In its latest move to improve its platform for developers, MySpace is adding three new viral features: an in-app sharing button, an in-game friending API, and a user-to-user gifting and invite API.

While similar to what you might see on other sites, like Facebook, the features should bolster MySpace’s ability to connect users and apps, and help it lock down its status as the second largest social gaming platform.

Here’s a closer look.

Share: The Share on MySpace button has already been available across the web. If you’re on another site, like YouTube, you can share the content — a video, or whatnot — back into your MySpace activity stream. The shared item will include an image and text, and a prominent link back to the source. The new feature, called Share for Games, is intended to provide similar functionality from within an app: you can share content from an app directly into the stream and get users clicking through that way. More, from the company:

Apps are able to share more types of content into the stream, like links and photos. Developers are also able to include an externally hosted image with the stream activity. This means developers can quickly customize and test photos associated with stream content. Currently, our Activities API only allows developers to include a photo that’s been uploaded to myspace.

MySpace says that tests show the Share option now accounting for between 10% to 20% of new installs per day in some games, with the feature already becoming the second-largest install source behind invites, and overall generating a 14-fold increase in stream click-through rates over the existing API.

In-Game Friending: Until now, MySpace users who find each other within games have had to separately friend each other on the site in order to access features of an app that required the friend connection. The new API will let people who find each other in a game then friend each other directly, without having to leave the application canvas page. The point, as MySpace describes, is to enable users to do things like connect with other engaged players even if their own friends don’t want to use the app.

MySpace says some developers are seeing friend acceptance rates of between 65% and 70%, with most users accepting friends within several hours; it also says that gift sending has gone up 16% as a result.

User-to-User App Requests: This API lets a user send one or more other users a virtual gift or other request, featuring a custom image and text. If the recipient hasn’t added the app yet, the request will include an invite to do so. This is an improvement on MySpace’s existing app-to-user communication, which can feel less personal than direct friend communication.


MySpace’s initial tests are only with some developers, and its stats do not indicate the size of the apps trying them out — results may vary, of course. Still, all of these features are along the lines of what Facebook has iterated to in the last few of years, and are at this point industry best practices. That’s not accident. MySpace hired Lolapps product executive Manu Rehki earlier this year to help lead its game platform development; Lolapps and Rehki have been in the trenches of Facebook app development for years, and he no doubt came into the new job with clear ideas for what features to build out.

Overall, MySpace has been busy this year making app-focused improvements. In March, for example, it released a redesign that made apps more prominent in main sections of the site interface. More recently, it has tested out other features, like a Games filter in the stream, and better app search options.

We also got a few more stats from MySpace about activity on the platform. Around a third of the site’s nearly 100 million users are regularly playing games, it tells us, with men representing more than half of all players, at 55%. The 20 most engaging apps are getting an average of 80 minutes playing time per user per month, with the average game at 10 minutes. Vanity-focused apps are doing particularly well, including “What’s your Street Reputation?” and “Tag Me.” For more, see our monthly list of the 25 largest games on the platform.

In sum, these changes won’t themselves make Myspace the leading social gaming platform, but they do help developers build more engaging apps, and that could lead to more traffic growth down the road.

Looking at Multi-Platform Virtual World SmallWorlds

SmallWorldsSmallWorlds, a 3D virtual world created in 2008 by a New Zealand-based development team, is more than just a Facebook game: it’s actually present on multiple platforms, including MySpace, Bebo, Hi5 and its own web portal.

What makes SmallWorlds different from other virtual worlds is this cross-platform distribution — it reaches out to a wide group of users, and doesn’t require a software download, as so many virtual worlds do. And for a social network-based virtual world, there is a surprising amount to do, so much so that it can feel overwhelming.

SmallWorlds has the same objective as most virtual worlds — to interact with other users and emulate reality. Players start out in a small new-player area, which launches them into a tutorial of the basics of movement and transportation around the world. The different areas in the world are almost like 3D chat rooms, in the sense that they’re not usually “connected” to one another. Rather, players warp about Star Trek style, loading each new zone independently.

ShoppingAfter the basics of movement are explained, SmallWorlds introduces the player to their own virtual home and the basics on buying and decorating, with the help of stores that sell  items ranging from ancient Egyptian relics, to modern appliances, to outdoor gear.

But it’s the social interaction that is the heart of SmallWorlds. Beyond chat (which is stylistically accompanied by a gibberish speech sounds), there are many emotes that also come with sounds. Players looking for friends have a variety of locales to visit — stores, beaches, clubs, resorts, and so on — many of which have synchronous activities.

Arcade GamesBesides talking, there are other activities to engage in, the simplest being board games, like checkers. There are also a myriad of arcade games (with tournaments) powered by companies like Mochi Media and Kongregate. Less competitively, there’s an entire gallery of digital paintings by users, and many open canvases for players to draw on.

