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Social Gaming Is Battleground over 'Fast Following'

Litigation in the social gaming sector features young companies vying for position in a lucrative and fast-growing market where copycat games and employee poaching are commonplace. Social gaming is expected to contribute more than $800 million this year to the $1.6 billion virtual goods market. Legal questions continue to surround the sector's ubiquitous practice of "fast following" ' quickly copying competitors' successful gaming concepts.

22 minute read July 29, 2010 at 02:49 PM
By
Kate Moser
Social Gaming Is Battleground over 'Fast Following'

A year ago, Playdom Inc. co-founder Dan Yue was depressed that his social gaming company, which says it has 38 million monthly users on platforms like Facebook and MySpace, hadn't launched a new game in almost six months.

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