We’ve been saying this for a while: while Facebook is the biggest player in the market, it has now come to be synonymous with a cluttered marketplace, incredibly high user acquisition costs, and minimal access to viral notifications. The site has amassed half a billion users, but the growth of new social gamers on the site is steadily slowing down, with the drop off becoming exacerbated by increasingly stringent viral notification polities. In March 2010, Facebook reduced the effectiveness of notifications and 18 of the site’s top 25 games saw a loss in MAUs, including Farmville, which was dropped by over 4.5 million users over two months. In September 2010, Facebook came down harder on notifications by shutting down all feed items about games for anyone not playing games on Facebook. The impact of this change is yet to be seen but although Facebook needs social games to keep the site engaging, it is clear that it will remain focused on being a general social networking site and is unlikely to ever put the needs of game developers, such as improving discoverability of games through viral channels, at the forefront of the site’s functionality. Developers are realizing this and starting to look for other distribution options.
So what are these alternative distribution outlets?
Social Networks
While it is massive, Facebook comprises less than 30% of the worldwide social networking audience, and there are still millions of users beyond Facebook that can be monetized.

Other social networks are beginning to see the power of social games in helping them monetize user activity and providing a reason for users to keep returning to the site. MySpace is inviting game developers to work in its offices and collaborate closely to integrate social games; Hi5 is aiming to become a social game destination site; and niche social networks like Black Planet and QuePasa are making aggressive efforts with social games by working with Viximo.
For their part, some developers have also gained tremendous success by distributing their games entirely off Facebook; Vostu, the largest social game developer in Brazil, has more than 10 million active users playing its suite of games on Orkut. All of these moves point to an overall industry change that is afoot – social games will soon no longer be synonymous with Facebook, but become a standard feature on all social networks.Destination Social Gaming Sites
Despite having access to an audience the size of Facebook, social gaming companies like Zynga are feeling the pressure to diversify their distribution. The company has signed a 5-year deal with Facebook to use Facebook Credits, but is still pushing players towards Farmville.com, partnering with Google for additional distribution and is moving ahead with plans for Zynga Live, an independent platform where users will likely be able to play and socially interact between all of Zynga’s games through one platform. While these alternative distribution outlets for Zynga may complement its Facebook presence rather than compete with it, there is certainly a clear move to creating a destination gaming site that focuses on attracting casual gamers who want to play social games, not social networkers who might also be interested in harvesting a crop or raising a pet fish while they upload photos and comment on Walls.
Non-Zynga developers will also experiment with destination social gaming sites, mostly in an attempt to consolidate their players into one effective platform. Bigpoint, creator of Farmerama, is already seeing success with the dedicated Farmerama.com website, and with smaller players banding together to help cross-promote their games through tools like Applifier, it is possible that these same players might pool resources to create, and cross-promote, a destination site containing all their games.
Finally, Google’s recent acquisition spree has almost certainly confirmed its goal of launching a destination Google Games, and media companies are also making moves to incorporate more social games on their websites. MTV Networks, whose games sites (such as AddictingGames.com, Shockwave.com, Nickelodeon gaming sites and Neopets) are the number one destination for online gaming, recently entered the social gaming market through the acquisition of game developer Social Express. This raises the possibility that the company’s growth strategy involves harnessing the loyalty of its repeat users through social games that aggregate to create a social network-enabled destination gaming site.
A warning to destination sites, though: implementing Facebook Connect might be a tempting way to add a social quality to a gaming site and tap into the power of a user’s social graph on Facebook. But while Connect may seem to offer a best-of-both-worlds solution, some developers and site operators may find that it thwarts their efforts and siphons users away from their destination sites. Creating a destination site by leveraging the power of another social network makes the experience less about the site, and more about Facebook, defeating the purpose of going it alone.
Mobile
While the transition of social games to mobile might take longer for developers, and be tougher to accomplish due to very different technology and user experience requirements, the mobile platform will certainly represent an area of future growth for social games.
According to a recent study by Frank N. Magid Associates, over 5 million Americans are buying in-game goods on mobile platforms – to the tune of $168 million. It is becoming evident that successful monetization of mobile gaming mirrors successful monetization for web gaming—it does not lie in app sales or advertising, but in the free-to-play business model where players download the game for free, and pay to get ahead or enhance their in-game experience.
Mobile analytics firm Flurry also recently released data indicating that iPhone games, now enabled for in-app purchase of virtual goods, were generating an average of over $14 per user in June 2010, vs. $1 the previous year (before virtual goods could be sold within games). This exponential increase is only a precursor to the amount of growth that is coming to the platform as smart phone penetration increases and big players from the gaming and mobile industries start to enter the space. Zynga has already launched Farmville on the iPhone and iPad to resounding success; mobile achievement and leader-board provider OpenFeint is partnering with four game developers to develop a scalable mobile virtual goods platform; while simultaneously game studios, including Playdom and Zynga, are hiring mobile product leaders. With Microsoft, Google and RIM also in the market for a slice of mobile gaming pie, the market is ripe for an explosion of virtual goods being distributed on the mobile platform.
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