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Social Gaming Network has acquired (fluff)Friends, a Facebook virtual pet game maker. Terms of the deal were not disclosed.

Palo Alto, Calif.,-based SGN is in a race with Zynga to dominate Facebook games and it has been on an acquisition spree, buying small game developers who can land their applications on the top of the Facebook charts.

The (fluff)Friends game lets users adopt virtual pets, interact with their friends’ pets and compete to earn virtual currency. Users can choose from dozens of pets. Owners can purchase items and give them away. They can also create customizable habitats with virtual gold. SGN claims that the user involvement for (fluff)Friends is high. Since January, the revenue per spender has increased 192 percent and spend per transaction is up 143 percent. Eric Eldon noted its growth in a story in July.

Facebook shows that the game has a million monthly active users since its launch in 2007. It was created by Mike Sego, an engineer at Google.In July, SGN secured an investment from Amazon founder Jeff Bezos’ Bezos Expeditions and in May raised $15 million from Greylock Partners and Founders Fund. SGN’s games have attracted over a billion page views, 54 million applications installs and nearly 1.1 million daily active users across Facebook, Bebo, hi5, and MySpace.

Updated

When David Maestri launched Mob Wars in January of this year, he may have made a multi-million dollar mistake.

I have learned from a handful of sources that the entrepreneur, whose popular game is one of the most lucrative apps on Facebook, both developed and released Mob Wars while still employed at Freewebs, the company that later evolved into Social Gaming Network (SGN). By the time Maestri left the company around the middle of February, the game was already a hit.

Almost any tech company makes its employees sign agreements guaranteeing the company the rights to any intellectual property they produce while employed. Freewebs was no exception. And so, in a claim filed on August 11th in Maryland (where Freewebs, is legally registered) Freewebs and SGN have hit Maestri with a litany of charges, including breach of contract, breach of duty, misappropriation of trade secrets and interference with business relations. If the case goes to court and Maestri loses, he may have to surrender not only the rights to Mob Wars, but all the money he has made from its success, as well.

And with 2,505,698 monthly active users, a success it has been. In the game, a would-be mafioso starts off as a petty thief and must work his way to the top of the crime chain, earning points by fighting opposing gangsters, doing jobs, robbing stores and casinos and exploiting underlings. The player can improve his character by spending these points on better guns, real estate, loyalty and more, and while he could spend an eternity building up enough points to become a serious baller, he can also spend real cash to jumpstart the process.

It seems that Maestri has nailed the formula. Though we don’t know exactly how much cash he’s pulling in, one source told us that Maestri is the mystery app developer that makes a million dollars a month. Now he faces the possibility of losing it all. The tragic part — for Maestri, at least — is that if he’d just waited until he’d left Freewebs to begin development, his former employer would have a far harder time making the charges stick. As it stands, his position does not look very strong. Indeed, because Maestri stayed as long as he did, the company may be right to think that the key to his success with Mob Wars was his insight into the company’s infrastructure and intelligence.

As an aside, Maestri launched the game under the alias Jason Gilbert. He also once found himself in conflict with MySpace, which apparently offered him a job when it encountered RealEditor, a profile template creator he and a friend had built. When he turned the job down, MySpace went ahead and developed something quite similar, anyway.

I’ve reached out to both parties for comment and will update if I hear back.

[Update: Maestri has reached out to say that "Mob Wars is my creation and the legal process is moving forward." Also, the original story said that Maestri worked for SGN. Technically, he actually left Freewebs before SGN spun off into a separate entity, but this doesn't really change his situation.]

Eric Eldon contributed to the reporting on this story

[Image Credit: Electronic Arts]

Like grizzled miners panning for gold on a river high in the Sierras, Facebook applications developers have been toiling away, trying to figure out how to make money from the millions of people who use their apps every day. Those developers who focus on games are starting to find gold — by which I mean revenue gained from doing things like selling virtual goods in exchange for real money.

Various estimates given to me by developers themselves and other sources peg some applications as making hundreds of thousands of dollars a month — this is money that a connected investor tells me Facebook itself isn’t even fully aware of. A few apps below are notably profitable, and these are self-funded small teams, not large, venture-backed companies.

