Facebook.com/lol — an Official Company Page for Comedy

Facebook launched a Comedy on Facebook Page last week and has since gained about 550 Likes.The Wall is filled with links to funny videos spoofing everything from the World Cup’s vuvuzela horns to North Korea’s Kim Jong-il to Mark Zuckerberg himself.

The Page is apparently in its beginning stages, as the Info tab notes, “Right now, we are just posting hilarious videos, photos, and links we find on our news feeds and around the web, but pretty soon we will have exclusive content, featured user submissions, and more! Stay tuned!”

So far, other than fresh Wall comedy content, the site has a list of eight favorite Pages on Facebook, including popular favorites like Jon Stewart and Stephen Colbert.

Facebook has launched a variety of other company-run Pages for various entities and concepts, including recent ones for its virtual currency, Credits, and another for the U.S. Congress. The overall point seems to be to help users find interesting information related to anything they might care about, in a more pointed way than having friends and third parties share this information on their own. However, by featuring exclusive content and user submissions, this Page appears to have ambitions to be something more like a comedy web site — the sort of vertical-focused role that Facebook has avoided filling for years.

The Future of Monetization Will Include More Offers and Bigger Brands

[Editor's Note: The following is excerpted from Inside Facebook Gold, our membership service tracking Facebook's business and growth around the world. Learn more about our complete data and analysis offering here.]

“Fundamentally there’s a pent-up demand within games in general, where users want to level up but don’t want to pay for it. This means that things like brand advertising and brand-sponsored initiatives convert extremely well… they allow users to level up without having to pay for it.”

Lisa Marino, Chief Revenue Officer at RockYou, spoke at Inside Social Apps on where social application monetization will see the biggest growth in the coming quarters, and who can stand to benefit most.

While today’s best monetizing social apps and games can expect between 3% and 5% of their total user base to engage in a transaction for virtual currency, most apps are seeing numbers well below.

To flip the figure, that means that 95% to 97% of users in social apps do not transact to obtain virtual currency. And, that’s for the best-performing apps and games. Lisa Marino shares her insight on the formidable odds facing developers and advertisers in the Inside Social Apps panel on performance advertising.

A clip of the highlights from this presentation:

In her full interview, Lisa Marino shares her forward-looking projections on specific areas for improvement and growth in social app monetization in the coming quarters, and how developers and brand advertisers alike can get the most out of the offer wall.

Marino’s full interview covers:

* Why offers still have lots of growth ahead, both for developers and for brand advertisers
* A detailed look characterizing the “next generation of offers,” including direct deals, fraud reduction, better user experience, and new brand opportunities
* How brand advertisers can get involved in the untapped market of social games

This interview, and exclusive Q&A, were conducted backstage at Inside Social Apps 2010. The full video series is available through Inside Facebook Gold.

Fan Appz Building White-Label App Business for Marketers on Facebook

Since its founding in 2008, Santa Monica, Calif-based Fan Appz has built its Page management business around an enterprise and free version of its self-serve Page management software. It has most recently created a professional version for small- and medium-sized businesses that includes tools to enable users to create top 5 lists, quizzes, polls and other features on their Facebook Pages and other social media profiles.

As part of our ongoing series on companies that provide services to Page owners on Facebook, we recently spoke with founder Jon Siegal for more information.

“When I founded the company the business idea was, ‘Let’s build a suite of applications to help businesses and brands attract and retain customers, but do it using social media,’” he tells us. “We decided that we were going to build an application that businesses and brands could use to build and engage and grow their fan base, a suite that people can use to be productive right out of the gate.” Of the company’s many competitors, some have taken a similar approach, while others have opted to provide more customized services, focused on larger brands that want the special attention.

When Fan Appz hit the Page management scene in 2008, MySpace was still the number one social network in the US, but it was clear to Siegal that it would be Facebook that would transform how people interacted with businesses. Along the lines of what many other marketing-focused companies have thought, he tells us that Fan Appz wanted to offer companies a way to manage their social media marketing 24 hours a day, 7 days a week — something that’s hard to do if every campaign is custom built.

