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Matthew Warneford
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  • United Kingdom
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Matthew Warneford and Zet Avril are now friends
Jul 22, 2011
Matthew Warneford posted a blog post

How many friends does a Moshi Monsters player invite? And what is Moshi Monsters’ viral growth?

Way back in 2010, as Moshi Monsters signed up their 30 millionth user, Michael Acton Smith (Moshi CEO) presented a breakdown of registered users by marketing channel.There’s a couple of interesting snippets from Acton Smith’s presentation, I want to focus on two of them:The power of TV advertisingMoshi Monsters viral growthRed the full post on my blogSee More
Jun 26, 2011
Matthew Warneford posted a blog post

What do the top 20 virtual worlds have in common? And what can you learn from them?

100% of the top 20 virtual worlds have some form of chat, achievements, and virtual currency. Nearly half (45%) have pets, over 4/5′s have user home rooms, but only 18% integrate with social networks.How do we know this? We meticulously studied and catalogued every single feature in each of the top 20 virtual worlds,…See More
Jun 19, 2011
Matthew Warneford updated their profile
Jun 19, 2011
Matthew Warneford posted a blog post

You've built a social game. Now what? Product testing on the cheap, market positioning for pennies, & pirates

Although I've never actually hunted for treasure, popular culture has taught me that treasure maps are not 100% accurate. It seems treasure maps indicate only approximately where the booty might be hidden, but through the collection of clues the resourceful pirate will find his prize.Designing a social game is similar. At the start of the project we use a combination of research, experience, and prototyping to design the game. This design sets the general direction. Only when the game is live…See More
Jan 9, 2011
Matthew Warneford commented on Matthew Warneford's blog post In a world of virtual money how much should a transient tractor, digital decoration, or a pretend patisserie cost?
"Thanks for your feedback Randy! Appreciated!"
Jan 7, 2011
randy commented on Matthew Warneford's blog post In a world of virtual money how much should a transient tractor, digital decoration, or a pretend patisserie cost?
"Over in imvu land the econamy with regards to pricing is all stered up they must of read your artical LOL  "
Jan 6, 2011
Matthew Warneford posted a blog post

In a world of virtual money how much should a transient tractor, digital decoration, or a pretend patisserie cost?

What have FarmVille, FrontierVille, and Facebook's most popular game, CityVille, got in common? All made by Zynga, all very popular, all making barrels of cash, all have the suffix "Ville"... so lots of things in common really. But for this post, we're interested that they share a game design built around a virtual economy. Zynga know that a well designed virtual economy will make a game more fun, players will stay longer, and more of them will pay. That's the good news. Get the economy wrong…See More
Jan 3, 2011

Profile Information

Your Company or Oranization
CTO @ DubitLimited: Virtual Word Platform
Your business title or position
CTO
Business/Organization website
http://dubitplatform.com
Personal Website/Blog
http://dubitplatform.com/showcase/
Skype Contact:
matthew.warneford
Preferred Virtual Worlds:
Casual browser based

About Me

Hi - I'm CTO of Dubit (http://dubitplatform.com), we're developing a virtual world platform designed for creatives.

The Dubit Platform 2.0 is a group of technologies and tools for rapidly developing browser based virtual worlds. We've taken our experiences developing our own world in 1999, and worlds for customers, BSkyB, Motorola, and Cartoon Network, and wrapped it all up into one powerful package.

Contained with the platform are a suite of core features, including customizable avatars, rooms, friends lists, moderation tools, shops, private rooms, payment gateways, chat filtering, scaling, and loads more.

Unique to the Dubit Platform are the tools for creating social activities within the chat rooms, including multiplayer games, quests, narratives, and puzzles. Unlike mini games, these activities happen inside the world, they encourage players to work together, give them reasons to talk, and help them make new friends.

Looking forward to hearing from you all!

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Matthew Warneford's Blog

How many friends does a Moshi Monsters player invite? And what is Moshi Monsters’ viral growth?

Way back in 2010, as Moshi Monsters signed up their 30 millionth user, Michael Acton Smith (Moshi CEO) presented a breakdown of registered users by marketing channel.

There’s a couple of interesting snippets from Acton Smith’s presentation, I want to focus on two of them:

  • The power of TV advertising
  • Moshi Monsters viral growth
Red the full post on my blog

Posted on June 26, 2011 at 4:22pm

What do the top 20 virtual worlds have in common? And what can you learn from them?

100% of the top 20 virtual worlds have some form of chat, achievements, and virtual currency. Nearly half (45%) have pets, over 4/5′s have user home rooms, but only 18% integrate with social networks.



How do we know this? We meticulously studied and catalogued every single feature in each of the…

Continue

Posted on June 19, 2011 at 5:00pm

You've built a social game. Now what? Product testing on the cheap, market positioning for pennies, & pirates

Although I've never actually hunted for treasure, popular culture has taught me that treasure maps are not 100% accurate. It seems treasure maps indicate only approximately where the booty might be hidden, but through the collection of clues the resourceful pirate will find his prize.



Designing a social game is similar. At the start of the project we use a combination of research, experience, and prototyping to design the game. This design sets the general direction. Only when…

Continue

Posted on January 9, 2011 at 2:00pm

In a world of virtual money how much should a transient tractor, digital decoration, or a pretend patisserie cost?

What have FarmVille, FrontierVille, and Facebook's most popular game, CityVille, got in common? All made by Zynga, all very popular, all making barrels of cash, all have the suffix "Ville"... so lots of things in common really. But for this post, we're interested that they share a game design built around a virtual economy. Zynga know that a well designed virtual economy will make a game more fun, players will stay longer, and more of them will pay. That's the good news. Get the economy…

Continue

Posted on January 3, 2011 at 1:52pm — 2 Comments

This Week In Virtual Worlds

We have a new blog post up at www.thisweekinvirtualworlds.com.

This week we take a look at the Gartner hype-cycle and explore the future for virtual worlds in light of the explosion of casual social games.

Feel free to take a look at the blog and leave a comment!


Posted on May 28, 2010 at 12:55pm

Comment Wall (2 comments)

At 5:49am on May 16, 2008, Tia Carr Williams said…
Glad to see your initiative with the British Museum...
At 8:16am on May 16, 2008, E.M.Kaye said…
Hello Matthew and a very warm welcome to you!

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