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MeMoMeWe have released our first little venture into the virtual goods market, for those with a facebook account.
http://apps.facebook.com/memo_me/ Your comments would be great! Jezza |
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Re: MeMoMeThe first question I would like to ask is - why? It's a free app, so
what do you gain from it as a developer? Andy H. > We have released our first little venture into the virtual goods market, for > those with a facebook account. > > http://apps.facebook.com/memo_me/ > > Your comments would be great! > Jezza > --------------------------------------------------------------------- To unsubscribe, e-mail: pigmi-unsubscribe@... For additional commands, e-mail: pigmi-help@... |
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Re: MeMoMeOn Fri, Oct 23, 2009 at 5:22 PM, Jon Hayward <jhayward@...> wrote:
> People purchasing more currency in theory I believe. > Me? I'm just scratching my head as to why people would want to use something that > basically attaches their avatar to a graphic with a message? Doesn't facebook cover > that already? Never overestimate the intelligence or underestimate the potential market of several million facebook users. -Sw. --------------------------------------------------------------------- To unsubscribe, e-mail: pigmi-unsubscribe@... For additional commands, e-mail: pigmi-help@... |
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Re: MeMoMe> Never overestimate the intelligence or underestimate the potential
market of several million facebook users. Good comment. Make that a 300 million potential customer market. The #1 game dev co. on Facebook, (Zynga) is set to clear 200 million this year. Some inspiration for you. http://games.venturebeat.com/2009/10/15/the-making-of-zyngas-cafe-world-the-fastest-growing-social-game-in-history/ I'd love to hear from those iPhone devvers who are considering / already integrating Facebook Connect and or in-app purchasing into their apps. Cheers, Jezza
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Re: MeMoMeI still don't understand how Zynga makes money?
>> Never overestimate the intelligence or underestimate the potential >> > market of several million facebook users. > > Good comment. > > Make that a 300 million potential customer market. > The #1 game dev co. on Facebook, (Zynga) is set to clear 200 million this > year. > > Some inspiration for you. > http://games.venturebeat.com/2009/10/15/the-making-of-zyngas-cafe-world-the-fastest-growing-social-game-in-history/ > > I'd love to hear from those iPhone devvers who are considering / already > integrating Facebook Connect and or in-app purchasing into their apps. > > Cheers, > Jezza > > > Simon Wittber-2 wrote: > >> On Fri, Oct 23, 2009 at 5:22 PM, Jon Hayward <jhayward@...> >> wrote: >> >>> People purchasing more currency in theory I believe. >>> Me? I'm just scratching my head as to why people would want to use >>> something that >>> basically attaches their avatar to a graphic with a message? Doesn't >>> facebook cover >>> that already? >>> >> Never overestimate the intelligence or underestimate the potential >> market of several million facebook users. >> >> -Sw. >> >> --------------------------------------------------------------------- >> To unsubscribe, e-mail: pigmi-unsubscribe@... >> For additional commands, e-mail: pigmi-help@... >> >> >> >> > > --------------------------------------------------------------------- To unsubscribe, e-mail: pigmi-unsubscribe@... For additional commands, e-mail: pigmi-help@... |
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Re: MeMoMeTo take Eric's comment and extend it a little, the definition of game is as we all know, is changing rapidly. Zynga hooks you via an endless onslaught of viral activities in a flash game embedded in Facebook.
Game coins. To complete in-game activities costs you virtual coins. To complete them quickly (there's the hook), you purchase coins with real money and do what you like. i.e. Microtransactions. 56,000,000 people pay $1 each. There you go. Jezza
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Re: MeMoMeMicropayments are evil and oh so tempting. I must have spent $80 on
browsergame micropayments last year, when I'd flinch at spending that in one go for a game! I would have kept spending, too, if the game provided a wider range of items! I also have to agree, the line between gaming and general entertainment is rapidly blurring. Cheers, Avril. -- Reveri.es Virtual World www.reveri.es On 23/10/2009, at 11:25 PM, jezza-b <jeremy.b@...> wrote: > > To take Eric's comment and extend it a little, the definition of > game is as > we all know, is changing rapidly. Zynga hooks you via an endless > onslaught > of viral activities in a flash game embedded in Facebook. > > Game coins. > > To complete in-game activities costs you virtual coins. To complete > them > quickly (there's the hook), you purchase coins with real money and > do what > you like. > > i.e. Microtransactions. > > 56,000,000 people pay $1 each. There you go. > Jezza > > > Andy H-3 wrote: >> >> I still don't understand how Zynga makes money? >>>> Never overestimate the intelligence or underestimate the potential >>>> >>> market of several million facebook users. >>> >>> Good comment. >>> >>> Make that a 300 million potential customer market. >>> The #1 game dev co. on Facebook, (Zynga) is set to clear 200 >>> million this >>> year. >>> >>> Some inspiration for you. >>> http://games.venturebeat.com/2009/10/15/the-making-of-zyngas-cafe-world-the-fastest-growing-social-game-in-history/ >>> >>> I'd love to hear from those iPhone devvers who are considering / >>> already >>> integrating Facebook Connect and or in-app purchasing into their >>> apps. >>> >>> Cheers, >>> Jezza >>> >>> >>> Simon Wittber-2 wrote: >>> >>>> On Fri, Oct 23, 2009 at 5:22 PM, Jon Hayward >>>> <jhayward@...> >>>> wrote: >>>> >>>>> People purchasing more currency in theory I believe. >>>>> Me? I'm just scratching my head as to why people would want to >>>>> use >>>>> something that >>>>> basically attaches their avatar to a graphic with a message? >>>>> Doesn't >>>>> facebook cover >>>>> that already? >>>>> >>>> Never overestimate the intelligence or underestimate the potential >>>> market of several million facebook users. >>>> >>>> -Sw. >>>> >>>> --- >>>> ------------------------------------------------------------------ >>>> To unsubscribe, e-mail: pigmi-unsubscribe@... >>>> For additional commands, e-mail: pigmi-help@... >>>> >>>> >>>> >>>> >>> >>> >> >> >> --------------------------------------------------------------------- >> To unsubscribe, e-mail: pigmi-unsubscribe@... >> For additional commands, e-mail: pigmi-help@... >> >> >> > > -- > View this message in context: http://www.nabble.com/MeMoMe-tp26021711p26028410.html > Sent from the PIGMI mailing list archive at Nabble.com. > > > --------------------------------------------------------------------- > To unsubscribe, e-mail: pigmi-unsubscribe@... > For additional commands, e-mail: pigmi-help@... > --------------------------------------------------------------------- To unsubscribe, e-mail: pigmi-unsubscribe@... For additional commands, e-mail: pigmi-help@... |
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