“If you’re into building custom software for people, it’s going to cost more and it’s going to slow you down,” he explains, noting that the company’s larger clients had three core goals: acquire an audience, grow that audience and make money from that audience.

Although the company didn’t share a lot of specific data, here are some key stats:

  • Its larger clients include the NBA, NASCAR, comedian George Lopez and the Tonight Show
  • It reaches more than 40 million Facebook users among tens of thousands of clients around the world
  • The company claims it has seen increases of 7 to 10 times in the number of video plays on a Facebook Page, a 55% click rate to web site increase and a quadrupling of customer sign ups on web sites
  • The products are built in English, but clients cab input their own content — so Fan Appz products are used in just about any languages you can think of — anything from Turkish to Hebrew.

When we asked what that expansion might include — integration with mobile or geo-location — his reply was unsurprising.  “We want to build the integrated suite to where (customers) can reach out to fans wherever the fans are. If there’s something new down the road, we’re going to be there.”

For more information about page management companies and the tools they offer, see our Facebook Marketing Bible.

As AT&T Gears Up Social Media Customer Service Efforts, A Look at Its Facebook Activity

In the face of the launch of iPhone 4 and unrelenting customer dissatisfaction AT&T has set aside resources to focus more on its customers on social media. This discontent is registered by an average of at least  10,000 mentions of AT&T on social sites each day, the company told AdAge this week – if not more — so the company is responding by ramping up its social media customer service resources.

AT&T is now set to advertise its “social media customer care” on monthly bills and web sites to get more customers to take their service problems to social media outlets. Here’s a closer look at what the company has been doing to date on Facebook — but first, a little background.

The new focus is essentially an effort to shape online conversation about the AT&T brand, as AT&T’s Susan Bean said in the AdAge story: “We discovered that for social media to be successful we really needed there to be customer care. Otherwise all anyone would want to talk about is: ‘solve my problem.’”

AT&T’s service problems have generated some pretty specific criticism. Chris Foresman from Ars Technica created an extensive list, noting that Verizon’s 3G coverage was “impressive” by comparison. These criticisms include: Offering a 3G MicroCell to supplement bad service at a cost of hundreds of dollars, no monthly data rollover, an extra charge for tethering, added fees for any type of extra feature, security issues with customer data and generally bad customer satisfaction.

Right now AT&T’s main Facebook Page provides some clues as to why the company may be expanding its attention to social media. This Page promotes all manner of AT&T promotions, but also has tabs dedicated to the iPhone, Customer Care and New Wireless Plans, among others.

The 614,700-plus Likes on the Page allow for frequent complaints about service on the Wall — complaints that are quite often answered by comments. Page administrators are also very active on the Page’s discussion boards, which would seem to suggest that AT&T already had an active social media presence.

AT&T runs at least two other active Pages on Facebook. AT&T Latino only has about 560 Likes and basically promotes its main services, but in Spanish. The company’s AT&T Share Page, which is specifically for wireless services, has about 288,000 Likes and promotes a variety of specials. There are Facebook-specific deals on phones and other merchandise, a tab for users to go green and sign up for paperless statements, the Page promotes new phones, World Cup activity, AT&T specials, the iPhone 4 and information on its plans. There’s also a Customer Care tab.

AT&T hasn’t been the most active brand on Facebook, until recently

In December AT&T launched an interesting Facebook integration for its BlackBerry Bold 9700 that pulled personal information and photos and created a fictional suspense/action trailer for the fake movie “One Step Ahead” starring the Facebook user. The trailers were also being promoted with Monday Night Football television commercials. The company has also previously paid special attention to minorities with its Facebook marketing, particularly African-Americans and Hispanics.

Ultimately, AT&T’s social media efforts will only help the company so much. The fact is that iPhone users have no reason to be inherently loyal to AT&T — they’re just unable to obtain official support for Apple’s phone on other networks in the US.. In the face of such widespread service problems problems, it would seem that AT&T’s most logical move is to improve service, otherwise the company could hemorrhage customers if and when another company can supply the iPhone or other smartphone models catch up. To that end, AdAge reported that AT&T has plans to invest $18-19 billion to improve its networks.

