Social Networks in Focus: VZ Networks
Facebook currently represents only about a third of worldwide traffic for social networks, according to a recent white paper released by social games and apps platform Viximo and Superdata Research. The non-Facebook category of social gaming will represent the bulk of worldwide revenue generated in the social gaming market, the study states.
Further, the study found that non-Facebook platforms in Western markets will be responsible for nearly one-quarter of worldwide social gaming revenue within the next three years and that the majority of social gaming revenue is made on other platforms, beyond the borders of North America, where Facebook is the clear market leader.
These recent findings as well as strongly increasing user acquisition costs on Facebook are reason enough for us to examine international social networks that might offer opportunities to social game developers. In the first part of our weekly series we present the key facts on the German VZ Networks, which consist of StudiVZ, MeinVZ and SchülerVZ.
- Country: Germany
- Founded in: 2005
- Managing Director: Stefanie Waehlert
- Specifics: social networking
- Employees: 300+
- Office in: Berlin, Germany
- Membership: Open for StudiVZ and MeinVZ. SchuelerVZ is limited to secondary school students
- Languages available: German / English
- Age restrictions: SchuelerVZ is limited to secondary school students
- Audience: 16 million registered users
- Number games live: StudiVZ & MeinVZ: 140 / SchuelerVZ: 99
- Own virtual currency: No
- Top5 Games: StudiVZ & MeinVZ: Frohe Ernte, Frohe Ernte 2, Frohe Ernte 3 (all ELEX), Mein Fisch (HappsSNS/Rekoo), Dorfleben (Socialgamenet) / SchuelerVZ: Frohe Ernte (ELEX), Pet Party (Plinga), Icy Tower (Plinga), Mein Fisch (HappsSNS/Rekoo) , Frohe Ernte 2 (ELEX)
- Open/closed for developers: Open
- Revenue share for developer: 70%
- Payment systems: game developer must integrate payment methods
- Additional notes: StudiVZ and MeinVZ share a user base. StudiVZ is in German and was the first of the three networks which was originally designed for university students, MeinVZ is also available in English and has been added for non-students. SchuelerVZ has an entirely separate user base.


Viximo has launched the resource management strategy game Backyard Monsters, developed by Kixeye, on Yahoo! Games and Yahoo! Messenger. Backyard Monsters lets players design and build towns for their monsters. The game currently has 3 million monthly active users (MAU) on Facebook.
The non-Facebook category of social gaming will represent the bulk of worldwide revenue generated in the social gaming market, exploding from $3.2 billion to $5.6 billion in 2014, according to a new white paper released by social games and apps platform Viximo. The study, conducted by SuperData Research, found that while Asia is the largest social games market, non-Facebook platforms in Western markets will be responsible for nearly one-quarter of worldwide social gaming revenue within the next three years.
Social Network and game developer Quepasa today announced it had signed a global publishing agreement with long-time partner, Viximo. The agreement enables Viximo to manage the localization, publishing and marketing of Quepasa Games’ hit title, Wonderful City – Rio across the Viximo network of social networking properties that encompass, over 15 additional social networking platforms and reaches over 150 million monthly unique visitors.
The Viximo network of social networking properties includes popular European social networks Tuenti (Spain), Lokalisten (Germany), Gaia Online (US), VZNet (Poland), Odnoklassniki (Russia) and Nasza Klasa (Poland).
Viximo has just launched its social game
Cross-network social games and apps platform Viximo has signed a partnership with Lokalisten Media, the owner of German
Social games and apps platform Viximo has expanded its games catalog by recently adding popular games like Ravenwood Fair (LOLapps) as well as Backyard Monsters (Casual Collective) and Resort World (Game Insight). Viximo’s platform distributes social games to an international and catalog of partners, matching games to the social networks beyond Facebook. Launched on Facebook in October 2009, Ravenwood Fair attracted nearly one million users during its first week on the social network site. The title is LOLapps’ most played title to date, with nearly five million monthly active users. Deceptively in-depth, the simulation game challenges players to keep back an encroaching forest by chopping down trees, delivering a near-constant supply of resource-based quests to complete.
Wildly successful resource management strategy game Backyard Monsters (more than 3.2 million active users on Facebook) and simulation game Resort World (nearly three million active users) will also be signed to Viximo and supported with technology platforms enabling them to live on a number of social networks. The signing of the three games will increase Viximo’s catalog of total games and apps to nearly 20. The company recently announced partnerships with CafeMom and MyYearbook, expanding its global reach to more than 100 million consumers around the world.
SponsorPay has announced new partnerships with global online games publishers Gamania and Mail.Ru as well as social games distribution company Viximo. Viximo’s platform helps developers distribute and monetize social games across multiple social networks, such as BlackPlanet, Quepasa, Bebo, IMVU and others, reaching more than 60 million users worldwide.
IMVU, an online community where members use 3D avatars to meet new people, chat, create and play games with their friends, today announced that the company is expanding into social entertainment by offering casual and social games on its popular social platform. IMVU is expanding its entertainment features by bringing games to its growing community of more than 50 million registered users by partnering with leading games developers Viximo, Heyzap and OMGPOP. Through these partnerships IMVU is making its first foray into the lucrative casual and social gaming markets, and taking its popular social platform beyond its core 3D chat, play and dress-up to provide a broader social entertainment experience.


