2. Facebook and the new web
of Social Gaming
• Nabeel Hyatt, Conduit Labs
• Mark Pincus, Zynga Games
• TJ Murphy, Social Gaming Network
3. How does Social Gaming
compare?
1,500 1,350
Daily Active Users
1,125
750 600 600
400
375
0
in thousands Blake C. SGN Zynga Scrabulous
(Vampires) (Warbook) (Texas Hold’Em)
4. How does Social Gaming
compare?
1,500
Last 7 Days Active Users
1,350
Daily Active Users
1,125
750 600 600
488
400
375
0
in thousands Blake C. SGN Zynga Scrabulous Second Life
(Vampires) (Warbook) (Texas Hold’Em)
5. What’s the big deal about
Social Gaming?
in millions
68
70.0
52.5
# of users
31
35.0
17.5 7
0
Xbox Live Facebook MySpace
• It’s an open portal opportunity
• Larger than hardcore, deeper than casual
• The social graph: real people who actually
know each other
• Implicit & explicit virality
stats from Compete.com & Microsoft
6. How big can a game get?
• Warbook: 800k installs, 70k DAU
7. Building a good Facebook
game
• Make friends part of
the game mechanic.
Virality relies on users
telling their friends
about your game.
• It’s a web app, not a game release.
Release early and often. Iterate quickly
based on user feedback.
• Be Simple. People aren't looking for
WoW in the browser. They are looking
to waste time, not spend time.
8. Still a growth opportunity?
New - Oregon Trail
• Viral growth
• No repeat model
New - Triumph
• Network/ad growth
• Strong repeat model
Existing - Scramble
• New growth for “mature”
or existing properties
• Viral tuning
9. Any money there?
• Existing casual game d/l model
• Users: 100k
• 1-2% purchase @ $8/download
• Total revenue: $8-16k
• Social network economics
Base case
• Users: 100k
• Daily active usage: 15%
• Daily active users: 15k
• Page views per user: 20 PVs
• Page views per day: 300k PVs/day or 9m PVs/mo
• CPM: $1.00
• Revenue = $9k/mo
• Hit games: $30-100k/mo or $1-3k/day
10. Go forth and make games.
for a copy of this, email me at
nabeel@conduitlabs.com