Quizzes and Twitter Appear on This Week’s List of Growing Facebook Apps by DAU

This week’s list of fastest-growing Facebook apps by daily active users is still seeing follow-on effects from a fix Facebook made last week to app stat reporting. Dozens of apps are still showing what appear to be large one-day increases in DAU — although the “new” users were actually there all along.

However, this resolved problem still gives us some interesting material to work with. First, here’s the AppData top 20 list:

Top Gainers This Week
Name DAU Gain↓ Gain, %
1. icon FrontierVille 4,430,143 +3,178,204 +253.86
2. icon Entrevista tus Amigos 1,281,605 +862,378 +205.71
3. icon Create your Quiz 843,623 +843,241 +220,743.72
4. icon Quiz Planet! 897,562 +843,076 +1,547.33
5. icon Windows Live Messenger 797,416 +750,399 +1,596.02
6. icon Friend Interview 1,075,864 +695,935 +183.18
7. icon Twitter 583,207 +565,290 +3,155.05
8. icon Social Interview 1,034,820 +560,323 +118.09
9. icon Status Shuffle 997,204 +309,529 +45.01
10. icon Frases Diarias 1,087,934 +309,265 +39.72
11. icon Gift Creator 298,049 +295,524 +11,703.92
12. icon Birthday Cards 1,037,891 +246,221 +31.10
13. icon Quiz Creator 161,917 +155,486 +2,417.76
14. icon Restaurant City 2,784,088 +149,633 +5.68
15. icon Xbox LIVE 135,656 +133,745 +6,998.69
16. icon EA SPORTS FIFA Superstars 554,798 +123,813 +28.73
17. icon Ninja Saga 1,082,210 +120,269 +12.50
18. icon Chase Community Giving 117,247 +108,959 +1,314.66
19. icon Foursquare 104,912 +103,151 +5,857.52
20. icon Pick who! 163,076 +101,283 +163.91

The top app, FrontierVille, is Zynga’s latest game and really is growing as quickly as it appears to be. Zynga made quite a stir yesterday when it announced, based on its own internal stats, that FrontierVille already has over five million DAU, just two weeks after its release. We have a bit more on it, and the other games, over at the top 20 list on Inside Social Games.

Entrevista tus Amigos is one of the apps showing a large increase in its stats on June 15th, the day of Facebook’s fix. What’s truly remarkable about this app, a friend quiz, is that it’s working with a group of just 62 million Spanish speakers on Facebook, far fewer than the English-language group, but still has over 10 million monthly active users and 1.3 million DAU.

Create your Quiz and Quiz Planet! are both in a somewhat different quiz category, whose combined members, as we pointed out on Monday, have over 42 million users combined. They’re followed by Windows Live Messenger, which is currently sporting a suspiciously DAU as a percentage of MAU; we suspect it will fall back to earth soon.

There are several other apps worth a look for their newly revealed stats, but perhaps the most interesting to see is Twitter, which comes in at number seven. Despite being significantly clunkier to use through Facebook than any number of custom software products, the Twitter app turns out to have somehow attracted 6.7 million MAU and about half a million DAU since its 2008 release.

Note for Developers: Mandatory Facebook User Permissions Upgrade Coming June 30th

Following Facebook’s announcement at f8 about its new data permissions model for web sites and applications, the company will be automatically upgrading its permissions interface for all developers on June 30th.

Developers who want to access more than users’ publicly available “basic information” now need to ask explicit permission to obtain each additional piece of data, instead of being able to get it all at once. The permissions interface has also been cleaned up.

The previous version had developers presenting users with a series of permissions box for certain actions like accessing to stream publishing or a user’s photos. With the change, which many developers have already implemented on their own, all of those options are appearing within a single dialog box.

The point of the change is to more clearly show users what they’re sharing with third parties, and make their approval of that sharing a simpler process. Internal tests show the new interface increasing user conversion rates by 28% to 41%, Facebook chief technology officer Bret Taylor wrote today in a developer blog post.

For more details, see the company’s Developer application and its permissions upgrade guide, and its authentication documentation.

