cEverybody knows that the average player of Facebook games is a middle-aged mother, but could moms be down with mobile games, too? A new study by mobile game network MocoSpace found that 27 percent of women aged 30 and older spend more than three hours daily playing games on their mobile devices, while 30 percent spend one to two hours playing.
However, only 18 percent of men in the same age group spend three hours daily playing the games, while 33 percent play for one or two. In other words, more women might be hooked on their favorite mobile game than men. If this signals a trend, it's that women might be just as into games on their smartphones as they are on Facebook.
MocoSpace reports that mobile gaming is skyrocketing across the board, as 46 percent of mobile gamers said that they played games more on a mobile device than elsewhere, compared to the previous year. Of course, it's important to keep in mind that these are the results of a survey of over 15,000 MocoSpace users conducted in December 2011. (The platform is home to 25 million, we're told.)
And, contrary to popular opinion, mobile gaming might be more of a couch potato experience than, say, a my-god-will-this-line-ever-end experience. According to recent data by NPD Group, 47 percent of mobile gamers play at home. In comparison, only 12 percent play while commuting to work and just 10 percent while in line. It's no surprise, then, that every game creator out there is all-eyes on the supercomputer in your pocket.
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Thứ Bảy, 18 tháng 2, 2012
Facebook hits game simplifier with cease and desist, players riot
Well, they may not have grabbed torches and pitchforks just yet, but I
wouldn't rule it out... Players of many Facebook games were left
disappointed this morning, as popular (and free) Chrome and Firefox
browser plug-in Friendly Gaming Simplifier (FGS) was hit with a death
knell in the form of a legal notice from Facebook, Inc. based in Menlo
Park, California.
While not all users actively utilized the Friendly Gaming Simplifier (the plug-in would click on news feed posts in many popular Facebook games such as The Sims Social, CityVille or Ravenwood Fair), the plug-in had racked up an impressive following of players "in-the-know," who kept the project a secret for fear of such an outcome (the actual amount of installs is unknown, but the plug-in's Facebook page has over 135,000 Likes). Unfortunately, player secrecy can only go so far, as Facebook has deemed the creator, who goes by the handle Flies, an "unwelcome/dangerous person to [the] Facebook infrastructure" and that any continued activity on the site, even of a personal nature, will be "regarded as unauthorized access to [Facebook's] protected computer network."
In other words, if Flies continues to support FGS, or even tries to use Facebook as a basic social network, he'll be hit hard by Facebook legal. Needless to say, Flies (a student) doesn't have the resources to fight back, so the plug-in and all associated websites and source codes will vanish at the end of today, January 6. A petition has already shot up to almost 5,000 signatures and 1,400 comments, begging Facebook to change its decision.
While this is definitely devastating to Flies, it's more interesting when looking at the situation from Facebook's or even the average game player's standpoint. Was this legal action really taken because Flies was doing something wrong? The plug-in itself wasn't a cheat, as it wouldn't collect items that had already reached their intended limits (set by game developers), and it never gave users direct access to any sort of Facebook "back end." That being the case, does Facebook simply want games to be "harder" to play? Zynga CEO Mark Pincus has already stated that he doesn't like when players have longer play sessions, which this plug-in would definitely allow for, so who's responsible really? Did Zynga or another Facebook developer ask Facebook to get involved, or is this really all of Facebook's doing? Either way, it leaves users scrambling to find an adequate replacement, as game releases are never-ending and users must spend that much more time manually collecting bonuses to not get left behind.
While not all users actively utilized the Friendly Gaming Simplifier (the plug-in would click on news feed posts in many popular Facebook games such as The Sims Social, CityVille or Ravenwood Fair), the plug-in had racked up an impressive following of players "in-the-know," who kept the project a secret for fear of such an outcome (the actual amount of installs is unknown, but the plug-in's Facebook page has over 135,000 Likes). Unfortunately, player secrecy can only go so far, as Facebook has deemed the creator, who goes by the handle Flies, an "unwelcome/dangerous person to [the] Facebook infrastructure" and that any continued activity on the site, even of a personal nature, will be "regarded as unauthorized access to [Facebook's] protected computer network."
In other words, if Flies continues to support FGS, or even tries to use Facebook as a basic social network, he'll be hit hard by Facebook legal. Needless to say, Flies (a student) doesn't have the resources to fight back, so the plug-in and all associated websites and source codes will vanish at the end of today, January 6. A petition has already shot up to almost 5,000 signatures and 1,400 comments, begging Facebook to change its decision.