One of the first to really start hitting pay dirt, I hear from various developers, is (fluff)friends — a game reminiscent of the Japanese Tamagochi digital pets that you need to care for to prevent from virtually dying. In (fluff)friends, you choose a free virtual pet (or buy a fancier one) and display it on your profile page, let your friends pet it, feed it with virtual treats, enter it into virtual races, and adopt mini pets to keep it company — and a lot more, but you get the picture. You start caring about a cute virtual animal and all the things you can do with it, and pretty soon you whip out your credit card so you can buy it those virtual treats to make it grow virtually strong for the big virtual race. (This game is addicting for some personality types, but sadly not mine. See screenshot.)

The application has 112,229 daily active users now; note that this metric fluctuates based on time of day, week, month and season). Co-founder Mike Sego, a Google engineer currently on leave to focus on the application, isn’t giving me any revenue numbers, except to say that the app makes more than a dollar per month per daily active users. That means somewhere in the low six digits, at least. Also, a fraction of the app’s paying users, he says, are spending hundreds or even thousands on their pets.

Sego adds that all this talk of money-making virtual goods is “old news” to the Facebook application developer community. Indeed, other applications are also making these sorts of revenue figures, other sources tell me, including (lil) Green Patch (nurture virtual plants to help raise money to fight global warming; 745,630 daily active users) and Mob Wars (be a virtual mobster; 483,824 daily active users).



Specifically, one source tells me Mob Wars is projecting it will make $15 million in the next twelve months, although its developers haven’t gotten back to me to confirm. Another company, Friends For Sale! (buy and sell your friends, virtually; 656,396 daily active users) has told me that it doesn’t plan to make money on regular old banner ads, even though it recently raised a venture round. While it won’t tell me more, I’ve separately heard that it’s making money through its virtual friend-purchasing currency.

Friends for Sale — as well as (fluff)friends, (lil) Green Patch and other game-oriented apps — use the services of companies like Offerpal and Peanut Labs to reward users with virtual currency dollars in games in exchange for taking surveys. It’s a form of cost-per-acquisition advertising that builds into the notion of virtual worth.

How about big, venture-backed Facebook application companies?


Social Gaming Network (SGN) and Zynga are the two largest game-focused companies on Facebook, and both have virtual goods or currencies of some sort in place within various applications. SGN began talking about the potential of virtual goods last February, and it has been experimenting within various apps it owns — like the ability to buy a special, advanced character within its Jetman game (navigate a jetpack-equipped character through a cave; 38,962 daily active users). See the bottom of the following screenshot. You can buy Merky, a Jetman with special powers — for a dollar more.


Zynga, which won’t tell me much, either, has been doing quite well with the virtual currency in its Texas Holdem Poker game (play poker; 623,353 daily active users), or so I’ve separately heard.

Another possibly good sign here is that both companies have recently gained some big-name backers, who are presumably getting a look at company revenue that’s hidden from me. SGN announced that it had brought on Amazon founder and chief executive Jeff Bezos as an investor, last week, which follows on a recent $15 million round. Meanwhile, Zynga has just raised $29 million in funding in a round led by Kleiner Perkins, with participation from existing investors Union Square Partners, Avalon Ventures, Foundry Group and Institutional Venture Partners, with IVP being the second largest investor, chief executive Mark Pincus tells me. He adds that his company has yet to tap into any of its venture money even though it has a staff of 80 people and other operating costs; it has been profitable through its previous $10 million round as well as this latest one, he says.

Zynga has also brought on Electronic Arts cofounder Bing Gordon in an operational role, and as a board member. Gordon had previously left EA and gone to work as a partner at Kleiner Perkins.

As part of the funding announcement, Zynga also purchased the YoVille application (a virtual world; 152,466 daily active users). It’s worth noting that SGN has also been buying up gaming applications, and so has all-purpose developer RockYou — Facebook’s platform is still a virtual land grab. It’s not just these two. Playfish, a smaller Facebook gaming application company with a few titles under its belt, like Who Has A Bigger Brain? (IQ quizzes; 330,345 daily active users), is also out looking for funding and talking to quite a few people.

Conclusion: Virtual goods are getting popular in more markets

Virtual goods have up until now been the domain of Asian video games (where they’re mainstay revenue streams for many gaming companies, like Shanda), niche kids and teen virtual worlds like Habbo and Gaia Online, and hardcore computer games like World of Warcraft.

