This chart shows the results of a bottoms-up analysis of the top 100 Facebook apps, according to Appsaholic on Dec 6, 2007. We found six patterns, and then classified these patterns. At the highest level, native patterns are tightly integrated in the profile pages and rely heavily on friend selector and other functionality exposed by facebook, whereas adapted patterns do not. Within native patterns, we discovered two independent dimensions: you can (1) take actions vs. create objects that are either (A) individually-directed vs (B) group-directed. For example in 1A, provoke and retaliate apps allow a user to perform an action on a friend. This genre includes over two dozen apps like KissMe, Hugs and X Me, that differ in the name of the action itself. In contrast in 2B, group exchange applications allow users to create and share objects collectively. This genre includes SuperWall, FunWall, and BumperSticker. Within adapted patterns, compete simply adapts popular games like Scrabble, poker and video games to the social context. But adapted patterns are also cross-cutting techniques for increasing engagement and revenue. For example, many native apps uses leaderboards and status levels to foster competition. Meanwhile, many apps include deceptive advertising including fake buttons and navigational elements that are really paid promotions to install other apps.