And unfortunately, it doesn't sound like you'll have much of a choice. EA, co-creator of Playfish's The Sims Social on Facebook (and arch nemesis to Zynga at this point), has announced EA Legend.
This is the company's new platform to provide marketers and advertisers with "campaign and audience insights across mobile, social, online and console games reaching over 300 million people worldwide," a release reads.
In other words, you're more valuable to EA than you might already know. The publisher wants to use the information you provide them inadvertently through gameplay to rope in ad and marketing deals not just through its Facebook games but all of its games. More specifically, EA said it can provide advertisers with (prepare for buzzword overload):
Key cross-platform campaign performance indicators such as impressions, clicks, unduplicated reach, demographic profiles, social media buzz, and ROI metrics.
Segmented audience insights based on demographic, psychographic, and social data.
Ability to drill down into the factors that impact campaign effectiveness including audience engagement, audience segmentation and type of creative all measured over time.
EA Legend
What's that again--psychographic data? This may all sound like something out of "1984," but it's nothing new. If you think other game creators don't do this type of stuff, then here's your wake-up call. We won't know exactly what information about us EA will provide to advertisers through Legend until it makes advertisers see green at this year's Advertising Week event in New York City on Oct. 4. And if EA keeps using words like psychographic, we may never know.
[Via All Facebook]
What do you think about this new EA Legend program? Do you think it's something worth worrying about, or is this just business as usual?
Thứ Năm, 15 tháng 12, 2011
The Sims Social maker EA wants you ... to make it lots of ad money
CrowdStar CEO: We want to create a game that reaches a billion people
The question is, however, can it be done? Speaking at this week's HTML5 Dev Conference in San Francisco, YouWeb chairman and CrowdStar--It Girl, anyone?--CEO Peter Relan (obviously not pictured) said, "We want to create the game that reaches a billion people." VentureBeat reports that the general consensus of the event was that HTML5 is the future of social and mobile gaming.
HTML5 is a web-based coding language that, in theory, will allow game creators to develop a single game that could be played across multiple devices through web browsers without a change in the experience. Currently, however, HTML5 isn't looking so hot as a gaming platform--HTML5 games aren't as sophisticated yet as even FarmVille on iPhone--but it's gaining steam.
"We sense that web 3.0 is here," Relan said during a panel at the conference. "Mobile devices will get to six billion people. They will become pervasive. We greatly overestimate what we can do with a technology in two years, and greatly underestimate what we can do in 10 years." Relan is confident that, from arcade-style games, HTML5 games will evolve into more complex experiences, citing games on the iPhone as an example.
And Relan shares this sentiment with a number of folks in the space. Rovio marketing exec Peter Vesterbacka has already mentioned his company's goals of reaching 1 billion players with the Angry Birds franchise. Even EA CEO John Riccitiello sees his company topping 1 billion players worldwide. And the mighty Zynga, despite being less than bullish on this whole dang-fangled HTML5 thing, is rumored to be working with Facebook on its not-so-secret Project Spartan.
But wait a tick--we're talking 1 billion players of a single game, no? To do that, it's going to take not only the right technology, but a game with enough widespread appeal to hit critical mass. If anything, the number one challenge game creators will face in this effort isn't whether it is possible, but whether they can craft characters that folks of any background can fall in love with.
Do you think any of these companies could create a game that will reach 1 billion players or downloads? What do you think it will take to accomplish such a feat.
HTML5 is a web-based coding language that, in theory, will allow game creators to develop a single game that could be played across multiple devices through web browsers without a change in the experience. Currently, however, HTML5 isn't looking so hot as a gaming platform--HTML5 games aren't as sophisticated yet as even FarmVille on iPhone--but it's gaining steam.
"We sense that web 3.0 is here," Relan said during a panel at the conference. "Mobile devices will get to six billion people. They will become pervasive. We greatly overestimate what we can do with a technology in two years, and greatly underestimate what we can do in 10 years." Relan is confident that, from arcade-style games, HTML5 games will evolve into more complex experiences, citing games on the iPhone as an example.
