Interview with Applifier Founder Jussi Laakkonen

Jussi Laakkonen, CEO of Everyplay and Founder of Applifier
After Facebook closed down viral channels it became significantly more difficult for small social games developers to promote their games. Advertising on Facebook requires a huge budget as industry giants like Playdom and Zynga outbid small developers. Cross-promotion is the main alternative. However, it is only effective for developers who have many active users in their other games already. This promotion structure raised the question whether at all it will possible for small developers to compete with Zynga & Co. in the long run.
Jussi Laakkonen of Everyplay and Nabeel Hyatt of Conduit Labs decided to do something against the lack of cost effective promotion channels for small developers. The idea is simple: small developers band together. Their solution is Applifier, an innovative service that provides traffic exchange to the participating members in form of an ad bar above the game screen. With founding participants like Metaplace, BitMinion, Free Lunch Design, Wonderhill and Three Rings the Applifier network already counts over five million active users. Applifier is free for all participants and currently invite-only. We talked to Jussi Laakkonen about his “rebel alliance”.
SocialGamesObserver: How has Applifier been received since its launch?
Jussi Laakkonen: Growth has been fast and our members love the service. New members are joining in, so that definitely speaks to that Applifier fills a need in the market.
SGO: How did you come up with the idea?
Jussi Laakkonen: The time was simply
right for something like this. We were working on Applifier on our own at Everyplay and once we started reaching out to other social game developers it was obvious that many had similar ideas. We hit it off with Nabeel Hyatt from Conduit Labs. Applifier grew very fast from there on and the support of the first members was essential to the network’s very successful launch.
SGO: Using Applifier you are promoting other developers´ games in your game. Does Applifier target users that play several games at the same time anyway?
Jussi Laakkonen: Yes, Facebook went on the record at the latest F8 that 200 million Facebook users play on average 4 games a month. Given that 4 games is an average value I don’t think it is far fetched to assume that the people who get more involved in games actually play 4-6 games at the same time.
SGO: Applifier is for free for participating developers. Are you planning to keep it that way?
Jussi Laakkonen:It is far too early to speculate about the future. What’s clear though is that Applifier is solving a burning need for its members. Just a couple of weeks after launch we looked at the fastest growing apps on Facebook and we’ve seen a number of our members appearing there like Nightclub City, My Vineyard and MonstrosCity.
SGO: Is Applifier a solution only for Facebook or do you plan to launch it on social networks that have announced to open up notification channels?
Jussi Laakkonen:We built Applifier to help us and other independent developers grow faster. As we and all of our members are on Facebook, we are naturally focusing all our efforts on Facebook for now.
SGO: Does Applifier work as one big network or can you bond together with a
number of developers of your choice and exclude others?
Jussi Laakkonen: Applifier is one large network and this approach works great for our members.
SGO: Currently Applifier is invite-only. Do you plan to make
it available for everybody?
Jussi Laakkonen: A core goal of Applifier is to ensure that the games found on the cross promo bar are of high quality and that the user experience is consistent. For these reasons we are keeping the network invite-only for the time being. We are always looking at ways to expand the network because a great selection of games makes it more appealing for the players, so I want to encourage independent social game developers who have quality games that are growing to get in touch with us!


Kwedit’s business model raised a lot of controversy. When Kwedit launched this February TechCrunch brand marked it “the first completely unreliable payment network“. Kwedit is an innovative payment method for social games that allows users to get their virtual goods immediately if they promise to pay for it later. The user must promise to repay the amount at a local 7-Eleven store or to mail the cash in. However, the promise is not enforceable. If a user does not repay the money as promised his “Kwedit score” will fall. When the score is very low the user will be simply blocked for the service until he restores his Kwedit score to by repaying. Another option Kwedit offers it to “pass the duck” where the user can ask friends or relatives to pay the amount for them. Again, the person asked has the right to refuse the payment.

