Talk about doing anything to gain a couple Facebook fans: K2 Skis, one of the leading manufacturers of skis has redirected the company’s entire website to Facebook. By becoming a fan of the company’s Facebook Page you will be able to view next season’s gear within the Page. This is the first time that we’ve ever seen a company shut down their corporate site as part of a promotion. So far though, the promotion doesn’t appear to be driving a significant number of new fan installs.

According to our internal page metrics, k2 Skis has been gaining 100 to 200 fans per day for the past couple weeks and they’ve continued at that pace with this new promotion. Given that the promotion just started we’ll have to wait and see how this performs. It’s definitely creative to say the least. For k2, the number of skis sold in the middle of the summer probably isn’t that high which is why shutting down the site makes sense.

Think about what would happen if Apple shut down their corporate site though. Yes, it would be a great marketing stunt, however the company would probably loose tens of millions of dollars, if not more. If you want to see the k2 Skis marketing campaign for yourself, check out the company’s website. Also feel free to become a fan of the company’s Page.

k2 Preview Screenshot


Source: All Facebook

date Friday, July 16, 2010

Saddle up for fun and become a sheriff in Golden Trails: The New Western Rush. Use your Hidden Object talents to find the culprits behind a bank robbery, and bring them to justice. Play innovative minigames as you explore intriguing storylines and meet unique characters. Immerse yourself in the amazing atmosphere of the legendary Wild West, and [...]

Source: FreeGamesNews

date

Chump DumpThere have only been a few games made for Twitter, and they haven’t gotten far. There was the iPhone app, Tweet Defense, and before that, the re-release of the World of Blood games back in summer of 2009. Now, a group called Big Kitty Labs is taking a rather… different… approach to utilizing the social network in its new iPhone and Android game, Chump Dump!

Let’s face it, a wide margin of social networking users – be they Facebook, MySpace, or Twitter – have more friends than they can handle. Thousands. It’s because most social games create an added benefit to having more friends that play with you (e.g. Mafia Wars). But this smartphone app rewards the player for actually dropping those superfluous “friends.”

The game can be best described as a lottery type of game with a bit of user-generated content mixed in. When users log in, the app presents them with a daily lottery – a “winner,” as it were, among the user’s “friends.” Once they’ve been pulled up, Chump Dump! digs through about a month’s worth of tweets and activities this person has been up to. This includes information such as whether or not they follow the user, how many times they’ve replied to them, number of tweets, followers, and followies, etc.

Twitter DataFrom here, the player has two choices to make: Save or Dump! Should the user Dump the individual, they will earn a set amount of points, dubbed “Karma.” If they save them, they’ll still earn Karma, but it will be a lesser amount. Additionally, once a dumping has occurred, the player gets an opportunity to earn additional Karma by giving a reason.

This is, obviously, the user-generated element of the game, and comes off as amusing (some of the time). Granted, as with all user-generated content, a good deal of it is likely pretty lame, but a few reasons are pretty good. As of July 12th, in fact, Big Kitty Labs actually posted the Top 5 reasons, which includes “Dude, it’s my BOSS!” Yeah…. In most cases, that may not be a good one to keep.

Obviously, this is the premise behind the Chump Dump’s other major social mechanic: leaderboards. Really, that’s where the user’s drive in playing comes from. That said, there is the concern of getting fewer points if you save a person. What if said person is an actual friend? Moreover, with purchasable vouchers that let users Save or Dump more than one person a day, it’s easy to earn more points more quickly.

Regardless, while the concept is quite creative, it doesn’t seem entertaining enough to warrant the noted virtual goods purchases (thus the previous concern is more or less moot); which is why the iPhone app has advertisements and the Android version, ChumpDump Unlimited is $1.99.

DumpedIf users do wish to earn extra points, for free, however, they can pick up dumped individuals in the form of “adoption.” Granted, it is a bit counterintuitive to the app’s overall premise, but the concept is kind of funny. It’s almost like a hall of shame.

In addition to adoption, Chump Dump! further enhances itself with the addition of badges (achievements). Like most mobile games to make use of this traditional social mechanic, they’re nothing terribly extravagant, but they do add a little something extra in the form of longevity and “bragging rights” as players earn them through methods such as Dumping, Saving, or Adopting a set number of individuals.