Facebook News Feed Design Test Places Large Popular Photos on Top For Some Users

Facebook is testing a new design of the news feed that displays 3 popular photos above the stream of friend and page updates, as some users are spotting. These photos are sized much larger than any others on the home page and are accompanied by their album title, caption, author, and tallies of engagement.

The feature change offers enhanced visibility to popular content on a user’s network.

The design change “is simply to help [users with few friends] discover interesting content and create an instantly valuable experience for them,” the company tells Business Insider. People who see the new popular photos new feed don’t have the option to change between top news and most recent modes — the removal of the different modes makes sense for those with few friends because their wouldn’t be enough content to make the two distinct.

Like the new Photo Memories sidebar panel, popular photos puts less emphasis on newness, which defines the order in which most current content is displayed on Facebook. By instead using the like and comments tallies as indicators of quality, it places the most interesting photos in a big and prominent location to create a more instantly gratifying home page.

[Image from hotlou.com]

Seven Languages Grow, Three Hold Steady on Facebook in June 2010

[Editor's Note: The following stats are excerpted from Inside Facebook Gold, our membership service tracking Facebook's business and growth around the world. Click here to learn more about our complete data and analysis offering.]

Today, we revisit growth and demographics stats for Facebook’s top languages.

Facebook’s user base has become increasingly international since the site launched its first non-English version in February of 2008. Back when Facebook was still the English-only social network, site localization turned out to be an important force in driving Facebook’s traffic growth in locales around the world.

Now, the United States’ 125 million users currently account for just a third to a quarter of the social network’s total. That portion will fall even further by the end of the year as other regions, especially Europe and Asia, expand further.

While growth within specific countries is an important metric — one that we examine in depth in the Facebook Global Monitor Report — an equally vital measurement is which languages are actually being used most often. The results aren’t always what one might expect; for instance, many users across the world load the English version of Facebook, even when their own languages are available.

We track Facebook’s 15 most used languages, which account for about 90 percent of all users, as part of Inside Facebook Gold.

Below is an excerpt showing the top 10:

Since we looked last month, seven of the ten languages in the sample added users. English, including both the American and British standards, saw the largest growth, adding just over 10 million new users in the past month.

Spanish appears to have grown at a somewhat slower rate, adding less than two million speakers — a surprising fact, since Latin America added well over three million new monthly active users to Facebook in March. There is, of course, the Portuguese-speaking country of Brazil to account for, while users in the other countries may be choosing English to interact with applications or friends abroad.

French, the next language following Spanish, is only a third of its size. But in combination with two other major European languages, German and Italian, French offers both developers and advertisers a good reason to consider localizing for Europe. Portuguese might be included in this group, but over half of its users on Facebook are actually in Brazil. Still, in all, the various continental European languages within the top 15 (not all are shown here) now make up about 15 percent of Facebook’s userbase.

Below French, Turkish is maintaining its lead over Indonesian, despite the stronger growth of the latter country. Again, this is likely because many Indonesian users tend to choose English, while most Turkish users seem to stick with their native language. But Indonesia has almost three times the population of Turkey, so it should inch past within the next month or two.

The three languages that didn’t grow over the past month — but didn’t lose users either — were German, Chinese, and Arabic. Note that our measurement of Chinese includes both traditional and simplified usage, and spans several countries, including Taiwan, Singapore and Pacific Rim states like Malaysia; China itself has banned Facebook.

The chart below shows the percentage that each of these top ten languages represents out of the total Facebook audience:

Overall, the strongest growth among the language groups this month is coming from Europe, and we’re seeing developers (especially in gaming) work toward localizing their apps for that audience. However, Asia is gradually becoming more important, and should provide some interesting challenges; Asia’s audiences often skew much younger, with huge audiences in the 13 to 17 age range and very few users in older demographics.

The full breakdown of Facebook’s top 15 languages, including age, gender, and country splits by language, is only available through Inside Facebook Gold, our data membership service that also includes the monthly Global Monitor report on Facebook’s traffic growth around the world. To get access to the all the data we’re tracking, please see Inside Facebook Gold at gold.insidenetwork.com/facebook.

