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	<title>Dubit Platform</title>
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		<title>The 2012 social gaming glossary: the 13 terms &amp; 8 benchmarks everyone should know</title>
		<description><![CDATA[There&#8217;s nothing we geeks enjoy more than inventing new words. Performant. That&#8217;s not a real word. It&#8217;s just another way of saying efficient: the server is performant. The world doesn&#8217;t need the word &#8216;performant&#8217;, but at least it&#8217;s meaning easy to guess. Online game jargon, on the other hand, is not so straightforward. K-Factor anyone? [...]]]></description>
		<link>http://www.dubitplatform.com/blog/2011/12/31/the-2012-social-gaming-glossary-15-of-the-most-important-social-game-jargon/</link>
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		<title>The ten best social game articles of 2011 – part two</title>
		<description><![CDATA[Our This Week in Social Games newsletter is now one year old. On its six-month birthday we celebrated by counting down the most popular on stories of the past half a year. So now it’s a whole one year old we thought it only right to finish the job with the most popular stories from [...]]]></description>
		<link>http://www.dubitplatform.com/blog/2011/12/21/the-ten-most-popular-social-game-articles-of-2011-%e2%80%93-part-two/</link>
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		<title>More than half of UK children own a toy based on a virtual world</title>
		<description><![CDATA[Children’s virtual worlds &#8211; like Moshi Monsters and Club Penguin &#8211; aren’t just popular online; they’re also proving a big hit as toys with new research showing over half of UK children own a toy based on a virtual world with some as  popular as Dr Who. Dubit&#8217;s research department recently studied the popularity of [...]]]></description>
		<link>http://www.dubitplatform.com/blog/2011/12/01/over-half-of-uk-children-own-a-toy-based-on-a-virtual-world/</link>
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		<title>Fighting against free is like fighting against gravity</title>
		<description><![CDATA[Digital content will be free. Tv will be free, games will be free, books will be free, music will be free. All digital entertainment will be free. Fighting against free is like fighting against gravity. Why? Because digital distribution is free. The internet is the most efficient distribution network ever invented. If something can be digitized [...]]]></description>
		<link>http://www.dubitplatform.com/blog/2011/10/22/fighting-against-free-is-like-fighting-against-gravity/</link>
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		<title>Inside the sausage factory</title>
		<description><![CDATA[Sausages are delicious, but I prefer not to think how they&#8217;re made. While I hope to never see inside a sausage factory, sometimes it is interesting to see how thing get made. I think that&#8217;s why our customers like to visit us; they want to see what goes into making a kids virtual world. Thankfully [...]]]></description>
		<link>http://www.dubitplatform.com/blog/2011/08/29/inside-the-sausage-factory/</link>
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		<title>You can&#8217;t polish a turd. Don&#8217;t iterate a bad game design.</title>
		<description><![CDATA[Everyone knows data driven design is important. Zynga do it, so it must be good. But it&#8217;s not a golden ticket. Sometimes a design is just bad, and as we say in the North of England, &#8220;You can&#8217;t polish a turd&#8221;. Which translates as: despite your best efforts there are some things you just can&#8217;t [...]]]></description>
		<link>http://www.dubitplatform.com/blog/2011/08/29/you-cant-polish-a-turd-how-to-avoid-iterating-a-bad-design/</link>
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		<title>The 7 month social game gamble: 2 months design, 5 months programming, but is it fun? There is a better way</title>
		<description><![CDATA[The recipe for making a new game is pretty simple: spend 2 months designing the game, 5 months of late nights and weekends programming it, fix all the bugs, and release a beta. There&#8217;s nothing wrong with recipe, but you&#8217;ve got to remember to stick your finger in the mixture and give it a taste. [...]]]></description>
		<link>http://www.dubitplatform.com/blog/2011/08/21/the-7-month-gamble/</link>
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		<title>Ten things you didn&#8217;t know about Moshi Monsters</title>
		<description><![CDATA[Since beginning in 2007 Moshi Monsters has risen to become an online game and children’s social network with over 50 million members worldwide. There is a good chance that if you have children they probably have a Moshi of their own, as half of the country’s six to twelve year-olds are members. As Moshi Monsters [...]]]></description>
		<link>http://www.dubitplatform.com/blog/2011/07/28/ten-things-you-didnt-know-about-moshi-monsters/</link>
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		<title>The 10 best social gaming articles of 2011 – Part one</title>
		<description><![CDATA[We&#8217;ve been publishing our This Week in Social Games (TWISG) newsletter for six months. It’s our weekly e-newsletter that contains that week’s most insightful articles on social games and virtual worlds and delivers them as a digest into our subscriber’s inbox. But that’s not meta enough for us at Dubit. So now we’ve scoured all the [...]]]></description>
		<link>http://www.dubitplatform.com/blog/2011/07/01/the-ten-best-social-game-articles-of-2011-%e2%80%93-part-one/</link>
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		<title>How many friends does a Moshi Monsters player invite? And what is Moshi Monsters&#8217; viral growth?</title>
		<description><![CDATA[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&#8217;s a couple of interesting snippets from Acton Smith&#8217;s presentation, I want to focus on two of them: The power of TV advertising Moshi Monsters viral growth If [...]]]></description>
		<link>http://www.dubitplatform.com/blog/2011/06/26/how-many-friends-does-a-moshi-monsters-player-invite-and-what-is-moshi-monsters-viral-growth/</link>
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