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 technology, media and marketing. Named LinkedIn’s “Top Voice in Technology,” he covers tech and business for Good Day New York, is a regular commentator on CNN and writes a popular daily business blog. He's a bestselling author, and the creator of the popular, free online course, Generative AI for Execs. Follow @shellypalmer or visit shellypalmer.com.



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