Facebook gaming applications — and presumably gaming apps on other social networking platforms — are giving developers greater access to more mainstream users. For example, (fluff)friends’ Sego says its paying users, mostly women, are spread evenly across countries where the application is popular, including the U.S., Canada, the U.K., and yes, Hong Kong and Singapore.

Us serious older types might not think that apps that entertain are worth much, but we need to start recognizing that entertaining apps, especially games, are as legitimate as any other form of entertainment business. And as Sego says, virtual goods are part of the entertainment that apps provide. So maybe instead of renting a movie or buying songs on iTunes, you pay $5 and get the (fluff)friend Golden Fox, then feed it.

This comes at a time when advertising on social networks continues to not monetize especially well. SGN and Zynga have both been experimenting with other forms of revenue, like targeted ads, and ad networks for other game applications they don’t own. I expect both companies, along with the two largest Facebook developers, Slide and RockYou, to increase their focus on how to integrate virtual goods into their applications, and maybe buy more companies (one developer tells me SGN, Slide and RockYou were all looking at buying (fluff)friends, although no deal has materialized, yet).

Meanwhile, Facebook is apparently not going to introduce its long-rumored payment system at its second annual developer conference tomorrow. Such a system could let Facebook take a cut of real money used to make virtual-goods purchases; in the meantime, Sego and others are using PayPal.

[Gold-panning image via Brittanica.]

Jeff Bezos, the founder and chief executive of Amazon, seems to have fallen for investing in hot new web properties. The latest one: Social Gaming Network (SGN), a top developer of gaming applications on Facebook and other social networks.

Bezos, who invests through a fund he has set up called Bezos Expeditions, also recently put money into messaging service Twitter, music slideshow creator Animoto, user-created game site Kongregate and location-based mobile application Whrrl (made by Pelago).



SGN competes most directly with Zynga in the realm of social network gaming. Both companies trail Slide and RockYou as leading third-party application developers. The latter two companies tend to build relatively simple applications. SGN builds more complex ones, such as the strategy game Warbook. Other titles include Free Gifts, Jetman, FightClub and StreetRace.

All four companies have seen a drop in the number of total application installs and daily active users in the last couple of months, as you’ll note from the table above showing the latest stats, versus the table from mid-May, below.

It’s hard to tell exactly why such an across-the-board drop happened, but certainly usage has been hurt by Facebook’s efforts to cut down on automated emails from applications, notifications about applications that users receive within the site, and other anti-spam moves that contributed to viral growth. Of course, the drop in installs implies that users themselves are taking care of such problems without Facebook’s intervention.

Today, SGN claims 1.1 million daily active users, and only around 720,000 of them are on Facebook, according to Adonomics (the source of the two tables). This means 380,000 daily active users are on MySpace, hi5 and Bebo — competing social networks that have more recently launched developer platforms for applications. Considering MySpace and hi5 only launched platforms this past spring, SGN’s growth is certainly promising, as it could mean they have more room to grow on these sites.

Meanwhile, SGN is working to monetize its games by selling advertising and letting users buy virtual goods within its games.

The Palo Alto, Calif.-based company announced the undisclosed amount of funding from Bezos separately from previous $15 million round it announced in May, although it’s not clear if Bezos invested as part of that round. (I took a deeper dive into what the company is up to at that time, follow the previous link for more details).

It’s also worth noting that the other Bezos fundings I mentioned up top have all happened within the last few months. The most prominent previous Bezos investment that I’m aware of was in 37signals last year. 37signals offers web-based productivity software and makes money on subscription services. One of its engineers developed the programming language Ruby on Rails used by Twitter and many other web companies. Given that the other companies mentioned all have minimal revenue streams (at least as far as I know), the 37signals investment looks conservative by comparison.

[Update: Other Bezos investments, for those who are interested in such a list, include virtual world Second Life (as noted in comments), recently purchased semantic search engine Powerset, mobile search company ChaCha, and local teacher site TeachStreet.]

Social Gaming Network, or SGN, is one of the more promising companies exploiting Facebook’s platform. It builds “social games” — online games that use friend relationships and other social data from social networks to deliver more compelling games.

It’s promising because it wants to straddle the lucrative world of video games and the not-yet-lucrative world of social networks. It is one of many companies with ideas for how to turn social gaming, sometimes called “funware,” into a big business — even as big video game makers like Electronic Arts, stay out of the picture.

