Report: 50% Of Successful Social Game Invites Come From 10% Of Players

invitationsUnderstanding the viral invitation process and successful virality of Facebook social games is a subject that warrants deep investigation, and a formal paper on just such a topic has been released by a group of researchers and industry veteran Manu Rekhi.  In “Diffusion Dynamics of Games on Online Social Networks”, the group investigates the invitation process of users within social games, specifically focusing on “predicting invitation efficiency and understanding the group and social dynamics of invitation networks”.

Written by Xiao Wei, Jiang Yang from the University of Michigan, Ricardo Matsumura de Araújo from the Federal University of Pelotas, Brazil and Manu Rekhi, VP of strategy, marketing, business and corporate development for Lolapps, the investigation begins by defining a smart terminology for the analysis of the viral spread of an application. That is, who is inviting who, who is accepting, and how/why are these processes occurring. Below are some of the key findings and statistics, but I suggest you view the entire paper available here, because I only analyze a small section of their very complete findings.

Firstly, the paper defines the process of transmitting invitations between each other as ‘diffusion’, and adopts models of disease transmission to analyze the diffusion. To get data for the analysis, the group uses the extremely detailed data that is available for two of Lolapps popular games, Yakuza Lords (YL) and Diva Life (DL). As a testament to the level of analysis in the paper, here’s a quote about the information they know about their userbase:

As of February 2010, YL had reached one million active users, with over 85% being male. Although launched 2 months later than YL, DL gained over 2 million monthly active users in the same period. As a game targeted at women, DL has more than 96% female users. The age distributions are similar and range from teens to 70s, with the majority being in the 18 to 38 years old range.

One of the first striking elements of the paper is their breakdown of user behavior.  Looking at this graph below, entitled “Figure 2: Distribution of Different Actions in YL/DL”, we can see that for both games, a great percentage of users begin by looking at the items and character screens, but as they last longer in the game and become more expert, most of their time is spent on the mission and battle areas.  This corroborates well with common sense, but to see that the transition area is around 5 to 10 actions is the precise kind of tool that social game designers need to iterate their games and reduce the number of players that leave.

Yakuza Lords and Diva Life Breakdown

Yakuza Lords and Diva Life Breakdown

Furthermore, they go on to say that since each user has to explicitly share their information with the application, they can understand a bit more about their sharing habits: “around 90% users share their locale information, 40% users share their friend list but only 1% share their relationship status”. This is interesting to note, as Facebook’s pre-application screen is not just clicked through for many users, a great percentage choose what they will share with the applications they play.

The paper goes on to analyze some key factors of inviters and invitees.  Specifically, they look at the various factors that cause an inviter’s invite to be successful, and then examine what we can learn about invitees based on their choices to accept invites.  I’ve included some short form points from the paper that I found interesting, and strongly suggest you read the entire paper here.

  • Out of all players who downloaded the two games analyzed here, more than 37% (for YL) and 25% (for DL) received invitations from their friends before starting to play the game.
  • Compared to players who have never been invited, invited users remain in the game longer. Around 80% of non-invited players leave the game within the first day
    and almost none keep playing longer than 80 days. But among invited players, over 50% kept on playing for more than a day and 20% of all invited users were still playing 80 days later.
  • On average, each inviter has invited 26 friends while the median number is 10.
  • For both games, there is a quick expansion in the first 6 generations of invitations.  We see in the graph below the invitation patterns of a typical inviter.  This shows that on average, the first few cascades generate an increasing number of ‘invited people, where a cascade refers to the total number of invites sent by people who have been just invited to the game.  This total number of invites increase until we get to the fifth level of invites, where we see that the fifth group if inviters generates, on average, the peak number of total invites into the system.  The paper discusses this diffusion of invites in more depth, and finds some fascinating results.

