[Application] How Lalilala surfs the hits of Song Pop and Draw Something

by bold-lichterman

“We are a bit like the Draw Something of the song”. This is how Kévin Baës, Romain Sion and Sébastien Deloor define themselves, the founders of the Lille agency Appiway, editor of the iPhone application Lalilala.

More than a sort of “Sing Something”, the application developed for the Bemyapp special Deezer weekend is presented as a mix of Draw Something and the Song Pop application, designed by the Frenchman Mathieu Nouzareth, installed At New York.

Application How Lalilala surfs the hits of Song Pop and

Combining karaoke and blind test, the Lalilala application offers song battles to its users. Concretely, once registered on the application via Facebook Connect, the mobile user must challenge another Facebook friend, or a stranger, to guess the song he is humming. As on Song Pop, the user is first offered a series of playlists in which several titles are available. After having listened to them, the player chooses a title which he will have to reproduce thanks to a recording function. The song can then be sent to the opponent who will have the heavy task of guessing the title of the song …

In addition to the graphic similarities between Song Pop and Lalilala (the people of Lille admit to having been inspired by design), the two applications are both based on huge music libraries. Song Pop is thus based on the titles available on Itunes while Lalilala uses the API of Deezer and its 18M songs. Partnerships that could prove to be relatively successful for online music specialists.

Cited in The gallery, Mathieu Nouzareth recalls, for example, to what extent Song Pop drains a very significant traffic on iTunes: “more than 150,000 players per day”. For its part, Deezer grants itself, first of all, a clear visibility on the Lalila application. Players also have the possibility, via virtual credits, to challenge their friends from their own playlists created on their Deezer account.

1606007162 201 Application How Lalilala surfs the hits of Song Pop and

Sophie Samama, communications manager at Deezer, explains that the music streaming platform should multiply this type of partnership in the future. Since the opening of “Open Deezer” two other applications have already been developed on the same principle: Edjing and Wallz. A fourth application after Lalilala should soon see the light of day. Like Facebook, Deezer could therefore develop a real ecosystem around its API and thus deploy a battery of interactions.

If the Draw Something and Song Pop applications are experiencing a real buzz among mobile users, the question remains unanswered for Lalilala. Indeed, the fact of having to sing in front of his phone could cool some followers, who often indulge in this kind of games during breaks during the day or during their daily trips. Romain Sion remains optimistic, however, believing that the brake on shyness could be overcome and specifies that since its launch the application has been downloaded more than 8,500 times.

Described by Mark Zuckerberg, himself, as the “most addictive and fun” application of the moment, Song Pop has already passed the 2.5M mark of daily active users, according to figures from AppData. Launched last May, the Frenchy application therefore seems to have the same success as Draw Something. Indeed, quickly bought by Zynga, the drawing application has, too, quickly reaches new heights. In just 7 weeks this genuine Pictionnary 2.0 has been downloaded 37M times. For comparison, it took just 9 days for Draw Something to reach 1 million users compared to 9 months for Facebook.

In terms of remuneration, the two applications have largely opted for a Freemium model where players must pay in order to access new features. Song Pop also relies on an affiliate process through iTunes. Choices that the Lille start-up is also considering to take over.

More broadly, the launch of the Lalilala application, whether it is ultimately successful or not, underlines a real new trend dedicated to social gaming applications with a strong dimension of challenge. Fun and easy to use, these mobile games prove to be terribly addictive and do not necessarily affect “gamers” but a much larger audience where women are predominantly present. The next challenge is therefore to succeed in perpetuating this craze …