Yoo-Mee Launches Social Gaming Platform


Hooked Media, a venture-backed startup based in San Francisco, launched a platform today that it hopes will take social and casual games like Farmville and Bejeweled and give them a life beyond Facebook or a single web site, allowing players to connect with each other through any social network, site or mobile device. The platform, called Yoo-Mee, allows game developers to create a “social wrapper” around their game that can be embedded in any website. Prita Uppal, founder of Hooked Media, says this will give game publishers the ability to cut deals with web site owners, and will generate more revenue for both content sites and game developers by increasing the number of advertising opportunities.

“Developers can integrate their existing games into Yoo-Mee, web publishers can embed a full game experience onto their sites, and everyone benefits from additional revenue,” Uppal said in a statement. More than 200 million people play casual web games such as Farmville, Mafia Wars and Bejeweled on Facebook, MySpace and a variety of gaming websites. According to recent estimates, casual-gaming leader Zynga could be worth as much as $3-billion, based on the popularity of the company’s games and investment by venture backers such as Digital Sky Entertainment.

Uppal says the Yoo-Mee platform can also take single-user casual games and turn them into social games, by allowing users to set up “challenges” or even full-fledged tournaments with their friends. The service has full Facebook Connect integration, so that a user can send a challenge to his or her Facebook friends and all players are then able to see each other’s score. “We are creating a more emotionally invested experience for casual gamers,” she said. Hooked Media already has deals in place with several game publishers, including Mumbo Jumbo Games, and is talking to others about using Yoo-Mee.

Uppal said in an interview that the company’s target user is a 43-year-old woman, a persona that Hooked Media staff refer to as “Millie.” This jibes with recent research by PopCap into social and casual games, which found that the average social gamer is 43 years old and female. Just like this typical user, Uppal says she has always liked to play time-wasting games (her favorite is Brickbreaker on the BlackBerry) “because it’s a distraction, an opportunity to utilize a different part of my mind” than the one she uses while at work. Yoo-Mee’s existing games include puzzles, word games and repetitive Bejeweled-style games such as Bubble Town and Gems Twist.

The Hooked Media founder says she became fascinated with the casual gaming industry while doing her MBA at Harvard, and even created a DVD trivia-contest game based on knowledge of India’s “Bollywood” film industry. A year and a half ago, the Minnesota native moved to San Francisco to start what became Hooked Media (formerly known as Gamook), and the company later got $4.5-million in financing from US Venture Partners and Altos Ventures to launch Yoo-Me.

The social-gaming industry is known for a rapid pace of development and deployment of new games and features — something Zynga’s chief designer described in a recent interview with VentureBeat — and Uppal says that Hooked Media is trying to take the same approach to the Yoo-Mee platform. “We’re constantly pushing out new games, new types of tournaments, new forms of wagering,” she said in an interview. “We’re going to be launching a number of new features soon, including new types of tournaments or guilds that will only be available for a certain amount of time.”

The revenue model behind the Yoo-Mee platform is based on three sources, Uppal says: from users entering into game tournaments (some are free and others cost money); from various in-game and other virtual offers including gifts and currency; and from standard advertising within the Yoo-Mee platform, such as banners, pre-roll ads before the game, etc. “Yoo-Mee’s introduction of a truly social and interactive gaming experience will translate into greater engagement between players and marketers,” Rick Lewis of US Venture Partners said in a statement prepared in advance of the launch.

Related Post From GigaOM Pro: How the Next Zynga Could Reinvent Social Gaming



Yes, recreational time online can be a very personal thing. But once things go forward, it seems hard to go back. We’ve moved into a social realm and now I wonder if it becomes an expectation that people will have the ability to play against other humans–even if on an incognito basis–kind of hard for a game vs a computer to match up to that sometimes…

Eric Futoran

Tim. Interesting thoughts. I agree that the interactions of others will trump the computer match-up. We have seen that trend for a while starting with Tetris on gameboys, to warcraft/starcraft, COD2 etc. All of these had far more interaction and interest for the play with friends and strangers then the computer play.

The same trend can only occur on social games online and on mobile devices.

Jerry Y.

Looks like there’s another way for me to spend my time on my daily commute. Looking forward to their integration with mobile devices!


I think Yoo-Me is definitely on to something very interesting here. While companies like Zynga & Playdom are doing a terrific job creating new titles built for social platforms, legacy developers have a ton of old content that they would love to refresh using a new channel. Some of these games offer fun, simple gameplay (that appeals to Yoo-Me’s demographic) and are still super entertaining and time-wasting (think about the longevity of tetris & bejeweled).

I think this will work very similarly to what offerings like Xbox Live and Nintendo Wii’s virtual console have done to bring back the fun gameplay elements of old titles (mario kart 64, Legend of Zelda etc) into a new environment and with new collaborative elements.

To Brittney’s point, you don’t have to actually waste time at the same time as your friends, but it is kind of fun to see how productive you are at wasting time compared to your friends.


As a fan of time-wasting games… (I just can’t seem to beat level 16 on my Blackberry’s Brickbreaker) I don’t usually play time wasters for socializing. If anything, in this world of constant emails, bbm’s, IM’s, tweets, Facebook messages, and etc – I play these time wasters to get away from it all. To avoid the socializing and instead just zen out for a few moments while I Zuma or break bricks.

Mathew Ingram

That’s a good point, Brittney — I wonder if some users will resist the social aspect because they want some time alone with their time-wasting :-)

Eric Futoran

Interesting point especially as a fan of time-wasting games!
While some folks like to play social by competing, many like to compare their scores with others. Wouldnt you like to know how many people past level 16 on Brickbreaker or for secrets on how to get past that level?

The goal of Yoo-Mee is to provide an engaging and social experience for everyone whether they like to play solo, compare, compete and/or earn money and prizes.


@Brittney, I will be posting some tips for BrickBreaker level 16 soon. For now I have posted a fair amount of general BrickBreaker tips if you’re interested! Thanks


These days everything is getting more and more social. Virtual world is now more social than real world.

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