Tuesday, August 31, 2010

socialDeck Blog

 

SocialDeck breaks one million mobile downloads in 2009

Posted by anish in company on February 22nd, 2010

Just wanted to share some exciting news — we did over one million mobile downloads of our titles in 2009! I’m very pleased to say that we not only met but exceeded our own goals around distribution.

While we’re extremely pleased with the success of Shake & Spell classic, the titles we launched in Dec 2009 (Shake & Spell 3D and Pet Hero) are built on our new Spark 1.0 mobile platform and represent the foundation of our forward looking vision of the mobile space. I’m personally very proud of these titles, and more importantly, the huge strides we’ve made in developing the underlying Spark platform.

As discovery becomes an ever growing problem in various mobile app stores, our focus on driving alternative, social distribution has become an increasingly valuable investment. A critical component of the success of our titles has been leveraging [potentially] viral distribution channels such as Facebook and Twitter. Clearly the success of social games on the web has largely been a function of their ability to drive social distribution; it’s now becoming clear that mobile will be no different. One of the key lessons we learned in 2009 was around building content that incentivized distribution; while playing with friends does provide incentive to invite them, we’ve discovered that including a distribution mechanism within core game mechanics provides a much stronger incentive, this will be our primary focus going forward. We’re approaching this with a careful and thoughtful approach; we want users to interact with their friends as a way to create an increasingly valuable experience, not to act as our own little spam bots.

While alternative distribution continues to be in the limelight, we understand that driving retention is really the key to building long-term value. Alternative distribution enables discovery, and ultimately is a way to reduce the cost of user acquisition. The question to game developers is: what are you doing with the users once you’ve acquired them? Are you keeping them engaged? This is an area in which we’ve made a significant investment: increasing the number of minutes played per session, increasing the number of sessions / user, and decreasing churn. What’s exciting is that we’ve seen definite validation of the social aspect of games as a key component of mobile gaming; we’re currently seeing a 33% increase in the number of lifetime minutes played for social versus non-social players.

An area that we’ve identified as strategic for quite some time is cross platform; in the long-run, we don’t believe in a single dominant platform. This is validated in our data as we’ve started to see a significantly higher portion of our downloads in the BlackBerry segment. As we’ve always believed, social gaming is about playing with your friends, and all of your friends have different phones. Therefore any kind of truly social experience on the mobile platform has to extend its reach across the top smart phones. As we approach the tipping point around smart phone penetration (as well as all you can eat data plans, etc.), we believe that our investment connecting iPhone, BlackBerry, and (soon) Android will indeed be valuable.

Monetization is an area of critical interest for mobile game developers. Despite the gold rush around the iPhone, we’re continuing to see significant downward price pressure across all mobile apps and platforms. Ads may augment revenue, but they do not represent a large enough source of revenue to subsidize the cost of building most games. It’s hard to imagine how we can sustain both a flight-to-quality and the consumer’s increasing demands for free applications, especially given the current monetization models for mobile apps/games. Here we can learn from our web social gaming cousins; virtual goods (“VG”) provide a much more significant revenue opportunity. Like virality, VG is not something that can be added to a game after the fact; it’s something that requires conscious game design from the ground up. This is where a certain vertical within games may emerge as the dominant model from a revenue standpoint. There are some interesting models out there that go beyond the appointment based gaming paradigm that Farmville has minted. One idea I hear a lot of talk about is the “meta- game” — a suite of games tied together by one community & identity. This is essentially what we’ve created in Spark 1.0 — a community and network of players across a suite of SocialDeck games.

Location is something that’s become hot as of late with the highly competitive FourSquare financing round. I’m excited about a new class of game emerging that truly embraces the unique characteristics of the mobile platform, the most obvious of which is location. We’ve always believed that the right social gaming experience on the mobile phone was one that leveraged the strengths of the platform, instead of a blindly porting from web. Notably, this is why companies like Zynga are winning on the web social platform — they’ve leveraged the strengths of the platform instead of blindly porting from console / destination website etc.

So anyways, that’s the not-so-brief state of the union as we see it. Lots more to come from SocialDeck in 2010 — stay tuned!

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Flying Under The Radar

Posted by admin in company on November 16th, 2009

We’re packing our bags and leaving the unseasonably warm Toronto weather behind to present at the Under The Radar conference this week in sunny San Francisco! Under The Radar’s M.O. is “tracking early stage innovation” in tech and social media development, and we feel very fortunate to have been selected to present our Spark social gaming technology. Past participants in Under The Radar’s conference include powerhouses like Admob, Pandora, and iLike, so we’re obviously thrilled to be included in this year’s group of talent. We’re looking forward to meeting our fellow presenters and are super excited to ‘pitch’ SocialDeck to a roomful of spectators, not to mention a panel of expert judges. Wish us luck!