As simple as the game may be, Chump Dump! is certainly a wonderful addition for the iPhone if you have a bit too many “friends” on your Twitter account. It makes for a great means to clean things out a bit, and as a free app, it’s certainly worth a download. That said, it’s difficult to judge if the Android price tag is worth it or not. True, $2 isn’t a lot, but if you’re not heavy into Twitter, it’s hardly worth it. In the end, it’s a game with a few kinks, here and there, but one with a truly unique idea behind it. We look forward to what new developments come out of Big Kitty Labs, as well as what curious machinations will utilize Twitter, as a whole, in the future.

Source: Inside Social Games

date

-Skin Lightening App Icon-A new Vaseline skin-lightening application is facing backlash by some Facebook users who are condemning the app as “racist” and “insidious”. CNN posted a response from Vaseline who stated, “Much like self-tanning products in North America and Europe, skin lightening products are culturally relevant in India”. Some of the issues appear to be more with the government of India who encourages the promotion of such products.

The application called “Vaseline Men BE PREPARED” enables users to upload their photos and have their skin “magically” lightened. Numerous Americans are taking to the application to voice their anger with the app. One woman writes:

This is some BULL! I’m very offended at the mere thought that a BRAND SUCH as Vaseline would even for a MOMENT think this is appropriate. What ever happened to loving the skin you’re in? I personally think this is very offensive and would life to know what GENIUS is behind this marketing FAIL!

However another user is calling this campaign “brilliant marketing”. Wilson Mesa writes:

The “wash” is in effect. What makes this so devilishly-brilliant-the ppl that it’s marketed to (in part) defend it, if there was no need then there wouldn’t be a product-right? It is buisness after all-right?! That’s what the company will say…it’s supply and demand. BUT it is a lot more simple and black n white (pun intended).Kudos for being so subtle yet direct, so careful yet clear-if this was an isolated incident then maybe it would have a chance “to pass” but this is “light is wright” in its next incarnation…Is anyone else aware of the long-establihed-blatant-history of “whitening” advertising in India… this is not a case of what came first-chicken or egg? This crossed the road with a specific purpose…sorry this is not a coincidence, not taken out of context, this is a well-though out plan-it is Advertising after all. NOt my inention to offend anyone just calling it as it is.

We’re not sure which way is right. What do you think? Is this app racist or is it simply culturally acceptable? Do you think such culturally sensitive apps should be limited to the countries where they were intended to be used?

Vaseline Men Screenshot


Source: All Facebook

date

Due to the cancellation of a planned Brutal Legend sequel, Tim Schafer's Double Fine Productions will be working on four smaller projects, each headed by a different producer, said Schafer at his keynote presentation at the Developer Conference Thursday morning.

Source: Geek.com Games

date

If you weren't Tim Schafer or a zombie, it was tough to get a word in edgewise during today's news cycle, which also featured the monthly retail sales figures from the NPD. Here are the brave news bits that we can't help but shower some love on.

07/14 -- RIP 1 VS 100

I-play Launches Classic Adventures: The Great Gatsby for PC
AJ: How does a Great Gatsby video game work? Is there a drink-mixing video game? A GTA segment as Daisy where you plow someone with a car? (spoilers)

Dave: THANKS AJ I WAS TOTALLY JUST ABOUT TO READ THAT BOOK.

Okamiden - special edition revealed for Japan

Daily (Stale) Bread: The news we didn't post on July 15, 2010

AJ: WWWWWWWWWWWWAAAAAAAAAAAAAANNNNNNNNNNNNNNTTTTTTTTTTTT

Dave: Eh, i hate to be nitpicky, but that would work better if the inline remote was Chibiterasu's body instead of his severed head.

AJ: You could suck the cute out of anything, Dave.

For FarmVille Players, a Crop From a Real Organic Farm
AJ: Jeebus... FarmVille's offering organic crops now.

Dave: AJ, are your Farmville chickens not free range?

