Mazda Puts Fans Behind The Wheel Of The Mazda2 in Facebook Game DriverVille

Mazda’s new Mazda2 is the star of the company’s new Facebook game called DriverVille, a title that has you souping up your car then racing it. It is also, of course, meant to get more people paying attention to the launch of the new Mazda2 model, with an accompanying sweepstakes also running on the Mazda Facebook page.

The game appears to have been built by Frima, a Quebec-based game developer that creates branded titles. All in all, the quality is good. There’s plenty of built-in advertising, but it doesn’t feel overblown or forced. And it’s actually informative, so it should appeal to casual gamers and those actually hoping to learn a little more about the Mazda2.

The gist is pretty simple — you complete missions to level up, earning Driver Bucks and items along the way that range from a pair of cowboy boots to your very own virtual Mazda2. The Driver Bucks earned can be used to purchase items to accent your Mazda2, your home garage or your DriverVille avatar.

All the activities in the game can be broadcast through your newsfeed to share with friends, and several of the trophies that can be earned in the game center around bringing more people into the game, adding to the viral element.

Once inside the DriverVille universe, you and your friends will be able to move between several locations, including an arcade with interactive games, a movie theater with video clips of Mazda2 advertising, an outlet to use your Driver Bucks to buy items and a Mazda dealership, complete with a brochure rack full of PDFs for all Mazda’s 2011 models.

The actual driving in DriverVille is done on one of several race tracks and leaves a little to be desired. It’s Spy Hunter-esque. The controls are simple and intuitive, so it should appeal to the broad range of people that will probably be playing the game. Most of the attention has been placed on the social elements of the game, and those are well thought-out and complete.

As you wander through the world of DriverVille, you’ll encounter the avatars of other players. You can engage them to see their garages and cars, and you can also choose to visit their actual Facebook pages.

The game coincides with a sweepstakes run through the Mazda2 Facebook page, with the grand prize being an actual Mazda2. Several 64GB iPod Touches will also be awarded as weekly prizes. The campaign is being run by the ad agency Doner, which also worked on the Mazda3 launch for Mazda.

Cadbury Launches Social Music Game to Reach Facebook Users

Cadbury Freida Smooth MovesWe’ve seen more and more branded social games showing up on Facebook, as marketers try to use game features to promote their products. The latest is Cadbury’s Dairy Milk chocolate brand in Australia, with the rhythm game Cadbury Freida Smooth Moves.

Cadbury is one of the largest confectioners in countries including Australia, New Zealand, Canada, and England (as well as in a few select US stores). The game, it is based on a Cadbury commercial starring the dancing cow Freida, and it is clearly intended as a viral means to advertise the milk chocolate products. It isn’t as sophisticated as, say, some of the major social apps, but it is amusing in its own right.

When the player starts up the game, they are prompted to choose a picture from their Facebook profile. Don’t worry, for if a good one isn’t available, users are free to choose from either a gorilla or three 1950s looking TV characters, all of which based off of a series of Cadbury television commercials. We chose the gorilla, of course. Once chosen, the head is placed atop a suited figure and its time to start dancing with Freida.

MoonwalkYes, that’s right, dancing gorillas and dancing cows. As users play, the two avatars repeat a basic dance shuffle as a stream of chocolates fall in four arrow labeled rows. In a typical Guitar Hero fashion, players hit the corresponding arrow as the chocolate reaches the bottom, and as they attain certain scores (hitting the wrong key at the wrong time will detract from the score), will unlock quirky dance moves; many of which are seated in pop culture such as the Moonwalk or MC Hammer’s Hammer Time steps.

Each level is also broken up by themes such as big band, country, or pop with different dance moves associated with it. Moreover, once a dance moved as been unlocked, in the form of a badge, players can share it with their friends, complete with a video clip.

Obviously, this is the core social and advertorial element of Smooth Moves, but it’s also worth mentioning, that there are leaderboards, as well, that compare lifetime scores.

