
Despite many hits in the genre, social gaming is a relatively risky business. A company can have a hit one day and then the next day it’s suddenly worth nothing as bored users flee en masse. OMGPOP’s Draw Something is a textbook example of how a social game rose to popularity literally overnight and then became the anchor to Zynga’s sinking ship. Audience management firm Playnomics released some interesting data on social gaming that reveals the major nail in the coffin for most social games: 85% of social gamers do not return after their first day. Read the full story at Boy Genius Report.
About Shelly Palmer
Shelly Palmer is the Professor of Advanced Media in Residence at Syracuse University’s S.I. Newhouse School of Public Communications and CEO of The Palmer Group, a consulting practice that helps Fortune 500 companies with AI strategy, implementation and governance, as well as technology, media and marketing. Named one of LinkedIn’s Top Voices in Technology, he is a bestselling author, covers tech and business for Fox 5’s Good Day New York, is a regular commentator on CNN, and writes the popular daily business blog Think About This. Follow @shellypalmer or visit shellypalmer.com.