Invitation Cascades by Depth

  • Just 10% of users account for 50% of successful invites.
  • The paper breaks down the invitation strategies of users to determine which invites will be successful.  They break the “efficiency” of an invite, meaning the success rate, into several interesting factors and determines their affect on the efficiency.
    • volume (# of friends invited): the more friends invited, the less success per invite
    • pacing (time between invites):  invitations that are more spread out in time are more likely to succeed
    • repetition (# of invites to a friend): higher number of invites represent a higher chance of success
    • selectivity (number of invites per invite session): uusers who invite friends individually tend to have a higher yield, possibly because they target their invitations to those who are more likely to accept.
  • The paper also attempts to determine the demographics of the best type of inviter:
    • demographics: no correlation: influential inviters are distributed randomly across various demographics with the exception of age: we observe that being older does confer a bit more authority and influence.
    • ego-network profile (structure of friends):high friend count means weaker connections and lower overall success rate
      • “It is puzzling that the shape and density of one’s FB network has little predictive power. A possible explanation is that these networks can be largely static and do not reflect the level of interaction between friends.”
    • gamer activity: the longer they play, the more invites they send
  • Overall, they find that invitation strategy is more important than demographics in determining invitation success rate.
  • The paper goes on to cover the details of the invitee and which factors determine whether someone will accept an invite.
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  • Interesting info, do you know where I can find similar information? I've been trying to find out a little more about this kind of stuff, thanks for sharing it.
  • Isn't this true of real life? 10 percent of people do 50 percent of the work. I'd even say that 10 percent of my work is all that brings me any money. So with social networks, 90 percent are just along for the ride.
  • Well written and interesting statistics. Going viral with social networks is very important for any successful campaigns. At this growth rate it's no wonder Facebook is one of the most popular sites around when you take those stats into consideration. Great post
  • Some people I know actually add people they don't really know to their list just so they can have people to play the games with like send gifts to each other. Some games even require a certain amount of members in their clan to be able to go to the next level. I think the next report would show an increase in invites! Dating Sites Schweiz
  • Previously, networking had only been known for recruitment of a member to another and gaining profit. Now, social networking was invented. Some may accept the invites, and some may not be interested. most of the time, people only accept these if someone they know invited them.
  • Social Games for Hardcore Gamers
  • AAT
    Hm, very interesting stats. As far as I may judge, viral marketing is getting more and more popular especially in social networks.
  • thejobhunter
    yep theses games can be addictive
    salesjobs
  • mbalady
    "Just 10% of users account for 50% of successful invites."
    Sounds like Pareto law :) But according to Pareto principle 20% of users should account 80% of successful invites. However we can explain the difference in numbers by standard deviation. Jane, [url="http://www.lsbf.org.uk"]MBA[/url] student
  • saskatoonskrealestate
    What an amazing piece of research! Thanks for sharing.
  • Seems to me that you have done very deep study to get this kind of data and information.
  • Your post rocks and is a time saver :)
  • jeih
    I would have thought that there would have been a larger number of invites to these kinds of games. As an avid Facebook user, I'm constantly being pelted by invites to all of these kinds of games that I immediately decline.
    Bakersfield CA Real Estate Listings
  • While a select group of developers and media (including us) have had access to the unstable sandbox version of Google Wave, the real deal has been under wraps.
  • Guest
    Many games nowadays are intended for this. They serve as a nice alternative to our conventional social and daily interaction.
  • where do the other 40% come from? if only 10% come from players? this is quite impossible to believe..where did the report get its survey?
  • I got many game invites thru friends who are signed up on Facebook and the best part is I was drawn into it. No one would have thought that the tiny gaming application that wouldn't even take up more and a few kb's would open a whole new world of opportunities in the gaming world. This is one of the most successful internet marketing campaigns and Xiao Wei has to research on that how they made it happen. The best part is you get the invites as a challenge to beat their own score.
  • This total number of invites increase until we get to the fifth level of invites, where we see that the fifth group if inviters generates, on average, the peak number of total invites into the system. The paper discusses this diffusion of invites in more depth, and finds some fascinating results.
  • gamer activity: the longer they play, the more invites they send
  • Just 10%?
    It should be much more taking into tally facebooks irritating requests... I m dissapointed!
    Sometimes its just too much. I was to invite 120 others. I HAD onli 95 friends!!!!
  • I must admit that some of the games are addicting! The others are just a waste of webspace though!
    Dale Schnell Abnehmen
  • Yes, could be so because many serious players are not even think of inviting friends at all. They play with anyone they can find.
  • I think I'm around the 11th percent - I do the work I need to do and leave the rest to others :)
  • Ten percent? Most of these games "demand" that players invite as many people as they can so i doubht it
  • josephting
    statistics said it all. most of our lifes went to facebook.
  • FranColt91
    I have to say that I will fall under the 10% category. There are still people out there like me who find the invitations overrated and the playing another excuse for non-productivity.