As far as game play is concerned, it is amusing to watch a cow and gorilla in a suit dance (when is it not?), the game doesn’t offer much more. While the quality of the music is high, the streaming chocolate icons and their corresponding ding, which doing when hit, feel disconnected from the game itself. In rhythm games they need to fit seamlessly together with whatever is being “played,” becoming part of each note. That’s what makes games like Guitar Hero so gratifying: Hit the note, and part of the song plays, as if you’re actually playing it — actually keeping a rhythm. That’s not really the case here, making Smooth Moves more a timing game then a rhythm game.

Video BadgeThe other chief complaint is that it doesn’t appear to be possible to choose which level a user plays when they return to the game. Each time, for us, it just restarted back at the first stage. Like in a traditional rhythm game, with a variety of different song types, players want to play the ones they like, and not everyone is going to like the music in every stage of this app.

On the upside, the folks over at Cadbury have incorporated nice incentive to play beyond amusing dance moves. Currently, each time residents of Australia or New Zealand play, they earn an entry into a drawing to win one of five 8GB Apple iPhones. And, further entries are earned by unlocking badges.

Though Smooth Moves does have its faults as a game, it certainly does better as an advertising mechanism that past attempts. Like another recent branded app from from Trident, this one looks like it will help the brand get in front of users. The question is how well these sorts of applications can show a strong return on investment. Right now, they all appear to be in the experimental stage.

This Week’s Headlines on Inside Social Games

ISG LogoCheck out the top headlines and insights this week from Inside Social Games – tracking all the latest developments at the intersection of games and social platforms.

Monday, July 19th, 2010

Tuesday, July 20th, 2010

Wednesday, July 21st, 2010

Thursday, July 22nd, 2010

Friday, July 23rd, 2010

Who’s Using Facebook’s Top Apps? Newer Games Attract More Older Women

[Editor's Note: The data cited in this article is excerpted from Inside Facebook Gold, our membership service tracking Facebook's business and growth around the world. Visit Inside Facebook Gold to learn more about our complete data and analysis offering.]

Last month we shared data for selected Facebook apps that showed diverse audiences across some of the top social gaming titles on the social network. Today we’re following up with stats on another popular set of games that have one key difference: they’re much newer than those we examined in June.

We chose four: FrontierVille and Treasure Isle, both by Zynga; Social City by Playdom; and Hotel City by Playfish. All date back no earlier than March. Looking at newer games allows us to gain some insight into how the audience has changed in the hectic first half of this year.

The first and most obvious insight we came across is that these apps, among the most popular of 2010, have a higher percentage of women than our last sample, which found about a 60/40 split between women and men:

As you can see, the gender distribution has swung even more strongly toward women. In part, this is because there have been few male-friendly hits released this year, like Zynga’s classic Texas HoldEm Poker.

Here’s how the breakdowns look for all four apps:

Women have long been the dominant force in the casual gaming industry, helping to produce estrogen-friendly hits like Diner Dash. While it’s also common knowledge that women play games in greater numbers on Facebook as well, the divide appears to be becoming starker than it was last year.

Of course, the force in casual gaming isn’t just women; it’s middle-aged women. Our next chart shows the age distribution for each of the four games:

Here, we have an interesting split. While the Zynga and Playfish games are almost identical in their age splits (Treasure Isle was exempted for clarity, but is very similar to FrontierVille), Hotel City stands out from the pack with a much younger audience.

Without the presence of Hotel City, it might seem that Facebook gaming is destined for the same almost exclusively female and older audience that casual games target. However, it’s entirely possible that developers are simply playing to the largest audience, while underserving the men and younger players.

For marketers, these results are also notable, for their suggestion that young people and kids who are gaming are moving (or being pushed) into more niche titles — even Hotel City, with its huge base of 8.3 million monthly active users, is smaller than the other games shown above.