And Relan shares this sentiment with a number of folks in the space. Rovio marketing exec Peter Vesterbacka has already mentioned his company's goals of reaching 1 billion players with the Angry Birds franchise. Even EA CEO John Riccitiello sees his company topping 1 billion players worldwide. And the mighty Zynga, despite being less than bullish on this whole dang-fangled HTML5 thing, is rumored to be working with Facebook on its not-so-secret Project Spartan.
But wait a tick--we're talking 1 billion players of a single game, no? To do that, it's going to take not only the right technology, but a game with enough widespread appeal to hit critical mass. If anything, the number one challenge game creators will face in this effort isn't whether it is possible, but whether they can craft characters that folks of any background can fall in love with.
Do you think any of these companies could create a game that will reach 1 billion players or downloads? What do you think it will take to accomplish such a feat.
Is there more to PS Vita's 'Near' social feature than we thought?
Catchphrases like "Social Gaming Revolution," have clouded what the device actually accomplishes with its social features somewhat. But now Sony has unveiled more than just cursory glances, and has detailed the PS Vita's Near feature in full.
Sure, we already knew that Near would allow players to gift one another based on location, but, according to the PlayStation Blog, it goes deeper than that. When PS Vita players press the "Update" button, it will send a ping in an outward radius to other potential Vita players with current, location-based information about you. From there, players can challenge those around them to competitive games or join forces in a co-op romp.
Of course, this is all assuming the games support said features, which we're sure at least some will. But how Sony is going to get you hooked on playing in public more often is the fact that players may have to share through Near in order unlock new content. Want that new multiplayer map for your Vita shooter of choice? Better head to the nearest library or airport to get it. You'll also be able to compare player stats like trophies through Near.
Wait a tick--that sounds a lot like how FarmVille players compare farms or Mastery achievements. Regardless of whether you're on board with Sony's PlayStation Vita handheld gaming console, it's undeniable that the device is a response to the social and mobile gaming scenes. We'll whether that response is strong enough in 2012.
[Via Kotaku]
What do you think of the PS Vita's social features? Do you think they're robust or slick enough to compete with what Facebook or mobile games are capable of already?
Sure, we already knew that Near would allow players to gift one another based on location, but, according to the PlayStation Blog, it goes deeper than that. When PS Vita players press the "Update" button, it will send a ping in an outward radius to other potential Vita players with current, location-based information about you. From there, players can challenge those around them to competitive games or join forces in a co-op romp.
Of course, this is all assuming the games support said features, which we're sure at least some will. But how Sony is going to get you hooked on playing in public more often is the fact that players may have to share through Near in order unlock new content. Want that new multiplayer map for your Vita shooter of choice? Better head to the nearest library or airport to get it. You'll also be able to compare player stats like trophies through Near.
Wait a tick--that sounds a lot like how FarmVille players compare farms or Mastery achievements. Regardless of whether you're on board with Sony's PlayStation Vita handheld gaming console, it's undeniable that the device is a response to the social and mobile gaming scenes. We'll whether that response is strong enough in 2012.
[Via Kotaku]
What do you think of the PS Vita's social features? Do you think they're robust or slick enough to compete with what Facebook or mobile games are capable of already?
Dexter Slice of Life chops up Facebook after Season 6 debut
It's time to see the darker side of Facebook games ... much darker. Like, "a social game about serial killers" dark. Ecko|Code announced that Dexter Slice of Life is now available for play on Facebook, and just in time for the show's Season 6 debut last night. The game enlists players as Dexter, tasking them with the daunting mission of investigating big-time criminals and giving them the axe--literally.
It appears to be the first social game of its kind to employ real-time stealth gameplay that has players stalking Dexter's prey and lunging for the good old shot of tranquilizer. (We're sure you all know what happens afterward.) Of course, there's no escape yet from common Facebook game tropes like maintaining property--in this case, Dexter's apartment complex--but it's the Dark Passenger multiplayer system that Ecko|Code appeared most excited about when they told us all about the game last month.
Dexter Slice of Life kill room
Well, that and the fact that the game features full voiceover work from the show's star, Michael C. Hall. Not to mention that the Dexter screen writers worked with the developer to craft relevant missions that will explore the Season 6 plot in more detail every Monday, after the latest episode airs on Showtime. Slice of Life looks like it might tread new ground in the ever-growing branded games scene on Facebook, but don't take our word for it. See it for yourself, but beware: Spoiler Warning!
