AppStats: The VZ Network
Only a few European social networks managed not to get completely overrun by Facebook. The Germany-based VZ network is the most successful in Europe, counting over 16 million members. The network consists of StudiVZ, SchülerVZ and MeinVZ, which are seperate social networks targeting university students, students up to high school and working professionals.
In December 2009 the VZ network implemented OpenSocial to bring externally programmed apps and games to the platforms. The results are promising: 484.000 daily active users with a sharp increase in the recent weeks. Currently the network lists over 50 apps and games. Increasing popularity of the games will make the platform more interesting for developers.
In our new series AppStats we will weekly report about developments on the platform. Next week onwards we will additionally provide weekly growth rates. Here are the AppStats for this week:
| App Name | Developer | StudiVZ | MeinVZ | SchülerVZ | Total | |
|---|---|---|---|---|---|---|
| 1. | Wooga | 503.706 | 637.040 | 751.692 | 1.892.438 | |
| 2. | Elex Co. Ltd | 194.535 | 407.214 | 254.856 | 856.605 | |
| 3. | Wobbix Quiz | Quiz-Fabrik GmbH | 158.185 | 233.190 | 202.851 | 594.226 |
| 4. | Spickmich | -/- | -/- | 546.994 | 546.994 | |
| 5. | Turtle Squad | Plinga | 94.221 | 133.221 | 191.698 | 419.140 |
| 6. | Putpat | 71.329 | 125.356 | 190.538 | 387.223 | |
| 7. | Mein Klub | BILD.de | 59.413 | 79.843 | 201.734 | 340.990 |
| 8. | FunCards | Plinga | 66.263 | 146.316 | 98.398 | 310.977 |
| 9. | Crazy Charly | Plinga | 44.864 | 98.277 | 142.584 | 285.725 |
| 10. | Winter Games | Kaasa.com | 39.522 | 59.161 | 158.390 | 257.073 |
In total, the VZ-Networks count 5.7 million game and app registrations. Surprisingly, games have a share of only 63%. The popularity of relatively basic entertainment, service and news apps might be due to the low number of available quality games. The overall figures seem quite modest compared to US competitor networks, however, it should be kept in mind that the VZ network started the implementation of games and apps just a few months ago. Although social networks like Facebook seem to be way more attractive to developers, the role of the VZ network should not be underestimated. “The VZ networks are the biggest social network in Germany, Europe’s largest economy. We have millions of users there and therefore they are important for us in addition to our global reach on Facebook.“, says Jens Begemann, CEO and founder of wooga. With over 1.8 million users Brain Buddies, wooga’s first game on the VZ-Networks, is dominating the charts. A new wooga game will be launched soon – „We will bring Bubble Island and our future games to the VZ networks. We maintain one code base for both networks and therefore new features and content are always released almost at the same time for both platforms – once the initial porting is done.“.
The number of games on the VZ network is steadily increasing. The first farming game „Frohe Ernte“ launched just a few weeks ago and is received very well. The VZ network announced to implement payment methods in Q2. Once payment systems are working, monetization opportunities will be increased for national same as international game developers. We are looking forward to see the network’s current upward trend continue.


Wobbix Quiz
Turtle Squad
Mein Klub
FunCards
Crazy Charly
Winter Games

For the developer, the fan site can generate valuable feedback which can be gained very easily. People who become a fan give a strong signal that they care about the game and are willing to communicate on the fan site. By simply asking the users what they think about certain game aspects or whether they have any suggestions or criticism on how to improve details it is possible to get very valuable feedback. Responding to this feedback can turn the user into a fan for life, as he will be given the feeling of really being part of the game development. It does not matter whether the feedback is good or bad. If it triggers changes of features of the game the fans will feel highly appreciated and it is very likely they will talk about it and thereby actively promote the game.
After the recent departure of senior MySpace’s executives the company has finally presented a new strategy to get the company back on track. One crucial component of the new strategy, which was revealed at this year’s Game Developers Conference in San Francisco is a strong focus on social games. The strategy includes a new MySpace design which will heavily promote games and will shift the focus away from music. Additionally, MySpace announced that it will enable users to play MySpace games on the iPhone. The roll out of the strategy is expected later this year.
The Uniter technology is the next step in playing games across different platforms. Previous stages of development solely enabled users to play browser games on smart phones simultaneously. According to Bigpoint, Uniter is also capable of integrating consoles. If the technology proves to be reliable it can turn out as real progress for cross-platform-gaming. Bigpoint further announced to invest over 1$ million in the technology.
Tired of seeing the same people every day on Facebook? The internet seemingly offers countless possibilities to get to know other users. However, users´ personal backgrounds such as the country of origin or a common school or university limit the likelihood of meeting someone completely unknown and new, which means that users miss out on meeting fascinating people around the world. Two young entrepreneurs from Austria have set out to address this issue through OneFriendADay.org (OFAD).
This opens up a completely new and exciting dimension of communication across cultures. It literally means that the user can meet an Austrian craftsman today, an American professor the next day and an Afghan salesman the day after tomorrow – as luck would have it. As the founders Alex Feiglsdorfer and Christian Obermay put it, OFAD “encourages intercultural exchange between people of different backgrounds and it works against prejudices. The user regains his special and individual value in the world of the Internet.”
The move comes shortly after having raised 43$ million funding in November 2009. At the time Playdom announced the funding would be used for acquisitions of other developers. Since Facebook’s recent ban of notifications, cross selling within existing popular games has gained in importance. Acquisitions of this kind confirm mountingdoubts over whether small developers will be able to compete under the current Facebook rules. It is likely that giant developers like Zynga or Playdom will continue to buy small developers to have a larger platform to cross-promote their games.
Before starting the internationalization process budget considerations are crucial: do you have a substantial budget, or are you looking for a low-cost strategy? The next step is to identify the right market: is there enough potential for your product? Are there existing competitors in that market, or are you ‘unique’? If you know what your budget is and which market you want to corner, you then have to consider ‘product-localization’: can you transfer your product directly into the new market or do you have to alter it to fit with cultural, social and economic differences? The specification of the target group should follow, along with your marketing strategy. It’s also very important to consider your revenue channels: are your potential customers willing to pay for your product and if so, what is the most popular payment method in this new market? Analyzing competitors or similar products will really help you here, as you can see how these products have been accepted by the end user. Last but not least, you need to consider the logistical elements like an office. Do you prefer having local offices, or is it more cost effective to be based centrally in your home country?
continues to grow with a Polish launch scheduled for this month. Market research is the first step in the internationalization process. ‘You need to make sure all marketing campaigns are in place weeks before the launch, as fully synchronized campaigns are very important to customer acquisition’. Due to the nature and broad appeal of the sMeet platform, product-localization is not necessary; however translation is always required. In almost all countries, the target demographic for the sMeet 3D world is very similar, and acceptance of the product is high, but understanding individual markets is imperative. Sebastian says that, ’…over time, we’ve learnt a lot about our users and how they adopt our product differently. We feel that communication is the key to understanding, and asking our users directly through surveys and questionnaires will give valuable insights into the level of product satisfaction’. ‘Before each launch, we always check the product issues thoroughly. After a launch it is important to measure the success of your product features – resolve any issues, and take constructive criticism and feedback from the community. Remember, their opinion matters!’