The full demographic breakdown by app, as well as extensive audience demographic data for Facebook’s markets around the world, is only available to members of Inside Facebook Gold, our data membership service. To learn more or join, please see gold.insidenetwork.com/facebook

Despite Controversy, Pencake Is the Largest Known Quiz Developer on Facebook

PencakeYou’ve probably never heard of Pencake Limited, but the Hong Kong-based developer is the largest non-social gaming developer on Facebook — at least by monthly active users, as it now has 36.2 million, according to AppData. Why? It’s a quiz application developer, with more than 100 titles (and perhaps many more) in a variety of languages, that has managed to grow despite Facebook’s efforts to tune down these sorts of apps.

Founded in 2008, the company describes itself as a “marketing solutions provider” that makes custom quizzes, contests and other campaigns for other companies. Its web site currently lists a number of Asian brands as well as others like Microsoft and Olay as clients.

Pencake is most visible due to a series of core applications: Element Analyst, Friends Interview, Star of the Day, Five Friends Analyst, Gifts Creator, and Create Your Quiz.

Create Your Quiz alone sits atop the Pencake list with over 22.3 million monthly active users (followed distantly by Element Analyst Creator at 2.7 million). This has led to the creation of lots of quizzes, with each localized in over 20 languages, including Chinese, Spanish, Russian and French. This method of growth on the Facebook platform is not anything new. In fact, the Gift Creator and Create Your Quiz apps ought to ring a bell for long-time Facebook users.

Facebook has been making a few changes that have made these sorts of applications more visible. It has started associating many child quiz apps with the parent apps, which both shows these apps to be much bigger than they appeared before. More importantly for growth, it condensed multiple news feed stories from apps into single entries in news feeds, meaning that users had to click to see all of the news feed stories about the app.

Pencake has been, according to other developers, an especially aggressive quiz-maker, having been accused of many acts of spam on the Facebook developer forum (in fact, the company appears to be admitting to spamming in the Hong Kong press). However, when we asked the company, founder Terry Tsang said that it has stopped these practices, that it has been talking to Facebook, and that it continues to improve its apps. We’ve seen some user complaints, but we expect Facebook will take action if there are more problems.

The platform has been defined by developers pushing the limits of what Facebook offered in every way possible. The company has had to scale back many features, like third-party notifications, because developers have abused them. Given the years of back and forth on platform design and regulation, it’s surprising to see a company like Pencake get this far.

[Image credit: Facebook Developer Forum member xiaoten]

RestEngine Social Application Messaging Platform Leaves Beta, Offers Tips

RestEngine, a social application messaging platform and email service provider, has emerged from private beta after five months of refining the product while working with developers including Crowdstar (Hello City) and Lolapps (Band Of Heroes).

The company helps publishers programatically create highly personalized emails based on a recipient’s in-game status, perform A/B email testing, navigate content transformation by social network proxy email systems, and track results through their own API. These featues are designed to aid user growth and retention even as Facebook has tuned-down a variety of communication channels in recent months.

By sending emails that note a user’s score, energy level, friends also playing, or next in-game task, RestEngine’s clients enjoy high click-through rates and increased user engagement. The company has also compiled some of the tactics it has learned into a “Email For Social Application Best Practices” deck that is now available for downloaded in exchange for an email address.

Early this year, Facebook removed notifications as an application communication medium because aggressive use had been degrading the overall Facebook user experience. They were replaced with an email API, allowing applications to ask for or require a user’s email address. Predicting this new channel would be essential to social application publishers, Josh Aberant and Joe Waltman bootstrapped RestEngine to help publishers prepare emails before being sent to a message transfer agent for delivery.

With developers in mind, RestEngine built the RESTful API, which allows programmatic integration with their system without a graphic web interface. The 3.5 employee company have signed 7 clients, and have since become profitable, coordinating transmission of roughly 100 million personalized emails a month at cost-per-thousand messages sent rates similar to most email service providers. Rates vary based on complexity and volume, but all clients get full access to all functions of the API.


To use RestEngine, clients send an HTTP request to the RESTful API with parameters for personalization and targeting. RestEngine then constructs and queues the unique messages. Some recipients will receive their mail through a social network proxy address, which Facebook offers so users are not required to provide applications with their actual email address. However, Facebook transforms emails sent to these addresses, including adding a special footer, which sometimes breaks the formatting. One of RestEngine’s best features is that it pre-transforms emails sent to proxy addresses, thereby minimizing Facebook’s changes and increasing the likelihood that delivered emails look as intended. The prepared messages are then passed to Message Systems, the message transfer agent which powers RestEngine.