Click here to play Dexter Slice of Life on Facebook Now >
Are you psyched to see Dexter get his very own Facebook game? What do you think of branded games thus far on Facebook?
It appears to be the first social game of its kind to employ real-time stealth gameplay that has players stalking Dexter's prey and lunging for the good old shot of tranquilizer. (We're sure you all know what happens afterward.) Of course, there's no escape yet from common Facebook game tropes like maintaining property--in this case, Dexter's apartment complex--but it's the Dark Passenger multiplayer system that Ecko|Code appeared most excited about when they told us all about the game last month.
Dexter Slice of Life kill room
Well, that and the fact that the game features full voiceover work from the show's star, Michael C. Hall. Not to mention that the Dexter screen writers worked with the developer to craft relevant missions that will explore the Season 6 plot in more detail every Monday, after the latest episode airs on Showtime. Slice of Life looks like it might tread new ground in the ever-growing branded games scene on Facebook, but don't take our word for it. See it for yourself, but beware: Spoiler Warning!
Click here to play Dexter Slice of Life on Facebook Now >
Are you psyched to see Dexter get his very own Facebook game? What do you think of branded games thus far on Facebook?
Frima Studio brings flatulence to Facebook in Pocket God Episode 9
Has Robot Unicorn Attack met its match? In the most recent update to Frima Studio's Facebook take on Pocket God, Episode 9: My Little Pygmy, the Canadian developer has introduced a new pygmy-pulverizing power to the game. We'll just come out and say it: The new power is a unicorn that, when clicked twice, farts rainbows that dissolve pygmies instantly.
If you're not laughing yet, then you have no soul. Come on, flatulent humor never gets old in small doses. Oh, and the gaseous mythical horse can also impale pygmies and send them flying with a rainbow flourish. The fart-filled unicorn is available to players Level 11 and above, and comes with a hidden quest that tasks them with defeating the Night Mare. Players that enlist the help of their friends in besting the beast will have a better shot at unlocking another god idol.
The update introduced a Daily Bonus mechanic to Pocket God, something that most Facebook games have enjoyed for some time now. But we're sure Frima Studio is far more excited at introducing such a chuckle-worthy character.
As of this writing, Pocket God enjoys just over 222,000 monthly players and over 27,000 daily players, according to AppData. Frankly, a game with this much humor (and this little shame) deserves far more players than that. Well, it at least deserves points for originality.
Have you played around with this gassy unicorn yet in Pocket God? What do you think of the game's Facebook rendition so far?
If you're not laughing yet, then you have no soul. Come on, flatulent humor never gets old in small doses. Oh, and the gaseous mythical horse can also impale pygmies and send them flying with a rainbow flourish. The fart-filled unicorn is available to players Level 11 and above, and comes with a hidden quest that tasks them with defeating the Night Mare. Players that enlist the help of their friends in besting the beast will have a better shot at unlocking another god idol.
The update introduced a Daily Bonus mechanic to Pocket God, something that most Facebook games have enjoyed for some time now. But we're sure Frima Studio is far more excited at introducing such a chuckle-worthy character.
As of this writing, Pocket God enjoys just over 222,000 monthly players and over 27,000 daily players, according to AppData. Frankly, a game with this much humor (and this little shame) deserves far more players than that. Well, it at least deserves points for originality.
Have you played around with this gassy unicorn yet in Pocket God? What do you think of the game's Facebook rendition so far?
UK online safety expert proposes Pet Society feature as dangerous to children
Playfish might want to take a break from its London headquarters and head to Wrexham for a chat with Charles Conway. Conway, a self-touted "online safety expert," has been making rounds in North Wales and North West England telling people that Pet Society is encouraging "stranger danger" in kids.
He alleges that the game exposes them to real-world contact with "murderers, rapists and pedophiles." While those passionate about Facebook games might want to write off Conway as a professional fearmonger, Conway may have a point, because he's actually played the game.