If you’d like to join in the fun, visit Under The Radar’s blog for more information on how to attend.

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Shake & Spell in USA Today

Posted by anish in company on October 5th, 2009

Shake & Spell was featured in an article in USA Today, err, today.  They had a chance to speak with Elizabeth Atkins, one of our fellow shakers!  My personal favorite quote:

“I usually play before I even get out of bed,” says Akins, 54, of Louisville, who says a day without Shake & Spell leaves her with feelings of withdrawal. “I play every day.”

Read the article here: http://bit.ly/1Tb0S

Thanks Elizabeth — we feel the same way!  Happy shaking!

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SocialDeck in Mobile Marketer

Posted by anish in company on October 5th, 2009

I had the pleasure of chatting with Dustin Rideout recently.  Dustin is the Sr. Account Director and Digital Strategist for Tribal DDB Toronto, and is a frequent contributor to Mobile Marketer, one of the industry’s key publications.  We discussed the changing dynamics of mobile content and the implications it has for mobile marketers in particular: http://bit.ly/z9wDn

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Announcing financing + release of Shake & Spell for BlackBerry

Posted by anish in company on August 20th, 2009

We’re extremely excited to announce our financing by the BlackBerry Partner’s Fund and the release of Shake & Spell for the BlackBerry. Per our vision, the BlackBerry game is connected to Shake & Spell on iPhone and Facebook, taking us one step closer to “anywhere, anytime, anyone” gaming. Please find the full press release below.

SocialDeck Launches First BlackBerry–iPhone–Facebook Connected Game

Shake & Spell enables real-time game play across leading smartphones and social networks;
can be distributed through viral channels

TORONTO and SAN FRANCISCO – August 20, 2009 – SocialDeck has launched Shake & Spell for the BlackBerry, the first iPhone–Facebook–BlackBerry connected game that lets players on these different platforms compete against each other in real time.

Shake & Spell for the Blackberry is an exciting development in both the mobile and social media markets. It demonstrates how mobile games and social networking platforms such as Facebook can be seamlessly connected so users can engage with one another, regardless of the device, service or platform being used. A Shake & Spell player, for example, can use their Blackberry to compete against a friend that is using the game on their iPhone or Facebook on their desktop computer.

“Shake & Spell was developed on the socialDeck social gaming platform, which lets people connect, communicate, and interact with friends across multiple mobile devices and social networks,” said Anish Acharya, socialDeck co-founder and CEO. “We’re now even closer to a truly ubiquitous and social gaming experience where it’s not about how or where the game is played, but rather with whom.”

Shake & Spell was introduced for the iPhone and Facebook last fall. It currently has over 500,000 users.

Viral Content Discovery and Distribution
Shake & Spell also benefits from a unique feature set in the socialDeck platform that enables and encourages the discovery and distribution of games through viral channels, or via cross-game promotion. Shake & Spell can be shared through Twitter and Facebook feeds, as well as email, SMS, and Facebook invites, making it easy for new users to discover the game.

“The top-ranked applications featured in mobile app stores continue to get the lion’s share of downloads,” said Acharya. “The ability to cross-pollinate Shake & Spell between devices and social networking platforms means that the game can now reach new and potentially untapped audiences by driving its discovery regardless of the game’s ranking within a mobile app store.”

The following video clip demonstrates Shake & Spell’s cross-platform game play: http://bit.ly/NqWse

About SocialDeck
SocialDeck was founded in 2008 with the vision of enabling “anywhere, anytime, anyone” gaming. The company has launched several titles for the iPhone, Facebook, and BlackBerry using its social gaming platform technology, which enables simultaneous game play across multiple mobile devices and social networks. SocialDeck’s technology also facilitates viral content discovery, distribution and monetization.

SocialDeck raised its first financing round from the BlackBerry Partners Fund in March 2009. The company’s core team splits its time between Toronto and San Francisco. Additional information is available at www.socialdeck.com.

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New platform video

Posted by anish in company on August 13th, 2009

After being berated by friends, family, and investors about the quality of our previous platform demo we’ve recorded a new video, available for your viewing pleasure below.

