Word: socialities
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Zynga's tactic of gaming Facebook's architecture was critical to its takeoff. It flooded Facebook with ads. It exploited the social network's distribution engine to pepper players' friends with updates and invitations. To release games quickly, it used a roll-up strategy, buying YoVille, licensing Texas HoldEm (which it renamed zyngapoker) and imitating rivals. Playfish's Restaurant City was around before Cafe World, and FishVille is reminiscent of Crowdstar's Happy Aquarium. Even FarmVille rips off Happy Farm, a hugely popular online game in China (richly ironic, given China's disregard for intellectual property). Once it had collected...
...also the furthest place imaginable from the seedy underbelly of the Internet. It's a hamlet where the sun always shines, crops always grow and your friends drop by to do chores accompanied by plinky guitar music. Its astonishing popularity is a testament to the potential of gaming on social networks. Social games promise the golden pork-chop combo of the addictiveness of computer games with the communality of Facebook and MySpace. And they generate some of their revenue from product come-ons, which is where Michelle--and FarmVille's owners--has run into trouble...
FarmVille is part of Zynga, the fastest-growing, most buzzed-about social-game company of the moment. In October, Zynga operated six of the 10 most popular Facebook games: FarmVille, Cafe World, Mafia Wars, YoVille, zyngapoker and Roller Coaster Kingdom. Founded in July 2007 by Mark Pincus, 43, Zynga had 45 staffers by June 2008 and now employs 600, counting contractors. Its most recently launched game, FishVille, hooked 9 million users in a week. Zynga is privately held, but a rival less than half its size was recently bought by Electronic Arts, the GM of games, for $400 million...
...want to skip all that backbreaking plowing, er, clicking, or if you've run out of friends who faux-farm, you can buy farm cash and get what you want. These virtual goods are the products that social games are actually trying to hawk. People hand over real money for make-believe merchandise. It's like using greenbacks to buy Monopoly dollars--but if you want...
Starting a social-gaming company is also a grind. You have to do a million little things to get ahead. Industry watchers credit Zynga with figuring out hooks for its games that make people want to revisit--a combination of shrewdly timed rewards, incentives and opportunities to play with friends...