Bharatbook.com announces the launch of "The Future of Social Gaming" More than 600 million people played games over social networks in 2010, (http://www.bharatbook.com/detail.asp?id=169850&rt=The-Future-of-Social-Gaming.html )generating a social gaming market worth $1.5 billion according to latest research from independent analyst, Business Insights.
By 2015, Business Insights is predicting that this relatively new market will be worth $4 billion, as the number of players steadily rises and companies learn how to make more money from each player. In fact, by this date, more than 50% of all people in Japan, South Korea and the UK will play social games.
Richard Absalom, consumer technology analyst at Business Insights, comments: “Famously, social network gaming is majority-female – our research suggests that 56% of players worldwide are female. Our research also shows that middle-aged groups are most attracted to social gaming – people between 30 and 59 years old are over-represented, whilst under 18s are less likely to engage in social gaming than they are in other computer gaming activities.”
There are three main models for social games to generate revenue: advertising/sponsorship; the sale of virtual goods; and pay-to-play or subscription-based content. The current average revenue per user (ARPU) for social games players globally is $2.60 a year. This is expected to rise to $3.70 a year by 2015, with far larger rises across each individual country being offset by an adverse revenue mix as the proportion of players in developing countries increases.
Absalom adds: “This is great news for social networks as social gaming is proving to be an important way for them to monetize their user bases – and, more widely, is one of the few areas where a successful model has been created in persuading consumers to make small payments for online content”.
The proportion of total social networking revenues generated by social gaming will increase, from 22% in 2010 to 29% in 2015.
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Bharatbook.com announces the launch of "The Future of Social Gaming" More than 600 million people played games over social networks in 2010