Freemium Revenue Surpasses Paid App Revenue Among Top 100 Grossing Games, Flurry Says. Free-to-play games that earn revenue through in-app purchases have made a distinctive rise up iOS grossing charts over the past half year.
Now the free-to-play revenue model is earning more than the paid app model – at least among the U.S.’s top 100 grossing iOS games – according to mobile analytics and monetization company Flurry. Jeferson Valadares, who became Flurry’s general manager of games after leaving Playfish, looked at the top 100 grossing games last month and in January. He analyzed each app’s revenue model (e.g. whether the game was given away for free and whether consumers could purchase virtual currency in the app.). MTV to Develop Social Games Based on Shows and Characters. MTV Networks has just acquired Social Express, a social game development company, for an undisclosed amount.
By this fall, the network plans to launch several games based on Nickelodeon and MTV shows and characters. MTV will also be launching a platform for indie game developers. This will be MTV Networks's first foray into social gaming. The company's current game sites include AddictingGames.com, Shockwave.com, Nick.com Games, Nick.com Arcade, Neopets, GameTrailers and Xfire.
The Year In Virtual Goods By The Numbers. Why Games Are the Killer App for Social Networks. Playfish talks Facebook Credits. Social Gaming Roundup: Zynga, News Corp, DeNA, & More. Electronic Arts Reports Q2 Results — Electronic Arts has reported its fiscal numbers for the second quarter of the year.
Le Japonais DeNA rachète Ngmoco pour surfer sur la vague du social gaming en occident. Average Social Gamer Is a 43-Year-Old Woman. Rightly or wrongly, many people have a picture in their minds of the average online gamer, and it probably involves someone not yet old enough to vote, huddled in their parents’ basement killing dwarves with mystic powers in games like World of Warcraft.
A growing category of what are called “social games,” however, appeals to a much different demographic, according to a recent study. The study — sponsored by PopCap, creator of popular social games such as Bejeweled and Insaniquarium — looked at game players in both the United States and the United Kingdom, and found that the average player of these online social games is a 43-year-old woman. More than 24 percent of those who responded to the survey (full results in PDF form here) said they regularly play social games, a category that includes Facebook games such as Farmville, Mafia Wars and Happy Aquarium. The PopCap study showed that 55 percent of all social gamers in the U.S. are women, as are almost 60 percent of those in the UK. IGA Worldwide Strengthens Market Position with Additional Capital and New AAA Gaming Titles. This site uses some unobtrusive cookies to store information on your computer.
Some cookies on this site are essential, and the site won't work as expected without them. These cookies are set when you submit a form, login or interact with the site by doing something that goes beyond clicking on simple links. We also use some non-essential cookies to anonymously track visitors or enhance your experience of the site. If you're not happy with this, we won't set these cookies but some nice features of the site may be unavailable.Some cookies on this site are essential, and the site won't work as expected without them. These cookies are set when you submit a form, login or interact with the site by doing something that goes beyond clicking on simple links. We also use some non-essential cookies to anonymously track visitors or enhance your experience of the site. To control third party cookies, you can also adjust your browser settings. (One cookie will be set to store your preference) SupersonicAds Takes $2 Million for In-Game Advertising Offers.
Games Market Monitor: Social Gaming in H1 2010. The social gaming market exploded in 2009.
Despite having only just emerged from such an intensely formative phase, social gaming in the first half of 2010 has brought with it some strict lessons about consolidation, platform ownership and software maturity. Screen Digest looks at these developments, largely through examination of Facebook as a gaming platform in H1 2010. Tables and charts included: Social Gaming Market Begins to Mature. Social gaming revenues, which barely existed in 2008, have seen steep growth.
Rising from just $76 million worldwide that year to $639 million in 2009, revenues are expected to climb to $826 million this year, according to Screen Digest. This year’s 29% growth rate will slow to about 24% in 2011, and growth will continue steadily in the double-digits through 2014 as the market matures. Revenues include consumer spending on microtransactions as well as game operator revenues from offers and advertising. According to Screen Digest, the key to continued growth will be translating free, casual gamers into paying customers. “Improving game design and cultivating a better understanding of conversion trigger points will enable social game operators to gradually increase the rate at which they convert free gamers to paying customers and also how much these customers spend,” said Piers Harding-Rolls, head of games at Screen Digest, in a statement.
Keep your business ahead of the digital curve. Social gaming : les annonceurs prêts à investir. Les marques vont investir 220 millions de dollars sur les social games en 2010, puis 293 millions en 2011. Vous le savez, IGA garde toujours un œil sur le social gaming, tant il est vrai que la « convergence » avec l’iGaming est de plus en plus souvent une réalité… Une nouvelle étude, citée par un blog du Figaro, montre que le social gaming séduit de plus en plus les annonceurs publicitaires.
Pinning Down Zynga’s Revenues Is Like Playing Pin The Tail On The Bullet Train. One of the most exciting things to watch in tech these days is various groups’ estimates for Zynga’s revenues. Depending on what you read and on what day, they are all over the map. It’s been that way for a long time too, because the social gaming service is simply growing so fast and monetizing the hell out of their properties. Now that we’re more than halfway into 2010, the consensus seems clear that Zynga made about $300 million in revenue in 2009.
But 2010 is proving even tougher to nail down, it seems. The New York Times has a feature on Zynga that’s online now but running the paper tomorrow. Inside Social Games - Tracking Innovation at the Convergence of. We Estimate Zynga Revenues Around $270M In 2009 And $240M In 201. This is a guest post by Jeremy Liew, a managing director at Lightspeed Venture Partners where he invests in the internet and mobile sectors.
His investments include Flixster, Living Social, Playdom, Rockyou and Shoedazzle. He blogs at lsvp.wordpress.com. There has been a lot of speculation about Zynga’s revenue.