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Since we last spoke: The two minute update

Posted by anish in company on July 16th, 2009

Wow, it’s been over a year since we last updated our blog!  It’s safe to say that in the interim the face of the mobile industry, particularly from a software standpoint, has been vastly reshaped.  It’s been encouraging for me to read some of our old blog posts and see validation of those ideas in the marketplace today.  Since we last spoke socialDeck has been very, very busy.

We brought our first fully web-mobile connected game to market last September (Line Connect).  This was the first application to enable Facebook – iPhone play (http://gigaom.com/2008/10/06/cross-platform-social-gaming-now-on-the-iphone/), and numerous games soon followed suit.  With the advent of Facebook connect that number has increased significantly.

We released our flagship game, Shake & Spell [http://bit.ly/10d2hS], in Dec 2008.  This has become our key content property, with a very significant user base across iPhone and Facebook (primarily iPhone however).  This game had validated many of our hypothesis around alternative distribution, social gaming on mobile devices, and cross-platform game play.  It has also driven us to scale our system up to a massive number of concurrent users.

We continue to develop our mobile social gaming platform which acts as the cornerstone of our company from a technology standpoint.  We’ve seen a slew of competitors release similar offerings, and we’re excited to keep pushing the state of the art in social gaming for the phone, both from a platform and application standpoint.  Our team is growing, the space is super-heated, and we’ve never been more psyched about the opportunity to deliver a kick ass social gaming experience on the phone.

Stay tuned for more news soon ..

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Presenting @ StartupCamp Toronto

Posted by anish in company on April 21st, 2009

We found out today that we’ll be presenting at StartupCamp Toronto, which will be held as a part of the Canadian Innovation Exchange conference. The format will be as follows:

5 Startups will have 5 minutes each to pitch themselves. The audience will then have twice as much time to grill them on everything from their marketing plan to the product itself.

http://www.startupnorth.ca/category/startupcamp/

This will be an exciting opportunity for socialDeck, we’re definitely looking forward to showing off what we have so far.

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Video pitch from the Canadian Innovation Exchange

Posted by anish in company on May 27th, 2008

We recorded a short elevator pitch for VenCorps at the Canadian Innovation Exchange, which was posted on YouTube:

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BlockBust launches on Facebook

Posted by anish in company on May 2nd, 2008

Our first game launched (in alpha) last Tuesday, you can find it here: http://apps.facebook.com/blockbust/

The game is an addictive multi-player puzzle game. I spent a crazy cottage weekend in California this summer playing board games (it was less dorky then it sounds), which was the inspiration for our puzzle game: BlockBust.

We’re spreading strictly by word of mouth right now as we work the kinks out of the system. We’d love to hear your feedback! You can e-mail us , or join the beta testers group: http://www.facebook.com/groups/edit.php?gid=10339704069

Look out for Blackberry & IPhone versions in the very near future.

Incidentally, our pitch at Startup Camp rocked! Lots of positive feedback, lots of questions about the socialDeck as a platform. We’re working hard to ensure that socialDeck will be a viable platform; to that end our API is completely game-agnostic, and we’re building generic client framework packages for each phone and social network. This means that whipping out new games (or enabling others to do so) should be a cinch.

socialDeck Blog

Mobile Marketer - The news leader in mobile marketing, media and commerce

 

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    fordespanol185

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    womenphones

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    Buster Miles

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    Mobile Marketer's Classic Guide to Mobile Commerce

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Mobile Marketer - The news leader in mobile marketing, media and commerce

What Sort of Game Is Google Playing?

 

What Sort of Game Is Google Playing?

 

What Sort of Game Is Google Playing?

 

Google has been picking up social gaming companies of late, with SocialDeck the latest addition to its collection. Having achieved less-than-stellar success with its Buzz social networking platform, is Google planning to take a shot at Facebook by luring social gamers to a new site? Or is it more likely on a quest for domination of the mobile Web?


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Google (Nasdaq: GOOG) continued its shopping spree through the social networking marketplace on Monday, agreeing to purchase SocialDeck, a 2-year-old company that develops games for mobile devices.

This marks Google's third purchase of a social networking company during the month of August. These purchases have fueled widespread speculation that Google ultimately hopes to unseat Facebook as the dominant player in the social networking space.

However, these acquisitions -- and particularly the purchase of SocialDeck -- could be designed to boost Google's presence on the mobile Internet, an arena that eventually will extend far beyond social networking.

Facebook Contest Unlikely

Google's August shopping spree began with the purchase of Slide, developer of some of the most popular games on the Facebook platform. Last week, it acquired Angstro, which offers an application that sorts news and information that appears on social networking sites. Finally, on Monday SocialDeck announced it had been acquired by Google.