More in-depth multiplayer games involve teams and are found in an area called Arena Central. These competitive games include capture the flag, collection, and shooter concepts. Each one is decently fun to play with some virtual friends, but they are all very simple and because none of them are the focus of SmallWorlds, they do feel a bit clunky.

Arena CentralAll the same, it’s a good idea  to participate in anything and everything you can. Many activities grant Tokens and Citizen Points. Citizen Points are basically experience points, which earns a player“Citizen Levels,” which in turn earns special titles, exclusive items, and so on.

Exclusive items are worth noting because they can be used to add pizzazz to your avatar. We’ve seen space men, fairies, skater punks, and any number of animal people. Many higher level players have virtual pets in tow. This is a whole other mini-game, as players can adopt virtual critters and teach them “Pet Dances” that range from the basic (beg, stay, jump, etc.) to the more advanced (Thriller, Moonwalk, etc.).

Pets and AvatarsIf this sounds like a lot, that’s because it is. That’s our only complaint with SmallWorlds. There’s so much, it often feels unfocused, not to mention that after the tutorials the game doesn’t do a great job of walking players through anything. There are a lot of tutorial text boxes everywhere and even the occasional video, but most players aren’t going to want to read every ten seconds. There is a nice mission system, though, that acts as a kind of guide. Still, we’d like to see a few more simple, interactive tutorials to get new players started.

Overall, SmallWorlds is a pretty solid social virtual world, and one that has found some success on Facebook, with 120,306 monthly active users. That’s not too bad, for a genre that few dedicated social game companies have been willing to experiment with.

Top 25 MySpace Games for September 2010

Top 25 MySpace Games for September 2010

While the largest games over on Facebook may be riddled with player losses, the MySpace counterparts remain, for the most part, in the positive light. With the exception of only a few applications, most titles have gained new installations from users in the past month. That said, the social network has always suffered from a lack of new and inventive titles, with the much of this list having been present for over a year.

So far, games on MySpace have not reached the level of popularity that they have gained on Facebook but a number of “game-like” applications have. That in mind, we’ve decided to expand the list to encompass a larger variety of applications, avoiding most of the “dating” tagged ones, from long time social developers BitRhymes and RockYou. With the expanded coverage, four new apps make their way on to the Top 25 this month.

Here are the highlights for the Top 25 MySpace Games for August 2010:

  • Playdom’s #1 Mobsters sees its typical gains this month, earning over 73,000 new installations; nearly 30,000 more than last month.
  • Unfortunately, even blowing up an armored truck wasn’t enough for Zynga to oust the #1 app, as Mafia Wars remains at #2 with approximately 13.4 million total users.
  • Playdom’s simple app, Own Your Friends, sees the first loss on these charts. However, the decline is minor, with just under 4,000 lost users.
  • As part of our expanded list, Truth Box from RockYou comes in at #6. The social communication app garners 7,844,514 total users.
  • Long running Zynga RPGs, Vampires and Street Racing come in at #11 and #12 respectively with Vampires gaining 152,516 new users, and Street Racing losing just over 10,000.
  • We introduce RockYou’s SuperHug! to #13. Another simple communication app, the title is currently earning around 4.4 million users.
  • Not far behind comes the social quiz title from BitRhymes, How well do you know me? The title has remained, consistently around #16 for some time, with just over 3.6 million users.
  • Oxylabs’ title, What is your Street Reputation appears at #17 with a respectable gain of 220,000 new users.
  • Conversely, WSOP Poker (Poker Palace) drops – and not merely because of the list expansion, but due to other apps growing faster – to #18 having lost 1,358 users.
  • Last of the new apps to be added in is the BitRhymes counterpart to Truth Box, “TruthBox.” The communication application comes in at #19, earning a total of 3.3 million users.
  • Rounding out the list is Zynga’s Fashion Wars with 1.9 million users, and Playdom’s Bloodlines with just shy of 1.9 million users. The two come in at #24 and #25 respectively.

MySpace Revamps Games Search

As Facebook adjusts how users can access applications — and how developers can access users — smaller social networks are trying to find new ways to spread their games. For MySpace, the latest addition is improved search.

MySpace has broken out its search by verticals: people, music, videos, games and so forth. In a blog post on the change, the company uses the example of a search for “Mobsters.” Before the update, only eight unordered results were returned, with the last being the content most searchers would be interested in.

Now the search box has auto-complete, and there are 21 results, headed up by the game Mobsters.

A change in search doesn’t seem particularly important at first. But it does highlight the ongoing adaptation of MySpace’s strategy. The network is now just as much a content portal as a social network; effective discovery mechanisms are vital if it’s to succeed.

That difference could mean allow a developer to pursue a different strategy on MySpace than Facebook, as well. While Facebook developers remain focused on virality, MySpace offers a chance of success based on content — assuming, of course, that users will actually go looking for a farming or mafia game through the network’s own discovery mechanisms.

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