Virtual Badminton Game was the first social badmintion application / game ever released and was developed for the Facebook platform. The game was a simulation of real world badminton where users could train their player, purchase equipment, compete in international tournaments and have a world / national ranking.
Virtual Badminton was popular amongst the community and at its peak had in excess of 80k users. Commercially, Virtual Badminton was a near instead success, generating signficant revenue greater than $10k USD within a 6 week period during it's intial launch.
Commercial viability of this application was brought about using a mixture of tradtional CPA / CPM banners and virtual currencies. Players would often spend in excess of $100 USD in order to purchase points to buy the latest equipment or to allow them to upgrade their skills. This in turn fueled rivalry between players and counted heavily towards the addictiveness of the game.
The database schema for this application had several re-designs because of the viral growth, and was coupled with a strong codebase to handle the multiple concurrent connected users. During its peak, the game was accepting around 1000 connections per second, which was possible due to the modular format of the codebase taking in to account scalability from the beginning. The database architecture involved splitting read / write operations onto different servers with load balancing in place.