Inside Virtual Goods: Spending and Usage Patterns of the Social Gaming Audience, Is Now Available

If 2009 is remembered as the year that casual gaming stormed social platforms, 2010 is quickly becoming the year that the industry started to mature. Facebook is getting more involved in the monetization ecosystem, last year’s hit games are fighting for their lives, and new developers and games are climbing the leaderboards. At the same time, the M&A ecosystem is alive and well, as larger players are consolidating smaller studios and teams, and large media companies and traditional game developers continue to plot their social gaming strategies.

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OR Buy Single Report: $995

That’s why we’re excited to announce a new original study in our Inside Virtual Goods series that is exclusively focused on spending and usage patterns in the social gaming market, entitled Inside Virtual Goods: Spending and Usage Patterns of the Social Gaming Audience. It is being released for the first time today.

Most of the studies on player spending and usage patterns in social games over the last year have actually been conducted by industry vendors. Inside Virtual Goods: Spending and Usage Patterns of the Social Gaming Audience is our exclusive independent look at the virtual goods spending and behavior patterns of social game players on Facebook — data you won’t find anywhere else.

About the Report

Inside Virtual Goods: Spending and Usage Patterns of the Social Gaming Audience gives you an inside view of the market at this critical juncture in the intersection of social networking and online games.

We have surveyed nearly 2,000 players of social games on Facebook from around the world and across the demographic spectrum. Inside Virtual Goods: Spending and Usage Patterns of the Social Gaming Audience is the most in-depth independent survey of player behavior and spending patterns in the social gaming market.

What We Cover

  1. Spending Habits and Payment Methods in Top Games – It’s easy to compare games based on audience numbers, but which games monetize better? What payment methods do players use most often in top games? We investigate how spending patterns compare across top social games.
  2. Frequency of Play and Methods of Game Discovery - As Facebook cuts down on developer access to viral channels, designing an engaging and viral game is becoming both increasingly important and challenging. We investigate which games people play most frequently, and which methods of social game discovery are most effective for top games.
  3. Demographic Differences by Region, Age, and Gender – While the social gaming market is becoming increasingly global, the audience is also becoming increasingly diverse by age and gender. How do different segments of the audience differ in terms of spending and usage patterns inside social games? We take an in depth look.
  4. Brand Recall for Social Games – How important are brands, and how well can users identify developers of top games? We investigate brand recall amongst social game players.

See the full table of contents below:

Table of Contents

I. Methodology and Respondents

1. Introduction
  • About Inside Virtual Goods
  • About the Authors
  • Survey Objectives
2. Research Methodology
  • Target Population
  • Respondent Acquisition Method
  • Survey Structure
  • Potential for Bias
3. Survey Respondents
  • Description of Total Respondent Population

II. Overall Results

4. Favorite Game
  • Distribution of Favorite Game
  • Frequency of Play
  • Favorite Game Discovery
  • With Whom Do You Play?
  • Spending on Favorite Game
5. Payments
  • Frequency of Payment Methods
6. Play Patterns, Spending, and Brand Recall for Top Games
  • Frequency of Play in Top Games
  • Spending in Top Games
  • Aided Brand Recall for Top Games

III. Demographic Differences in Usage Patterns and Monetization

7. Regional Differences

  • Game Discovery and Spending
  • Favorite Game
  • Payment Types
8. Age and Gender Differences
  • Who are the Social Gaming “Whales”?
  • Spend Across Games
  • Analyzing the Top Two Games: FarmVille and Pet Society