While this is definitely devastating to Flies, it's more interesting when looking at the situation from Facebook's or even the average game player's standpoint. Was this legal action really taken because Flies was doing something wrong? The plug-in itself wasn't a cheat, as it wouldn't collect items that had already reached their intended limits (set by game developers), and it never gave users direct access to any sort of Facebook "back end." That being the case, does Facebook simply want games to be "harder" to play? Zynga CEO Mark Pincus has already stated that he doesn't like when players have longer play sessions, which this plug-in would definitely allow for, so who's responsible really? Did Zynga or another Facebook developer ask Facebook to get involved, or is this really all of Facebook's doing? Either way, it leaves users scrambling to find an adequate replacement, as game releases are never-ending and users must spend that much more time manually collecting bonuses to not get left behind.
To battle! Gameloft sees DeNA, GREE with mobile social game network
Look, it's tough enough to keep up with both Facebook and Twitter, so can't we all just make one network like a happy family? French mobile (and social) game maker Gameloft revealed to Inside Mobile Apps (ISA) that it's working on a mobile social games network set to launch in 2012. And whadd'ya know, so are Japanese game companies DeNA and GREE.
"We are indeed working on the development of a mobile social gaming network," Gameloft senior VP of marketing and sales Gonzague de Vallois told ISA in an interview. "The target is to launch it first half of 2012. The goal is to keep enriching our fans' gaming experience through new innovative features."
According to de Vallois, the plan is to diversify Gameloft's offering of games as much as possible with new releases for both core and casual game players, meaning both more free-to-play and premium-priced games are in Gameloft's future. However, while de Vallois foresees harmony between the two schools of mobile gaming, he predicts challenges, too.
"In terms of business model, we think a balance will happen between premium and freemium as we see that consumers have different tastes and games have different monetization logics," he told ISA. "2012 will also be the emergence of mobile gaming social networks and there will certainly be a fierce competition on this field." The Gameloft exec is certainly right in saying that, but the question is, will there be room for yet another place for mobile gamers to socialize? Read the full interview here.
"We are indeed working on the development of a mobile social gaming network," Gameloft senior VP of marketing and sales Gonzague de Vallois told ISA in an interview. "The target is to launch it first half of 2012. The goal is to keep enriching our fans' gaming experience through new innovative features."
According to de Vallois, the plan is to diversify Gameloft's offering of games as much as possible with new releases for both core and casual game players, meaning both more free-to-play and premium-priced games are in Gameloft's future. However, while de Vallois foresees harmony between the two schools of mobile gaming, he predicts challenges, too.
"In terms of business model, we think a balance will happen between premium and freemium as we see that consumers have different tastes and games have different monetization logics," he told ISA. "2012 will also be the emergence of mobile gaming social networks and there will certainly be a fierce competition on this field." The Gameloft exec is certainly right in saying that, but the question is, will there be room for yet another place for mobile gamers to socialize? Read the full interview here.
To battle! Gameloft sees DeNA, GREE with mobile social game network
Look, it's tough enough to keep up with both Facebook and Twitter, so can't we all just make one network like a happy family? French mobile (and social) game maker Gameloft revealed to Inside Mobile Apps (ISA) that it's working on a mobile social games network set to launch in 2012. And whadd'ya know, so are Japanese game companies DeNA and GREE.
"We are indeed working on the development of a mobile social gaming network," Gameloft senior VP of marketing and sales Gonzague de Vallois told ISA in an interview. "The target is to launch it first half of 2012. The goal is to keep enriching our fans' gaming experience through new innovative features."
According to de Vallois, the plan is to diversify Gameloft's offering of games as much as possible with new releases for both core and casual game players, meaning both more free-to-play and premium-priced games are in Gameloft's future. However, while de Vallois foresees harmony between the two schools of mobile gaming, he predicts challenges, too.
"In terms of business model, we think a balance will happen between premium and freemium as we see that consumers have different tastes and games have different monetization logics," he told ISA. "2012 will also be the emergence of mobile gaming social networks and there will certainly be a fierce competition on this field." The Gameloft exec is certainly right in saying that, but the question is, will there be room for yet another place for mobile gamers to socialize? Read the full interview here.
"We are indeed working on the development of a mobile social gaming network," Gameloft senior VP of marketing and sales Gonzague de Vallois told ISA in an interview. "The target is to launch it first half of 2012. The goal is to keep enriching our fans' gaming experience through new innovative features."
According to de Vallois, the plan is to diversify Gameloft's offering of games as much as possible with new releases for both core and casual game players, meaning both more free-to-play and premium-priced games are in Gameloft's future. However, while de Vallois foresees harmony between the two schools of mobile gaming, he predicts challenges, too.