A professional web designer by trade, Conway runs the Clear as Crystal web firm. He then started the Scam Detectives website with his wife Christine in Jan. 2010, claiming "over a quarter of a million visitors around the world" since its inception. In March 2011, he released an ebook titled, "Scammers, Spammers & Social Engineers: A Scam Detectives guide to keeping your business safe online", available on the Amazon Kindle for $9.99. A month later, he wrote a tech column in Euro Weekly News. Lastly, Scam Detectives was also shortlisted for the 2011 Nominet Internet Awards in the category of "Making the internet safer", although it didn't win.
While Conway also names FarmVille, Mafia Wars, and CityVille in his lecture on Facebook games, he uses Pet Society's social features to build his strongest case. We've all known about the "Cafe" in Pet Society, a location in the game where everyone can go to show off their pets and their pets' homes.
Charles Conway Pet Society BunnyPig
Pet Society Go to ProfileBy being in the Cafe, you're bound to meet strangers. Even though all you can do once you get to another pet's home is some pre-set actions (e.g. hug, kiss, dance, laugh, and punch), there's also the option to visit the real Facebook profile of a someone you might not know at all. Conway demonstrated this by creating an avatar named "BunnyPig" to demonstrate to a group of foster care and social workers.
Because Facebook games require players to have lots of friends to earn virtual money and goods, Conway concludes that kids will be tempted to friend strangers. And in turn, he estimates that malevolent strangers can scope out kids who play the game. This "Go to profile" option is clearly a valid concern and does exist in the game.
So far, I could find no options within Pet Society to turn off this feature. However, Pet Society players can secure their Facebook profiles within the "Privacy Settings" menu beneath the "Account" tab on the Facebook home page. Just because a stranger can visit a kid's profile, doesn't mean a stranger will see much if their profiles are locked in Friends Only mode.
It's also entirely possible that this feature is only available for the adults who play the game. But as we've proven before, even if that is the case, kids under 13 years-old could still lie to Facebook about their age just to have a Facebook account.
In an ironic twist, Conway actually hosts several online games on his Scam Detectives website. However, these are simple Flash-based web games designed to teach and quiz players about online security. So there are no social elements involved in these games and they could be played anonymously.
(Editor's Note: This article and its headline was edited for clarity, and now clarifies how users can secure their Facebook profiles.)
[Hat-tip: PR Fire]
Is Charles Conway just another fearmonger?
He alleges that the game exposes them to real-world contact with "murderers, rapists and pedophiles." While those passionate about Facebook games might want to write off Conway as a professional fearmonger, Conway may have a point, because he's actually played the game.
A professional web designer by trade, Conway runs the Clear as Crystal web firm. He then started the Scam Detectives website with his wife Christine in Jan. 2010, claiming "over a quarter of a million visitors around the world" since its inception. In March 2011, he released an ebook titled, "Scammers, Spammers & Social Engineers: A Scam Detectives guide to keeping your business safe online", available on the Amazon Kindle for $9.99. A month later, he wrote a tech column in Euro Weekly News. Lastly, Scam Detectives was also shortlisted for the 2011 Nominet Internet Awards in the category of "Making the internet safer", although it didn't win.
While Conway also names FarmVille, Mafia Wars, and CityVille in his lecture on Facebook games, he uses Pet Society's social features to build his strongest case. We've all known about the "Cafe" in Pet Society, a location in the game where everyone can go to show off their pets and their pets' homes.
Charles Conway Pet Society BunnyPig
Pet Society Go to ProfileBy being in the Cafe, you're bound to meet strangers. Even though all you can do once you get to another pet's home is some pre-set actions (e.g. hug, kiss, dance, laugh, and punch), there's also the option to visit the real Facebook profile of a someone you might not know at all. Conway demonstrated this by creating an avatar named "BunnyPig" to demonstrate to a group of foster care and social workers.
Because Facebook games require players to have lots of friends to earn virtual money and goods, Conway concludes that kids will be tempted to friend strangers. And in turn, he estimates that malevolent strangers can scope out kids who play the game. This "Go to profile" option is clearly a valid concern and does exist in the game.