to create more paying users. However, it is important to check who those new paying users are. Kwedit addresses players who have limited access to alternative payment methods. Those users are very young and possibly have a relatively bad payment behavior. Kwedit offers a channel to increase paying user rates but publishers should be aware of the potentially low repayment rate. Of course with the disadvantages mentioned previously.
Yahoo! Inc., today announced a partnership with Zynga that will integrate Zynga’s popular social games through Yahoo!’s global network. The partnership enables Zynga games to reach more than 600 million people worldwide across Yahoo!, giving them access to new and deeper ways to engage with friends and make new ones. Zynga’s game integration with Yahoo! is part of Yahoo!’s commitment to offer personally relevant experiences to people from across the Web. Zynga games are expected to roll out on the Yahoo! network in the coming months and will include:
“With over 35 million unique users playing our games every single day, social games are fast becoming a leading source of entertainment worldwide surpassing most television shows,” said Mark Pincus, founder and CEO of Zynga. “Our partnership with Yahoo! gives millions of new users the ability to connect with friends and families through games.” Today’s partnership along with Yahoo!’s recently announced Facebook and Twitter relationships brings together social experiences from across the web and extends Yahoo!’s social strategy by providing multiple places across Yahoo! for people to play social games, access and share information, and connect with the people that matter to them the most.
BAFTA award-winning game developer Dynamo Games is growing and rebranding to meet the challenges of the rapidly evolving games industry. Dynamo has changed its focus, moved into larger premises, increased its headcount and is about to release its first social gaming title: Soccer Tycoon™. After working successfully in the mobile phone market for the last 6 years, Dynamo’s strategy for the future is changing to incorporate the huge opportunities now appearing within the social gaming and smartphone sectors.
MW: Indeed. It is hard to describe. One way of looking at it is taking a game like World of Warcraft with its whole game design psychology, stripping down all the fantasy elements and replacing it with the game mechanics of a quiz. Although it is not a RPG we are keeping the avatar RPG elements. You have the features of finding items and leveling up. The simplest way of explaining what the game is: it is a mix of World of Warcraft and quiz – or Farmville and quiz if you like.
Leading social game developer Playdom and Acclaim Games, a developer of social networking and downloadable casual games, announced today that Playdom has acquired Acclaim. Acclaim was privately held and is based in Los Angeles, California. The terms of the transaction were not disclosed.
Howard Marks, CEO of Acclaim. “Both companies share the vision of connecting people globally through quality social games. Our deep expertise in building multi player online games and Playdom’s vast player community will help us bring out the next generation of social games.”
Aircel, the fast-growing pan-india telecom operator, with a subscriber base of over 36 million and ibibo.com, India’s leading social gaming and networking website have introduced first social gaming to mobile customers in India. Aircel & ibibo.com will offer “Great Indian Parking wars” on the aircel pocket internet, which will further expand to a catalogue of Games. The customers can log on to these games via their Facebook ID or ibibo.com ID.
owners of streets. As usual, game mechanics encourage social interaction with friends and integrated leader boards stimulate competition.
Bubble Island is wooga’s second game and one of the most popular games ever produced in Europe. It is a classic arcade game in which the player pops bubbles to reach the next level and to explore the island. Although tons of arcade games are available on Facebook Bubble Island sticks out from the pack and attracts almost a million daily active users and more than five million monthly active users. We looked into the key success factors of the game:
many friends that are actively playing the game. Cooperative gameplay is rare in arcade games though. In Bubble Island friends can help each other to advance on the island. The game is constructed to create a win-win situation for the users’ entire Bubble Island-network. The more levels the users and their friends have played in total the more lives they get to retry a level if they fail. This element enhances conversation about Bubble Island outside the game which attracts new players to join.
Sibblingz is launching the first social game engine built for the multi-device world. For the first time, consumers will be able continue the same social game as they switch between devices on their PC to their mobile device, with the same set of friends. Sibblingz enables developers to take advantage of the massive growth in PC and mobile social game adoption. Sibblingz’ social game engine is built to create games on Facebook’s PC site as well as Apple’s iDevices and Google Android devices.