"In terms of business model, we think a balance will happen between premium and freemium as we see that consumers have different tastes and games have different monetization logics," he told ISA. "2012 will also be the emergence of mobile gaming social networks and there will certainly be a fierce competition on this field." The Gameloft exec is certainly right in saying that, but the question is, will there be room for yet another place for mobile gamers to socialize? Read the full interview here.
If Pawn Stars works on Facebook, Storage Wars will feel right at home
What the hey, let's throw Parking Wars on their too while we're at it--oh, never mind. It's official, folks: Now that Storage Wars has made it to Facebook after just a single season on A&E, reality TV has staked its claim in social gaming. The game based on the popular--though, we can't understand why--TV show hits Facebook today as the second season premieres tonight on A&E. (With Pawn Stars still kicking, this is A&E's second Facebook game.)
In Storage Wars on Facebook, players join animated versions of characters from the show in high-stakes bidding wars on things in folks' storage units. Players travel around the world in-game to bid on various relics with virtual cash in order to earn more digital bucks to bid on more things. It sounds like a boring vicious cycle, but ultimately players will go all-in for Wanted Treasures that come with huge profits.
"Storage Wars fans have shown that they are eager to get in on the bidding action themselves and our new game for Facebook lets them do just that," said A+E Networks SVP of Games Kris Soumas in a release. "We've put the same emphasis on developing a fun and addictive game experience that A&E brings to its program development."
Gallery: Storage Wars on Facebook
Based on these first screen shots, the game looks to pack numerous storage units with items to bid for inside. More importantly, however, players are guided through the game with none other than quests, or folks craving for Wanted Treasures. But what about our Wanted Treasure, Mario Kart on Facebook?
In Storage Wars on Facebook, players join animated versions of characters from the show in high-stakes bidding wars on things in folks' storage units. Players travel around the world in-game to bid on various relics with virtual cash in order to earn more digital bucks to bid on more things. It sounds like a boring vicious cycle, but ultimately players will go all-in for Wanted Treasures that come with huge profits.
"Storage Wars fans have shown that they are eager to get in on the bidding action themselves and our new game for Facebook lets them do just that," said A+E Networks SVP of Games Kris Soumas in a release. "We've put the same emphasis on developing a fun and addictive game experience that A&E brings to its program development."
Gallery: Storage Wars on Facebook
Based on these first screen shots, the game looks to pack numerous storage units with items to bid for inside. More importantly, however, players are guided through the game with none other than quests, or folks craving for Wanted Treasures. But what about our Wanted Treasure, Mario Kart on Facebook?
Final Fantasy unleashes an adorable Brigade on Japanese phones
If you we're looking for another reason to add "Visit Japan" to your bucket list, you just found it: the cutest Final Fantasy game to date. Square Enix, creator of the long-standing role-playing game (RPG) series, has released Final Fantasy Brigade for Japanese feature phones (i.e. not smartphones) on DeNA's Mobage mobile social game network.
And seriously, we have yet to see a more adorable flame demon. (He goes by "Ifrit", for the uninformed.) Serkan Toto reports that a version of the game to work in smartphone browsers is in the works, which we guess will employ HTML5. In Final Fantasy Brigade, players will form a squad of adventurers plucked from the common tropes of the series: the brawny warrior, the healing white mage and explosive black mage.
Players will command an airship--another Final Fantasy staple--and explore the world with friends, completing quests for gold, loot and experience points to level up. We take it that players will be able to summon ancient beasts, just like in Final Fantasy proper, to dispatch their enemies as well as duke it out with their friends.
There's no word on a U.S. release, but color us cautiously optimistic. The traditional entries in the Final Fantasy RPG series have performed historically well in the U.S. and abroad, but Final Fantasy-like social games, such as Knights of the Crystal, haven't done so hot around these here parts.
And seriously, we have yet to see a more adorable flame demon. (He goes by "Ifrit", for the uninformed.) Serkan Toto reports that a version of the game to work in smartphone browsers is in the works, which we guess will employ HTML5. In Final Fantasy Brigade, players will form a squad of adventurers plucked from the common tropes of the series: the brawny warrior, the healing white mage and explosive black mage.
Players will command an airship--another Final Fantasy staple--and explore the world with friends, completing quests for gold, loot and experience points to level up. We take it that players will be able to summon ancient beasts, just like in Final Fantasy proper, to dispatch their enemies as well as duke it out with their friends.
There's no word on a U.S. release, but color us cautiously optimistic. The traditional entries in the Final Fantasy RPG series have performed historically well in the U.S. and abroad, but Final Fantasy-like social games, such as Knights of the Crystal, haven't done so hot around these here parts.
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