    Club Penguin
  • jturner3929
    I usually spend a lot of time playing the new games until i get tired of them or i get invited to a newer & more interesting game! I like the facebook games! Fatburner
  • THis is because "successful" players tend to drive more from their nature. And social sites have to keep them active, lol!
  • This is like real life. There are those that play and those that do. lol.
  • The more social it is, the more we are interested in joining. I just can't understand how much people are engaged in online life nowadays.. That's weird.
  • "Report: 50% Of Successful Social Game Invites Come From 10% Of Players"
    that is amazing, that means that there is a smaller groups of "heavy players" that I thought.
  • if both 10$-50% and the old 20%-80% rule is right, then first 10%-50%, second 10%-30%, other 50% do other 20% work. So what should we do, all the first 20% still are the best.
  • I thinks that is true. This is a good thing. Thanks for sharing it to us.
  • Ten percent? Are you kidding me? Most of these games "demand" that players invite as many people as they can. The invites are almost spam-like in nature - that's a lot of unused messages that just bother people...
  • Apple announced that it would create its own social platform for games, dubbed Game Center. It’s a place where iPhone, iPod Touch, and iPad users can go to socialize with the gaming friends and discover new games. That could help make apps more viral, much like Facebook games
  • Firstly, the paper defines the process of transmitting invitations between each other as ‘diffusion’, and adopts models of disease transmission to analyze the diffusion. To get data for the analysis, the group uses the extremely detailed data that is available for two of Lolapps popular games, Yakuza Lords (YL) and Diva Life (DL). As a testament to the level of analysis in the paper, here’s a quote about the information they know about their userbase:
  • seoarticles
    10% is an exaggeration dude!
    I bet ya its much more!
    Last time I had to invite like 95 people...Hilarious!
  • seoarticles
    Just 10%?
    It should be much more taking into tally facebooks irritating requests... I m dissapointed!
    Sometimes its just too much. I was to invite 120 others. I HAD onli 95 friends!!!!
  • It's a rate I can understand and even think that in most cases it's (us) 10 % that do the most work.
  • Networking has indeed been the most in thing over the internet. Previously, networking had only been known for recruitment of a member to another and gaining profit. Now, social networking was invented. Some may accept the invites, and some may not be interested. most of the time, people only accept these if someone they know invited them.
  • i would definitely agree with this article. Social networking could sometimes be difficult. But if inviting would a way to recruit more member, It definitely works. It gives the person a easier way to join their network.
  • 10% contributes to 50% of success? It reminds me 80/20 rule - 20% of effort contributes to 80% of success. BTW, the analysis is very detailed. I appreciate that.
  • Well it make sense... What is the purpose of being in a social with nobody it in. The more player there are, the more interactive it becomes. And that 10% are probably the ones who take the game very seriously. And that's why there are incentive for people to invite their friends as well... Get free coins, free game money, free land, free this free that.
  • banner_stands
    This is almost like the Pareto Principle, ie. 80% of the money is in 20% of the people. Even in Facebook games, there are a lot of incentives for getting lots of invites; hence, the most active users will really strive to be at the top of the game.
  • Isn't this true of real life? 10 percent of people do 50 percent of the work. I'd even say that 10 percent of my work is all that brings me any money. So with social networks, 90 percent are just along for the ride.
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