Product Madness was established mid-2007 by two Stanford MBA's with one vision: becoming a leading publisher of social applications and games for social networks. These games range from casual, to sophisticated, to deep multilingual text-based MMORPGs. Product Madness was bootstrapped and has been profitable since January 2008. Product Madness's revenues are derived from both display advertising and the sale of virtual goods.
Since its inception, more than 100 million users have installed and used Product Madness applications. Over 1 million unique users engage with Product Madness products every day. Recently, Product Madness began leveraging its knowledge and user base to act as a publisher for other developers, successfully deploying one of the biggest casual BlackJack games in the world.
The keys to creating successful social applications lie in delivering a great user experience, properly integrating social interactions into the application dynamics and optimizing the use of viral channels. Product Madness realized that delivering great user experience is the result of listening to the actual players, measuring and observing their game dynamics and modifying the game accordingly. Virality in social networks is a combination of science, psychology and art. In order to maintain success over time this “art” must be paired with strong analytical and scientific support. Product Madness has achieved these goals through a combination of advanced back-end analytics and re-engagement technologies and a diverse multicultural, multi-disciplinary team of “A” players.