The Palo Alto, Calif.-based company, which is located in the building formerly occupied by PayPal and Google, sees itself as unique because it focuses on creating its own games, as opposed to copying others. Example: Warbook, a Facebook-based fantasy style game that came out last year, that today has 34,658 daily active users, four percent of the 784,050 who have installed it — these games have life cycles. SGN has since developed its own repertoire, including a smaller but rather active sequel to Warbook. It has also purchased smaller rivals, like game developer company Esqut.

The company has just raised a big $15 million round from Greylock Partners, Founders Fund (both of whom are investors in Facebook), Columbia Capital and Novak Biddle Venture Partners, to help it on its quest.

Pishevar hopes to create what he calls a “gaming graph,” where SGN learns what people like through what they play and what they do. He hopes to create “amazon-like” intelligence where the company can make recommendations to its users about games they’ll like and who they’ll enjoy playing against. Like many other Facebook developers, he is working on taking SGN games to other social networks, like MySpace, as well as to the web.

To this end, the company also offers a “social bar,” a window at the top of its applications that shows you things like when your friends are playing SGN games online. As we’ve covered, this is also what SGN calls a “social gaming network,” where independent game developers can run this bar on their own applications, and cross-advertise games to users between their applications and SGN.

The battle for social gaming

SGN isn’t the only company to come out with a social gaming bar and social gaming network. Its most immediate rival, Zynga, has nearly simultaneously come out with its own versions of these features.

It’s not clear how big a deal either feature is, though. Pishevar says that 70 independent game application are running on its network so far, but he isn’t providing more detail on traffic that the features drive.

In total, SGN-owned games have been installed a total of more than 51.5 million times, representing a total of nearly 40 million unique Facebook users, according to chief executive Shervin Pishevar. Zynga has grown to more than 43.3 million total installs.

SGN today has more than 800,000 daily active users on Facebook, according to Adonomics, down around 200,000 daily active users from a month ago. Then, before it incorporated Esqut, it had more than one million. Zynga, meanwhile, has grown around 200,000 daily active users in the last month and today has more than two million. Like SGN, it has bought smaller companies; it has also more openly emulated existing games, like poker, rather than just focusing on original titles.

The promise of social gaming is high engagement among its existing users — not so much total installs, nor even daily active users (although both are necessary, of course). If you, a game developer, can get a user to spend hours per day just playing your game (or game network), you have all sorts of opportunities to sell them branded virtual goods, ads that are closely tied to users gaming profiles, online sales of real goods, and other ways of making money.

Slide and RockYou, the two largest Facebook application companies, are building increasingly complex applications that resemble the more complex games built by companies like SGN and Zynga. Pishevar says that he welcomes the competition, calling these companies “frenemies.” Like many startup-up entrepreneurs I talk to, he says that more competitors means more innovation among the companies as well as heightened awareness from users.

RockYou and Slide focused on growing big through simple applications like being able to send simple, nonverbal messages to people that emulated Facebook’s “poke” feature. As Pishevar tells me, now Facebook applications are about “engaging users and bringing them back — where they get a positive experience, not bombarded” with invites, email alerts, etc.

As we’ve written, the large and increasingly well-funded companies including Slide, RockYou, Zynga and now SGN increasingly have the means to cross-promote their own apps and allied apps — and buy apps — which means that its getting harder for smaller, less experienced, less-funded developers to get users and create businesses on Facebook. This may have already contributed to the drop-off in application growth and developer activity on Facebook.

SGN’s funding is just another step in the market maturing. The missing piece, as usual, is revenue numbers. Like most social application developers, Pishevar refused to give me any details about ways that the company is making money, or how much money it is making.

Funding notes: Columbia Partners and Novak Biddle were previously investors in the company that SGN was spun out of, Freewebs. Meanwhile, as mentioned, the investor connections in the Facebook world are drawing tighter, too. David Sze, a partner at Greylock, is joining SGN’s board of directors — he’s also an observer on Facebook’s board (and he also sits on LinkedIn’s and Digg’s boards).

Investors also include Amidzad and angel investor Aydin Senkut, both of whom have separately invested in Webs.com, the company formerly known as Freewebs, which SGN was spun out from. [Disclosure: Both of the latter two investors are also angel investors in VentureBeat.]

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