Index of Charts and Graphs

  • 1.1 Survey Respondents by Region
  • 1.2 Survey Respondents by Age
  • 1.3 Survey Respondents by Gender
  • 4.1 Distribution of Favorite Game
  • 4.2 Frequency of Play of Favorite Game
  • 4.3 Method of Discovery of Favorite Game
  • 4.4 Who Players Play With
  • 4.5 Monthly Spending on Favorite Game
  • 5.1 Frequency of Payment Methods
  • 6.1 Frequency of Play in Top Games
  • 6.2 Spending in Top Games
  • 6.3 Aided Brand Recall Rates for Top Games
  • 7.1 Method of Discovery of Favorite Game By Region
  • 7.2 Who Players Play With By Region
  • 7.3 Monthly Spending on Favorite Game By Region
  • 7.4 Favorite Game By Region
  • 7.5 Most Popular Payment Types By Region
  • 7.6 Frequency of Offer Use By Region
  • 7.7 Frequency of PayPal Use By Region
  • 7.8 Frequency of Credit Card Use By Region
  • 7.9 Frequency of Mobile Phone Use By Region
  • 8.1 Top Spenders by Age
  • 8.2 Top Spenders By Gender
  • 8.3 Top Spenders By Region
  • 8.4 Number of Games on Which a Player Spends More Than $25
  • 8.5 Frequency of Top Spending By Game and By Gender
  • 8.6 Proportion of Top Spenders Who Report Spending on a Given Gam
  • 8.7 FarmVille Top Spenders by Age
  • 8.8 Pet Society Top Spenders by Age
  • 8.9 FarmVille Top Spenders by Region
  • 8.10 Pet Society Top Spenders by Region
  • 8.11 FarmVille Top Spenders by Gender
  • 8.12 Pet Society Top Spenders by Gender

Appendix

  • Survey Questions and Response Rates
  • Related Companies

More Data, More Actionable Insights

In 2009, social games began to show what kind of value can be created on top of social networks. 2010 will be an even more important year.

Social gaming, powered by virtual goods, is this year’s industry to watch. If you’re involved, or are considering jumping in, Inside Virtual Goods will be one of your most important tools.

One year of original data and exclusive in-depth reports delivered on a quarterly basis is $2,495 and contains:

  • A detailed overview of the current state of the industry
  • Specific estimates on market size by segment
  • Diagnosis of key opportunities and issues by segment

Get The Annual Membership

Get Annual Membership (Includes Report + 3 Additional Quarterly Issues): $2,495

OR Buy Single Report: $995

The one year subscription is US $2,495 and includes three quarterly updates on key developments in the space, including future editions of our annual reports, Inside Virtual Goods: The US Virtual Goods Market 2009-2010 and Inside Virtual Goods: The Future of Social Gaming 2010.

Or, you can download just this report. The price is US $995.

About the Authors

justin-smith-headshotJustin Smith

Founder, Inside Network

Justin Smith is the founder of Inside Network, the first company dedicated to providing news and market research to the Facebook platform and social gaming ecosystem. Justin serves as co-editor of Inside Facebook and Inside Social Games, and manages Inside Network’s AppData service as well.

Prior to Inside Network, he was formerly Head of Product at Watercooler, one of the leading application developers on the Facebook Platform. Prior to Watercooler, Justin was an early employee at Xfire, the largest social utility for gamers, which was sold to Viacom in 2006. Justin holds a degree in Computer Systems Engineering from Stanford University.

charles-hudson-headshotCharles Hudson

Former VP Business Development, Serious Business & Host, Virtual Goods Summit

Charles Hudson is the former VP of Business Development for Serious Business, a leading social games developer on the Facebook platform. Charles Hudson also organizes two of the leading conferences in the social gaming and free-to-play games industries, the Social Gaming Summit and Virtual Goods Summit.

Prior to Serious Business, he was formerly the Sr. Director for Business Development at Gaia Interactive, a leading online hangout for teens. Prior to Gaia, Charles worked in New Business Development at Google and focused on new partnership opportunities for early-stage products in the advertising, mobile, and e-commerce markets. Prior to joining Google, he was a Product Manager for IronPort Systems, a leading provider of anti-spam hardware appliances that was acquired by Cisco Systems for $830 million in 2007. Charles holds an MBA and BA from Stanford University.

World Cup and ‘Toy Story’ Appear in This Week’s Facebook’s Top 20 Pages

World Cup football (soccer) and Pixar’s “Toy Story 3” intermingled with a bunch of entertainment-related regulars on our list this week of Top 20 Facebook Pages. We compile the list with our PageData tool, which counts the number of fans added daily and monthly to Pages.