So far, I could find no options within Pet Society to turn off this feature. However, Pet Society players can secure their Facebook profiles within the "Privacy Settings" menu beneath the "Account" tab on the Facebook home page. Just because a stranger can visit a kid's profile, doesn't mean a stranger will see much if their profiles are locked in Friends Only mode.
It's also entirely possible that this feature is only available for the adults who play the game. But as we've proven before, even if that is the case, kids under 13 years-old could still lie to Facebook about their age just to have a Facebook account.
In an ironic twist, Conway actually hosts several online games on his Scam Detectives website. However, these are simple Flash-based web games designed to teach and quiz players about online security. So there are no social elements involved in these games and they could be played anonymously.
(Editor's Note: This article and its headline was edited for clarity, and now clarifies how users can secure their Facebook profiles.)
[Hat-tip: PR Fire]
Is Charles Conway just another fearmonger?
Facebook games move to Requests 2.0, or one-click requests, next year
The FarmVille fans are just gonna' love this one. Facebook announced that Requests 2.0, a feature that will allow users to opt into one-click requests in their favorite Facebook games with specific friends, will become the standard starting Jan. 1, 2012. The upcoming change was announced on the Facebook Developers Blog, but don't fret just yet, privacy watchdogs.
Actually, this feature already exists on Facebook in games like EA and Playfish's The Sims Social. We're all familiar with the pop-ups that require us to click "Share" in order to send direct requests to our friends, but you may have noticed some with a checked box and a message that reads, "Don't ask again before sending requests to Joe Shmoe from this app." While perhaps the box shouldn't already be checked, removing the check will force Facebook to continue requesting for your permission.
Honestly, after Facebooks' Mark Zuckerberg revealed at the annual f8 Conference that games will automatically post certain data to the new universal Ticker, it's hard not to wonder why players would be scared of a feature like this. This change is much different than Zynga's approach, which essentially makes all sharing automatic and barred players from choosing who to send what items. Requests 2.0 gives players to option to activate automatic sharing with whomever they want on an individual basis.
Facebook Games Platform developer Derek Brandao then revealed how this new change--that will remove support for the old requests model come Jan. 1, 2012--could make Facebook game requests much faster for players. Brandao then starts speaking developer, to which many of your eyes (including mine) will begin to glaze over.
This change doesn't seem to affect public game shares like "I need 17 pickles in FarmVille," but could make sharing between friends much smoother. Giving players the choice to opt out of the feature protects Facebook somewhat from anti-privacy claims, but there's still something about Facebook reporting on every game we play that's just a tiny bit disconcerting.
What do you think of this upcoming change to Facebook games? Do you think it somehow encroaches on players' privacy or complicates things like FarmVille One-Click Sharing did?
Actually, this feature already exists on Facebook in games like EA and Playfish's The Sims Social. We're all familiar with the pop-ups that require us to click "Share" in order to send direct requests to our friends, but you may have noticed some with a checked box and a message that reads, "Don't ask again before sending requests to Joe Shmoe from this app." While perhaps the box shouldn't already be checked, removing the check will force Facebook to continue requesting for your permission.
Honestly, after Facebooks' Mark Zuckerberg revealed at the annual f8 Conference that games will automatically post certain data to the new universal Ticker, it's hard not to wonder why players would be scared of a feature like this. This change is much different than Zynga's approach, which essentially makes all sharing automatic and barred players from choosing who to send what items. Requests 2.0 gives players to option to activate automatic sharing with whomever they want on an individual basis.
Facebook Games Platform developer Derek Brandao then revealed how this new change--that will remove support for the old requests model come Jan. 1, 2012--could make Facebook game requests much faster for players. Brandao then starts speaking developer, to which many of your eyes (including mine) will begin to glaze over.
This change doesn't seem to affect public game shares like "I need 17 pickles in FarmVille," but could make sharing between friends much smoother. Giving players the choice to opt out of the feature protects Facebook somewhat from anti-privacy claims, but there's still something about Facebook reporting on every game we play that's just a tiny bit disconcerting.
What do you think of this upcoming change to Facebook games? Do you think it somehow encroaches on players' privacy or complicates things like FarmVille One-Click Sharing did?
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