Zynga's FrontierVille skyrockets to 20 million users in 36 days
AJ: Wow, FrontierVille's topped 20 million users in a little over a month. If any of them need a review to look up, well... ahem.

Daily (Stale) Bread: The news we didn't post on July 15, 2010

Will: Someone order manly box art? Activision has a heaping helping with Call of Duty: Black Ops.

Tae: Is the tagline "Come get you some, son."?

Will: Yes. Except for the Wii version, which is "Come hug you some, friend."

Dave: Looks like the cover dude is pointing both guns at his groin. Have at that, internet photoshoppers!

AJ: Aw, man. First 1 VS 100 on Xbox Live gets canned, and now the Old Spice guy is concluding his epic run of YouTube replies.

Dave: I guess the internet just wasn't big enough to fit that guy and Kevin Butler.

Source: Daily News from GamePro.com

date

Speed Escape 4 is the fourth installment in the Room Escape series Speed Escape created by Selfdefiant, the author of the Super Sneaky Spy Guy series. Kyle, the Master of Escape is back with a game for you to play: he has set up 3 different areas that you will have to escape from. Sounds easy? Think [...]

Source: FreeGamesNews

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Zapak GamesProclaimed as one of the largest casual gaming sites in India, Zapak Digital Entertainment is relaunching its portal, Zapak Games, on the Facebook platform.

Zapak is taking the MindJolt approach, by attempting to bridge the gap between casual and social games. In essence, the app is like any other portal, containing a number of short and simple Flash-based games. As one might expect, some are good, and others just inane, but the developers do attempt to make them social. As a result, some of the games come off as a bit trite, but thankfully they also don’t lose their casual elements.

There are about 40 games on Zapak at the moment. Very few reflect any sort of Indian flavor. For the most part, each game is a republished version of titles that long-time casual players will likely be familiar with. Nonetheless, that doesn’t make them any less fun.

2012For every ridiculous game that lasts about 20 seconds (e.g. there is a game called Streak Soccer, where you run, naked, from security guards for as long as you can), there is a high quality one. A particular favorite of ours is the puzzle game Bridgecraft, an overly cute title that tasks players with the construction of bridges and support systems to get colorful-looking crab people from Point A to Point B. Beyond this, there are a few other interesting games such as the rhythm game Breakdancer, the random destruction game 2012, and a very questionable action-shooter game dubbed Taliban Wipeout.

Regardless of what the player chooses, each game comes with very traditional social mechanics. The first, and most direct, is the concept of medals and challenges. As with virtually every casual portal gone social, users can challenge friends (whether they play or not) to beat their high score. Should they not accept after five days, they lose and the challenger earns a medal. Unfortunately, if one doesn’t have friends that will accept, the medals don’t exactly feel like much of an accomplishment.

Beyond this, there are various leaderboards under each specific game, and earnable trophies and items for playing them and scoring a noted score. Again, it’s basic, and common, but being able to earn trophies through beating a predetermined score for each game does bring with it a sense of accomplishment. As for the special items, it’s less clear how they are earned, but they appear to be received just by playing the different games over time. For example, we got a “Newbie” award just by playing two or three games. As these are earned, the accomplishment can be posted to one’s Facebook feed.

BreakdanceCurrently, there are no monetization methods implemented into Zapak Games beyond advertisements. In the future, there are plans to monetize the previously stated special items that are stored in one’s trophy cabinet, according to the developer. Advergaming will be implemented as well — a market that is apparently very large in India at the moment.

Zapak is also planning for virtual goods in the near future. However, while there are plans to allow players to customize their trophy room, it’s unlikely there will be purchasable, decorative items. Evidently, such aesthetic-only purchases are rare in India, and those users are looking for goods with more immediate “value.” The best example given to us was an item that will double one’s score for the next 48 hours. Obviously this gives players a bit of an unfair advantage in challenges and leaderboards, but that is apparently both the point and driving factor behind this demographics’ desire to purchase in the first place.

Overall, there’s nothing particularly good or bad about Zapak Games. Its success, like all such portals, relies heavily on the games in its library, with the social implementations working as an enhancement — although for now they are a bit basic. So far, the new portal has steadily grown to 11,003 monthly active users.

