|[December 01, 2010]
myYearbook Debuts "Live" Gaming Platform; Introduces Video Chat into Social Games
NEW YORK --(Business Wire)--
Social Gaming Summit - myYearbook (www.myyearbook.com),
the best place to meet new people and one of the top 30 most popular Web
sites in the U.S., today unveiled "myYearbook Live" at the Social Gaming
Summit in New York. Live is a revolutionary social gaming platform that
provides 3rd party developers the ability to combine their
synchronous, multi-player games with live video chat. The Live platform
also matches myYearbook users together by preferred age, gender and
location so they can play games with the people they want to meet.
"People use games to socialize and make new friends," said Geoff Cook,
CEO of myYearbook. "We wanted to create a gaming platform that optimizes
for human interaction above everything else. If you think of a real-life
board game, a game of pool, or a card game, what makes the game fun is
the people you are with. We wanted to bring that online. Our Live
platform makes the people in the game front and center. We bring
together players of similar age, gender, and location to harness the
natural serendipity of playing Live games - something familiar to anyone
who has ever made a friend on the basketball court, at a card table or
at a pool hall.
"myYearbook has always been about meeting new people. We have 25 million
people on myYearbook who are here to meet each other. Our social graph
is not the people you know, but the people you want to know.
This is critical to doing synchronous games right - you need lots of
people online at the same time, ready to meet someone new, to ensure you
always have someone interesting to play the next game with."
The Live platform kicks off with leading game developers, OMGPOP and
Viximo, who will integrate their popular games with real-time video chat
among multiple myYearbook users. Live will allow users to play people
nearby or around the world and will offer an engaging alternative to
asynchronous games which dominate the social gaming landscape today.
myYearbook is also announcing a partnership with Heyzap, a third-party
games provider, to tap into their portfolio of dozens of synchronous
"myYearbook's thriving, young audience is a great match for our suite of
multi-player games," said Dan Porter, CEO of OMGPOP. "By giving
myYearbook users a new way to communicate 'Live' while playing our
synchronous game offerings, we're creating exciting and distinctive
"Viximo's mission is to make our games on myYearbook compelling by fully
integrating with the strengths of the platform," said Dale Strang, CEO,
Viximo. "Utilizing the video chat featur powered by the myYearbook Live
platform in Viximo's poker application brings new meaning to the phrase
'Poker Face,' by adding another layer of interaction to the game. We
look forward to bringing a catalogue of top tier games to myYearbook."
According to a recent survey by the Information Solutions Group, over 75
percent of people like to play games with people of a similar age. The
same study also found that the #2 and #3 most popular groups of people
to play social games with are not people they know in "real life," but
instead "online friends" and "online strangers." myYearbook has also
developed a sophisticated monitoring infrastructure to evaluate millions
of video-chat screen captures per day to proactively block abusive users
and has partnered with ThreatMetrix to keep abusive users off the site.
myYearbook unlocks significant monetization opportunities with Live,
such as integrated video advertising, virtual goods sales, and the VIP
Club, a monthly paid service which offers users premier status and
"Game developers on Facebook (News - Alert) typically need to spend hundreds of
thousands of dollars per month to get noticed among the thousands of
competing applications," said Scott Levine, SVP of Business Development
for myYearbook. "On myYearbook, our game partners are a select few of
the carefully chosen publishers and receive significant free promotion
across the site, as well as close integration with our viral marketing
channels and our real-time notifications."
myYearbook will expand "Live" games with additional third-party
developers over the coming months to offer a wide selection of featured
game entertainment. People will be able to play on myYearbook Live in
myYearbook makes meeting new people fun and easy online and on your
mobile phone. myYearbook combines innovative social games, virtual
goods, social applications, and a robust virtual currency called "Lunch
Money" to facilitate introductions and break the ice. The average
myYearbook member visits the site 13 times per month and spends 10
minutes per visit, making myYearbook one of the most engaging social
media destinations on the Internet. According to comScore (News - Alert), myYearbook is
one of the 30 most trafficked sites in the United States as measured by
Total Time Spent and by minutes per visitor per month. myYearbook
started in a single high school in 2005 and has grown to over 25 million
members worldwide. For more information please visit: www.myYearbook.com.
OMGPOP is a leading developer, publisher and destination for high
quality, casual multiplayer online games, that are both virtual currency
based and ad supported. With a large portfolio of
in-house developed unique IP, over 1 Million game plays a day, millions
of registered users, mostly all teens and 85% based in North America;
OMGPOP has developed one of the most valuable, social, fun and sticky
games destination. www.omgpop.com.
OMGPOP built its match making game mechanics, virtual currency and
business intelligence platforms & web community. The company is
expanding the development of its games to Facebook, other social
networks and mobile. OMGPOP is located in New York City and funded by
leading VC's, Spark Capital and Bessemer Venture Partners.
About Viximo, Inc.
Viximo is the largest platform that connects social app and game
developers with numerous social networks across the web. With Viximo's
platform app and game developers get access to over 60 million users
across multiple social networks with a single easy implementation.
Additionally, Social Networks are able to quickly set up a robust
virtual currency, enable third parties to easily develop to their site,
and instantly offer the highest quality social apps and games. For more
information visit http://viximo.com
Heyzap is a social, casual, virtual world and massively-multiplayer
online games monetization and distribution platform which allows
websites to embed games by way of the Heyzap Arcade, widget, API or
blogging plugins. Online game developers are able to distribute their
games to over 350,000 sites in the Heyzap Network and monetize their
games with Heyzap's payments platform. Website publishers can use
Heyzap's products to offer 30,000 games to their visitors and help
improve their traffic and user monetization. For more info, visit: www.heyzap.com.
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