Clients use RestEngine to run re-activation, merchandising, cross-promotion and viral acquisition campaigns. For instance, Lolapps’ Band of Heroes uses RestEngine to send users individualized emails notifying them when their energy has replenished and they can play more. Crowdstar’s Hello City offered 5 free credits to its email subscribers and encouraged recipients to pass the deal on to friends. RestEngine seeks to revamp email and replace the news feed as a viral channel through these kinds of messages.

Learning the needs of developers, the company has created some powerful tools which differentiate it from other email service providers. RestEngine’s enhanced API calls go beyond that of Facebook’s basic mail API, allowing bundling of 10,000 calls instead of the standard 100. Its split-testing system assigns unique codes to each unique email allowing clients to track the success of different variables such as text or images. The RESTful API also pushes back reporting data which can be integrated into a publisher’s existing analytics system, though RestEngine’s programmatic interface lacks any native analytics. RestEngine sees tapping into a user’s social graph to create compelling messages as the new frontier. Their mails can integrate Facebook’s data to display photos of friends, ask a user to try an in-game task which their friends have completed, or prompt a user to join their friends in an ongoing collective task.

RestEngine says that its service is not just for game developers, but “any company who feels limited by existing Facebook communication channels”. The company is working with other social app publishers including quizz makers and is  talking to off-platform developers. In the meantime, they are open for business, and are sharing social email tips including where to place calls to action and how to facilitate email virality in their free best practices deck.

Ads API Profile: Nanigans’ Cost Per Action Service

Facebook’s performance advertising system does not offer the control or analytics features to allow larger, sophisticated ad buyers to take full advantage of its rich targeting options. Last fall, an ads API was released to a limited number of developers to allow them to build tools and services that facilitate better ad buying. One such service that helps developers acquire high quality users through ads is Nanigans.

Nanigans is a social advertising service which runs cost-per-install and cost-per-action campaigns through the Facebook Ads API. Clients set a desired CPA and per day budget, and Nanigans assumes the risk, experimenting with ad creative and targeting trying to attain the CPA with a CPC low enough to net the service a margin. Clients install pixels at various milestones of their product, such as at install, completing the app tutorial, or reaching level 3 of a game. They can then split their CPA to pay Nanigans different amounts when users complete these actions which signify probability of monetization. Unlike tools which clients use themselves, like Alchemy’s ad purchase and analytics tool we profiled, Nanigans clients set budgets and monitor through a dashboard while Nanigans does most of the work.

Nanigans is a 12-person company founded by Ric Calvillo and Claude Denton who are funded by angels and have advisors including PeerPong CEO Ro Choy. The company is half engineers, rounded out with ads operations managers who handle initiating and maintaining campaigns. Since its launch in late June, Nanigans has found 24 clients who spend an average of $2,000 a day, and are mostly game developers, along with some dating and e-commerce apps. They include many companies who make mid-size games with around 500,000 MAU, according to AppData such as Clicknation (Facebook games Superhero City and Age of Champions), and Jolt Online (Farmvillian, Gangsta Zombies and the off-platform game Legends of Zork). CEO Ric Calvillo says the service works best for these medium size games because targeting is less specific for huge games with very broad audiences.