Top Gainers This Week

Name Fans Gain Gain, %
1. Family Guy 9,156,984 +478,107 +5.51
2. Google Chrome 1,566,474 +396,119 +33.85
3. Cristiano Ronaldo 4,794,412 +358,774 +8.09
4. Michael Jackson 13,035,580 +337,130 +2.65
5. Lady Gaga 8,753,886 +334,578 +3.97
6. House 7,196,038 +328,096 +4.78
7. Disney Pixar 1,787,676 +306,504 +20.69
8. Lil Wayne 5,541,474 +272,465 +5.17
9. Toy Story 1,245,758 +262,901 +26.75
10. Justin Bieber 5,227,078 +261,631 +5.27
11. Sports on Facebook 1,752,061 +259,926 +17.42
12. Megan Fox 7,401,537 +257,178 +3.60
13. Starbucks 7,943,771 +249,117 +3.24
14. Vin Diesel 8,777,318 +244,545 +2.87
15. Dr. House 6,338,906 +240,635 +3.95
16. Facebook 9,990,860 +232,024 +2.38
17. South Park 6,042,772 +215,632 +3.70
18. Drake 2,301,908 +214,612 +10.28
19. Texas Hold’em Poker 19,697,927 +211,403 +1.08
20. redbox 985,635 +211,227 +27.2

In first place this week was the television show “Family Guy,” which added 478,000 fans to pass 9.1 million fans; the Page has promoted its nomination for some awards as well as a game on the show’s web site based on the characters. Google Chrome’s Facebook Page followed, gaining 385,000 of its 396,000 new fans on a single day, Wednesday, in what seems to be some sort of official Page consolidation; the Page didn’t appear to have much recent activity.

The FIFA World Cup, which started in South Africa on June 11 and runs through July 11, had some affect on the list this week. Portugal’s rock star player Cristiano Ronaldo came in at number 3 on the list, adding 359,000 fans to inch his way to 5 million fans with 4.7 million currently. His Page experienced a jump of 127,400 fans on Wednesday, a day after a draw match against the Ivory Coast. The Sports on Facebook Page took eleventh place this week, growing 260,000 users to 1.7 million. This growth was also due to the World Cup, as Facebook launched a leaderboard app for users last month.

Toy Story” was also a force on this week’s list; the third installment of the Pixar franchise premiered on Friday and the company had been promoting the film via ticket sales directly on Facebook. Consequently Disney Pixar’s Page took the number 7 spot, adding 306,500 fans to total 1.7 million and the “Toy Story” Page added 263,000 fan to take ninth place with a total of 1.2 million fans.

Musicians, as per usual, made up a good portion of the list, although not as much as in recent weeks.

Michael Jackson came in fourth place, adding 337,000 fans to pass 13 million. Lady Gaga followed in fifth place, adding 334,600 fans to a total of 8.7 million with steady growth, the usual tabloid presence and tour-related activity. Lil Wayne added 272,500 fans to reach 5.5 million; as he’s currently incarcerated he has a friend updating his Facebook Page for him. Justin Bieber came in tenth, adding 261,600 fans to reach an audience of 5.2 million; as usual he’s promoting a new single and video. Finally, Drake took the number 18 spot, adding 214,600 to reach 2.3 million; he recently released a single on iTunes.

The medical drama “House” took sixth place, adding 328,000 fans to 7.1 million with steady growth, the promotion of a DVD set and special “appisodes” for iPhone users. The corresponding character’s Page, Dr. House, came in at number 15, adding 240,600 fans to grow to 6.3 million; this Page hasn’t had activity for some time.

The rest of the list was a mixed bag of Pages.

Megan Fox took the number 12 spot; she’s got a new movie coming out, “Jonah Hex,” and has been promoting it on her Page, adding 257,200 fans to reach 7.4 million. Starbucks followed, adding 249,000 fans to come in just under 8 million fans. Vin Diesel added 244,500 fans to his 8.7 million and took the number 14 spot. Facebook’s Page added 232,000 fans to almost break 10 million at number 16.

Closing out the list were “South Park” at number 17, adding 215,600 fans to pass 6 million fans. Zynga’s Texas Hold’em Poker came in at number 19, adding 211,400 fans to 19.6 million and redbox closed out the list at number 20, adding 211,200 fans to 985,600 on the heels of a free movie rental promotion last week.

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