While it has been accumulating these social networking assets, Google has done almost nothing with Google Buzz, a social networking offering that it debuted earlier this year. Shortly after the purchase of Slide, Google named Max Levchin, former CEO and cofounder of Slide, a vice president of engineering and said he would be working with a variety of teams to develop social products.

Despite having that expertise -- and a stable of seemingly solid social networking assets -- it still would not make sense for Google to attempt to do battle directly with Facebook, according to Lon Safko, a social media consultant.

"I don't think taking on Facebook directly is a possibility, even for Google," Safko told the E-Commerce Times. "Facebook has such a large and loyal user base. I just don't see people abandoning all the work they have put into establishing their presence on Facebook to switch to a new platform."

Mobile Internet Dominance

Google has both short-term and long-term goals for moving into social gaming, Safko surmised. The short-term goal is to bolster its ad revenues, which currently are tied primarily to its search results and have been sagging in recent quarters. The long-term goal is to become the dominant player on the mobile Internet.

Using social gaming to accomplish these goals is "a smart move," Safko opined. "Participation in social media overall is softening," Safko said, "but gaming is the one area of social media that continues to show solid growth. And games are always good fish food. If you put a game up on any site, it will attract people, and social games are the best kind because every person who signs up for a game brings additional people with them."

SocialDeck claims that its games -- which run on multiple mobile platforms, including the iPhone and BlackBerry -- were downloaded 9 million times last year. Owning those games can help Google boost revenue in the short term, since it will be able to offer advertisers a whole new set of customer data, suggested Ken Saunders, president of Search Engine Experts.

"It's a natural move for Google as ad revenue has slowed," Saunders told the E-Commerce Times. "They have data on their customers related to search, but the social side is missing. This acquisition closes that gap."

SocialDeck also gives Google a foothold on the mobile Internet, which is the future of all networking, Safko contended.

"There's no question that everything is going mobile," he argued. "If I were a betting man, I'd wager that you will see Google making more acquisitions to move into the mobile space

E-Commerce News: Gaming: What Sort of Game Is Google Playing?

15 Places to Make Money Online Creating Your Own Products Online

 

15 Places to Make Money Creating Your Own Products

 

boxesCreating your own products used to mean a significant up-front investment — purchasing a minimum amount of the product as dictated by the manufacturer, paying for warehousing, packaging, point-of-sale systems, and other overhead costs. And that was all before you even took a single order! Thankfully, for many types of products, print-on-demand technologies have made it possible for anyone to create and sell goods over the Internet with little or no up-front costs.

Below is a roundup of 15 great print-on-demand sites that will help you create and sell everything from t-shirts to clocks, from books to skateboards, from board games to fabric. If you know of additional print-on-demand sites to make and sell your own products, let us know in the comments.


1. CafePress


cafepress

CafePress is one of the oldest print-on-demand services online and they offer one of the largest catalogs of products on which you can print your logo or designs. From apparel, like t-shirts, sweatshirts, and hats, to calendars, posters, mugs, water bottles, stickers, stuffed animals, buttons, messenger bags, and even clocks, CafePress offers hundreds of different products to sell and its thriving community of users creates over 45,000 new items each day on the site.


2. Zazzle


zazzle

Like CafePress, Zazzle offers a huge number of customizable products including t-shirts, sweatshirts, bags, ties, and even aprons, jackets, postage stamps, and shoes. They offer both custom on-demand printing and embroidery on many of their clothing products, and also offer a range of non-apparel items, such as skateboard decks, calendars, magnets, and post cards. Zazzle users have created a mind blowing 19.5 billion items.


3. Spreadshirt


spreadshirt

While the focus on Spreadshirt is on t-shirts and sweatshirts, they also offer a range of accessory items that can be printed with your designs, including bags, aprons, buttons, and neckties. One of Spreadshirt’s strengths is the ease of use of its online product designer, making is really easy for anyone to make or customize products that can then be sold to the public.


4. Pikistore


Pikistore does t-shirts and a few other customizable items, such as mugs and mousepads, and does it with a flair that other print-on-demand publishers would be hard pressed to match. For those who want a really great looking storefront from which to sell their t-shirts, perhaps one that matches the look and feel of an existing web site, then Pikistore might be a good option to check out.


5. Lulu


lulu

For authors and photographers (and musicians and filmmakers), Lulu offers an amazing service. Lulu is a great way for anyone to publish a printed book (in either hard or softcover, perfect bound, spiral bound, or saddle stitched), CDs, or DVDs. One of the best things about Lulu is that they can help you get your products listed for sale on Amazon, Barnes & Noble, and in bookstores, as well as tools to help you sell and promote your work through social networks like Facebook(Facebook).