Clients use Nanigans because they want to increase traffic from monetizable users. The two work together to set target demographics, a reasonable CPA and a budget large enough to attain them. If the client has existing analytics, Nanigans can use the data to help them with this decision, or the client can install pixels to determine their current CPA. For instance, a client could say they want 18+ males from the major English speaking countries and wants to pay a $1 CPA. They have the option of splitting this payment to Nanigans, such as paying 50 cents upon install, and $2.50 upon a user reaching level 3 of a game, which 1 in 5 users who install reach. Since some users take months to start paying, the company tracks early monetization predictors like reaching a certain level instead of all the transactions themselves. Therefore for every 5 installs, the client pays Nanigans (5 x .50c) + (1 x $2.50) = $5/5 users = $1 CPA. Clients can also pay upon a user sharing with their network or other in game actions, and even set different CPIs and splits by age or country. If Nanigans can’t achieve the CPA with the given budget within a day, they’ll try new creatives or targeting, but if they still fall short they may ask a client to raise their budget, permitting Nanigans to bid higher CPCs for ad space or run more ads. Nanigans will deliver the desired traffic, with campaigns which operate at a loss being offset by margins on successful ones. The company says they accept their small current profit margins because it is thinking long-term.

Once finances and metrics are agreed on, clients can give Nanigans creative elements like images or copy to integrate, or allow Nanigans’ creative team to develop all new creative, free of charge. Ads operation managers then select targeting parameters like age or city, use a keyword discovery engine and database to choose interest segments, and automatically combine them into thousands of permutations. The only limit on the number of ad sets in a campaign is the budget, as at least a dollar is needed to test each set.

Ads then begin to run, the system first testing a sample of the different demographics, then trying multiple creatives and keywords in demographics that perform well. Preliminarily, budgets are divided so 50% goes towards proven effective ads, and 50% towards experimenting with all the created ad sets to find these top performing permutations. A combination of automated AIs (such as “The Reaper” which kills bad ads) and the ads operation manager expand the budgets of the best ads, pause underperformers, and optimize CPC bids for profits. Utilizing performance data from the ads API and the installed pixels, campaigns typically undergo 5000 changes an hour, applied at 5-minute intervals for near real-time optimization for profit. Over time, managers rotate creative and add trending keywords to keep traffic high. Calvillo says that using their system, a good ads operations manager can run 6 big campaigns simultaneously, something impossible for a client-side employee to do using Facebook’s standard performance ads buying system.

While these tweaks are being done on the back end, clients can view limited analytics and make some changes including pausing campaigns from the client dashboard. Since Nanigans assumes the risk and manages the ads, clients can’t see data including CPC, Nanigans’ effective CPA, value per click, margins, and profits, which is available to Nanigans’ managers. If they could they might jump ship after Nanigans did the experimentation legwork. Instead they can monitor impressions, clicks, click through rate, actions, actions rate, and total spend, which they can slice by campaign, date, and other parameters. The “creatives” tab shows clients which images, headlines, and copy are currently active.

The core of the client analytics is the funnel. These reports integrate data from when the installed pixels fire (called events) to show how incoming clicks whittle down to purchases. These flash graphs reveal more detail upon mouse over, and let clients see during which steps like installation, tutorial, or sharing they lose the most users. For instance, if a developer see plenty of installs but a large drop off during the game tutorial, they know the tutorial might need simplification or a code bug might be causing the hemorrhage. These graphic reports are one of the most valuable parts of the Nanigans service.

Lastly, the “events” tab allows clients to see when their pixels fire to ensure they are functioning properly. Calvillo explained that since the pixels are self-serve so clients don’t have to wait for Nanigans or have them interact with the client’s code, a big pain point of the service has been improper installation. This tab lets them diagnose and correct errors without assistance from Nanigans.

Nanigans provides a solid solution for developers who want to focus on their apps or sites, not on managing ads. Rob Calvillo thinks ads API services are superior to tools for many developers because running the tools takes a lot of understanding. “It’s a new space, everyone is new and inexperienced.” He thinks hiring a company with around-the-clock ads managers and a dedicated creative team is efficient because these specialists “get better at their jobs over time.” Clients have apparently reported spending 3x as much on their own to get Nanigans’ results. “It’s a win/win” since Nanigans’ margin goes up as they help apps become more profitable.

Calvillo says he understands that Facebook’s limited rollout of the ads API is because there’s a limited amount of support they can offer. By releasing it to companies that provide services and tools instead of using the API for themselves they create middlemen who insulate Facebook from having to work with every advertiser directly. Until ad buyers have a better understanding of how to run CPA-minded campaigns themselves, Nanigans offers a resource-light solution to attracting more paying customers.