Source: Inside Social Games

date

As we wrote a few weeks ago, Facebook should announce the 500 million milestone around “mid-July”. It appears that we were pretty spot on. Facebook has sent out an email to Facebook employees, new and old, to thank them for their contributions as they prepare to announce the 500 million milestone and asking them to upload photos to thank users. We’ve also been told by a source close to the company that the new tab designs will be rolled out on August 1st, soon after the 500 million user milestone is marked.

Facebook 500 Million

While we don’t know the exact date that the 500 million milestone will be surpassed, we’ve been hearing increasing chatter surrounding the announcement and are expecting it to take place within days. There are also a number of interactive experiences that Facebook is testing which would honor the 500 million mark. We’re looking forward to the official announcement!


Source: All Facebook

date Thursday, July 15, 2010

After pestering Microsoft about 1 vs. 100 yesterday, Kotaku has officially gotten word: There will be no Season 3 for 1 Vs. 100. During the game's beta season, more than 114,000 people played the free Xbox Live trivia show simultaneously. But apparently, its popularity wasn't enough to warrant another season. Instead, Microsoft's 1 Vs. 100 team plans on "focusing their skills and applying the technology used to develop 1 Vs. 100 to new projects that will be unveiled in the future."

Source: Geek.com Games

date

The much-hyped movie, “The Social Network”, which is a sensationalized version of the history of Facebook, has landed on the web. While not much more is revealed in the latest trailer, there’s a number of actual clips from the movie included in this video preview. It’s clearly aiming to be a dramatic movie and it’s actually looking like something worth watching. While Facebook is concerned about drawing negative publicity to the company, the clips don’t appear to be too damaging, although they definitely are drama-filled. You can check out the full clip below.


Source: All Facebook

date

We kicked off our new podcast series, Culture Club, with the first-ever Halo novel by Eric Nylund. Continuing that tradition, we're going to try to "review" a video game novel at least once a month on the podcast. We already covered the Assassin's Creed novel -- next up is Guild Wars.

Ghosts of Ascalon is a Guild Wars novel meant to bridge the plots of the first and second games (Guild Wars 2 is due out late this year or early next). It's written by fantasy authors Matt Forbeck and Jeff Grubb and you can read the first chapter for free right here.

Get in on our next unofficial GamePro Book Club

When looking at books, we here at GamePro keep an eye out for works that not only do a good job of capturing the spirit of the game they represent, but also stand on their own as good reads. One chapter isn't enough to determine that for Ghosts of Ascalon, but check back with us in about three weeks and we'll have an opinion for you on the Culture Club podcast.

If you should happen to pick up a copy (which goes on sale July 27 in the U.S. and Europe), send us some suggested passages for Chris Parisi's dramatic reading selection.

Got any tips, corrections, or feedback? Contact GamePro's news team or follow the author of this story on Twitter.

Source: Daily News from GamePro.com

date

CellCraft is a strategy survival game designed by Anthony Pecorella. Your main objective is to build a cell, and then fight off viruses, survive harsh worlds, and eventually save the Platypus species. At first your cell only has a very basic form without much possibilities. As you play you will add new parts to the cell [...]

Source: FreeGamesNews

date

Traditionally, players of online games have mingled freely with strangers. On Facebook, users’ real-world social connections have obviously changed this paradigm, mixing game players more with people in their existing social circles — but just how much more? Part of our most recent report, Inside Virtual Goods: Spending and Usage Habits of the Social Gaming Audience, addressed this question.

The findings were surprisingly strong in favor of real-world connections. A clear majority of people play with “friends”, while two further real-world categories claim most of the remaining interactions: co-workers and classmates. The exact breakdowns are below:

Both co-workers and classmates, of course, might also be considered friends; taken together, the three categories account for 80.5 percent of the average player’s interactions on Facebook games.

This powerful majority helps explain why the most popular games released this year, even those put out after Facebook’s infamous notification changes, contain numerous features that encourage players to interact with those from their existing Facebook network, but include very few features that encourage or allow interaction with strangers.

Players also seem to favor this state of affairs; as one told us, games serve as “a nice way to stay connected with people.”

