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The Four Kinds of Social Capital that Matter When Building Products

Interested in making social games? Interested in making social anything? Read this twice. Then, let’s discuss.

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"On average, 62% of users will return to the app the following month if they are being engaged with push messaging, whereas only 32% of users will return if not prompted with push,"

Why everybody wants a piece of your smartphone’s lock screen - Quartz

The origins of two cryptic emoji - Quartz

What the emojis with a woman crossing her arms and holding her arms in a circle mean.

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"Most people who read e-books also read print books, and just 4% of readers are “e-book only.”"

From the latest Pew Research report on e-reading behavior.
E-Reading Rises as Device Ownership Jumps | Pew Research Center’s Internet & American Life Project

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"My feed become a cavalcade of brands and politics and as I interacted with them, Facebook dutifully reported this to all my friends and followers."

I Liked Everything I Saw on Facebook for Two Days. Here’s What It Did to Me | Gadget Lab | WIRED

I can’t recommend this audio documentary about sound engineering for sports (live broadcast, games, and film) highly enough.

It only comes up very briefly, but one of the engineers, a guy from EA, mentions the strangeness of designing sound for sports video games. As players, we see ourselves as both the audience and the athlete and expect both to hear what the athlete would hear and what the crowd would hear. There’s a dozen ideas at least to unpack there.

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AA: Why should developers use ads in their games? Don’t users hate ads — and thus using them would send valuable users to other games?

MM: You should use in-game advertising because it can be a substantial portion of your revenue. Some free-to-play game developers report almost half of their revenue comes from in-game ads. While it may be true that users hate ads in the traditional sense, we’ve found that if you give users some control — such as incentives to opt-in — or manage how many interstitials and banners they see, in-game ads can benefit both parties. his is especially true if the content is relevant — in other words, if the ads are about games!

It’s a fact — mobile gamers play more than one game at a time. While it It may seem that you will lose your players if you advertise other games to them, that’s not necessarily true. According to some reports, the average mobile gamer downloads more than 20 games per year and are playing at least 4 at any given time. If you strategically segment the users you show ads to, you can make money off these users who were going to leave anyway, while also protecting your core audience that has a longer lifetime in the game. Plus, just because your users try another game doesn’t mean they are leaving yours for good.

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App Annie Interview Series – Mobile Ad Insider: UnityAds | App Annie Blog