Facebook Encourages Developers To Internationalize Their Apps

In a post to the developer blog today, Facebook outlined steps developers can take to help increase their international reach. It explains how translating apps into multiple languages, posting country-specific updates, location-aware tabs, and contact importation through the multi-friend-selector can help with app growth, which in turn helps Facebook’s own expansion into international markets.

One resource the post cites is Translations for Facebook Connect, a framework whereby users can help developers translate their apps into different languages. Additionally, the post recommends taking each culture’s norms, trends, and holidays into account to craft updates that resonate. Developers can set different content to be displayed to users in different locations by using the  new fb_sig_country request header in custom tabs. This way devs can offer country-specific content for countries where they have large audiences while providing a generic version for all other nations as not to alienate the rest of their users.

Also highlighted in the post is the multi-friend-selector which Facebook released for applications in June to assist with viral app growth, as well as their own. It allows a user to import contacts from many popular email services and send them invites to the app. Those who follow the link in these email invitations are prompted to create an account where the app will be bookmarked on their home page’s left sidebar.

Invites to play games are a major way in which Asian social networks have grown, like Japan’s Mixi, where application invites sit atop a user’s home page. Facebook can piggyback it’s own growth on that of apps by prodding developers to use the mult-friend-selector to generate email invites. These app initiated sign-ups may be the key to sustaining recent rapid growth in Korea as well as breaking into stubborn markets like Japan.

Interestingly, the post lumps together Korea, Russia, Germany, The Nederlands, Brazil, India, and Japan as countries where “Facebook is growing rapidly”, despite these nations having very different growth patterns. For instance, Germany’s Facebook growth is the fastest in Europe, while The Netherlands sits much lower in the pack.

This Week’s Headlines on Inside Social Games

ISG LogoCheck out the top headlines and insights this week from Inside Social Games – tracking all the latest developments at the intersection of games and social platforms.

Monday, July 5th, 2010

Tuesday, July 6th, 2010

Wednesday, July 7th, 2010

Thursday, July 8th, 2010

Friday, July 9th, 2010

Malaysia’s MOL to Provide the Latest Payment Option for Buying Facebook Credits

Having said in April that it plans to add “100 or 200″ payment options worldwide for Credits, Facebook has announced that another one is coming within the next couple of months: MOLPoints.

MOLPoints is a virtual payment service offered by MOL AccessPortal Berhad, part of Malaysia-based internet company MOL Global, and most popular in southeast Asia. The deal makes sense. Facebook has been growing fast in the region over the last year — Indonesia gained the most new users out of any country in the world, last month, with 25.9 million according to our Global Monitor report. Many people in the region have been joining specifically to play third-party social games on the site, so the addition of MOL should make it easier for these users to by Credits then spend the virtual currency on virtual goods in the apps.

Credits can already be purchased directly by credit card, including Visa, American Express, Mastercard, Discover and JCB (a Japan-based international credit card company), or through Paypal or mobile payments provided by Zong. The virtual currency can be earned by participating in offers provided by TrialPay and Peanut Labs. With this deal, MOLPoints can either be used to buy Credits on Facebook or buy them on MOL’s own site.

MOLPoints is itself an intermediary currency that people buy using real money, then use to purchase a variety of other online content and services, including online game subscriptions and Friendster Coins (note that MOL Global bought Friendster last year). It can be purchased using a wide variety of local and international banks, pre-paid cards and mobile providers.

Overall, MOL says the currency can be bought through more than 540,000 physical payment locations in more than 75 countries, and or through 88 banks in 9 countries. It says it processes more than 60 million transactions for an annual payment volume of $200 million.

We expect Facebook to continue expanding to more regional payments partners to help it make money from its international user base, even as it signs up more developers to exclusive contracts and experimental trials. While developers are unhappy about the 30% fee that Facebook takes out of purchases (and other costs), new payment options like MOLPoints could help more developers start seeing new revenue from the currency.