There’s a bit more to the picture, though. As part of our research, which was conducted through surveys of Facebook game players, we also asked how players found their favorite games. Some 44.5 percent had arrived via friend invites, a number that correlates strongly with the 55.5 percent who play with friends.

Virality, clearly, is still a powerful mechanism in gaming, but it’s also one that to an extent predetermines a player’s interaction — if invited in by friends, it makes sense that players will report playing with those same friends later.

And the 19.5 percent minority that reports playing with strangers is by no means small or insignificant — especially given the setup of most Facebook games, which gives no direct way to connect with strangers.

Friends and other real-world acquaintances are still clearly the most important group for Facebook gamers, and our findings suggest that developers are justified in continuing to focus on real-world connections. However, given the diversity of Facebook’s players, our stats also suggest that interactions with strangers may be another promising avenue in the future.

In-depth breakdowns of all the data referenced above is available in our full report, Inside Virtual Goods: Spending and Usage Patterns of the Social Gaming Audience. The full report includes over 30 charts and graphs with detailed information on social gamers’ spending and playing habits, demographic differences, and brand recognition.

The full table of contents is below:

I. Methodology and Respondents

1. Introduction
  • About Inside Virtual Goods
  • About the Authors
  • Survey Objectives
2. Research Methodology
  • Target Population
  • Respondent Acquisition Method
  • Survey Structure
  • Potential for Bias
3. Survey Respondents
  • Description of Total Respondent Population

II. Overall Results

4. Favorite Game
  • Distribution of Favorite Game
  • Frequency of Play
  • Favorite Game Discovery
  • With Whom Do You Play?
  • Spending on Favorite Game
5. Payments
  • Frequency of Payment Methods
6. Play Patterns, Spending, and Brand Recall for Top Games
  • Frequency of Play in Top Games
  • Spending in Top Games
  • Aided Brand Recall for Top Games

III. Demographic Differences in Usage Patterns and Monetization

7. Regional Differences

  • Game Discovery and Spending
  • Favorite Game
  • Payment Types
8. Age and Gender Differences
  • Who are the Social Gaming “Whales”?
  • Spend Across Games
  • Analyzing the Top Two Games: FarmVille and Pet Society

Index of Charts and Graphs

  • 1.1 Survey Respondents by Region
  • 1.2 Survey Respondents by Age
  • 1.3 Survey Respondents by Gender
  • 4.1 Distribution of Favorite Game
  • 4.2 Frequency of Play of Favorite Game
  • 4.3 Method of Discovery of Favorite Game
  • 4.4 Who Players Play With
  • 4.5 Monthly Spending on Favorite Game
  • 5.1 Frequency of Payment Methods
  • 6.1 Frequency of Play in Top Games
  • 6.2 Spending in Top Games
  • 6.3 Aided Brand Recall Rates for Top Games
  • 7.1 Method of Discovery of Favorite Game By Region
  • 7.2 Who Players Play With By Region
  • 7.3 Monthly Spending on Favorite Game By Region
  • 7.4 Favorite Game By Region
  • 7.5 Most Popular Payment Types By Region
  • 7.6 Frequency of Offer Use By Region
  • 7.7 Frequency of PayPal Use By Region
  • 7.8 Frequency of Credit Card Use By Region
  • 7.9 Frequency of Mobile Phone Use By Region
  • 8.1 Top Spenders by Age
  • 8.2 Top Spenders By Gender
  • 8.3 Top Spenders By Region
  • 8.4 Number of Games on Which a Player Spends More Than $25
  • 8.5 Frequency of Top Spending By Game and By Gender
  • 8.6 Proportion of Top Spenders Who Report Spending on a Given Gam
  • 8.7 FarmVille Top Spenders by Age
  • 8.8 Pet Society Top Spenders by Age
  • 8.9 FarmVille Top Spenders by Region
  • 8.10 Pet Society Top Spenders by Region
  • 8.11 FarmVille Top Spenders by Gender
  • 8.12 Pet Society Top Spenders by Gender

Appendix

  • Survey Questions and Response Rates
  • Related Companies

Source: Inside Social Games

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