6. CreateSpace


createspace

CreateSpace, which is owned by Amazon, lets authors, musicians, and filmmakers create print-on-demand books, CDs, and DVDs. The main advantage to using CreateSpace is that because it is owned by Amazon, your products’ inclusion in the Amazon catalog is guaranteed. That means you can also sell on the Kindle, via the Amazon MP3 store, and offer movie downloads (which means availability on the Xbox 360 and certain TiVo players). Being guaranteed a spot in Amazon’s marketplace can mean a huge boost to your potential sales.


7. Blurb(blurb)


blurb

Blurb just does books, but they do books beautifully. Blurb specializes in creating printed books that definitely don’t have a print-on-demand feel, and because they create such great photobooks, the site has attracted many artists and photographers. As a result, many of the books they create are right up there in terms of design with those coming out of the major publishing houses. Blurb also makes it easy to automatically create books with your content from Flickr(Flickr), SmugMug, Picasa(Picasa), and TypePad(TypePad).


8. TasteBook


tastebook

If you’re creating a cookbook, then TasteBook might be for you. TasteBooks are stunning hardcover, spiral bound cookbook binders that hold up to 100 recipes. But what really sets TasteBook apart from other print-on-demand publishers is that users can upload their own recipes or choose recipes from a large number of third-party providers, including Food & Wine, Cooking Light, Food Network, Better Homes and Gardens, Epicurious, Recipezaar, and more.

For more ways to publish a book, check out Mashable’s(Mashable) 6 Ways to Publish Your Own Book


9. CDBaby


cdbaby

Over 200,000 indie artists already sell their music through CDBaby. It’s not exactly a print-on-demand publisher, since they really just handle warehousing, selling, and distribution of your CDs (though they do offer disc duplication services as well), but it is so amazingly popular among indie musicians that it would be hard not to mention it here.


10. The Game Crafter


thegamecrafter

The Game Crafter is an awesome new service for making and selling your own board games and collectible card games. Just upload your artwork and game rules, and pick out which pieces (dice, pawns, etc.) need to be included and go! The Game Crafter will print, package up, and mail out your game every time it’s ordered. It won’t be quite as polished as a traditionally published game (game boards are printed on heavy clay-coated card stock rather than the even heavier chip core that game companies usually use, for example), but the results are still very playable and The Game Crafter’s service is bound to get better over time.


11. Spoonflower


spoonflower

Anyone who watches Project Runway knows that the right print can make or break a good design. Wouldn’t it be great if there was an easy way to have your own designs turned into printed fabric? Spoonflower, a print-on-demand fabric seller, does just that, letting designers create and sell printed fabrics on either quilting or upholstery weight cotton or organic cotton sateen, with prices ranging from $18 – $32 per yard.


12. Ponoko


ponoko

Ponoko takes your 3D designs and turns them into actual products using a variety of materials, such as MDF, bamboo, cardboard, leather, acrylic, and felt. The result is that you can make toys, housewares, furniture, jewelry, and even electronics and put them up for sale in your own storefront.


13. Shapeways


shapeways

Like Ponoko, Shapeways lets you upload 3D designs and turn them into real products using 3D printing technology. The site then lets you sell your products via a custom storefront. People are using Shapeways to sell art, toys, jewelry and other gadgets, and some people are using the site for rapid prototyping of products.


14. ImageKind


imagekind

Any artists out there? Want to easily sell prints of your work? Then check out ImageKind. This site, which is owned by CafePress, specializes in prints and cards with a variety of different material, size, and framing options. For photographers who use Flickr, you can easily import your work to ImageKind and offer it for sale with custom framing.


15. deviantART(deviantART)


deviantart

deviantART is one of the largest art sites on the web, with over 81 million submissions. Every member of the site is also eligible to sell their art through the site’s store on mugs, mousepads, coasters, magnets, puzzles, prints and other items. Prints can be offered in a variety of sizes and with a handful of different frame types.

Image courtesy of iStockphoto(iStockphoto), Bibigon

Print Story

More About: blurb, CafePress, CDBaby, createspace, DeviantArt, imagekind, Lists, lulu, pikistore, Ponoko, print on demand, sell products, shapeways, spoonflower, Spreadshirt, tastebook, the game crafter, Zazzle

User reviews: Facebook, Flickr, Mashable, Picasa, TypePad, blurb, deviantART, iStockphoto

15 Places to Make Money Creating Your Own Products