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Showing posts with label social gaming. Show all posts
Showing posts with label social gaming. Show all posts

March 28, 2012

Angry Birds See 10 Million Downloads in 3 Days,to open 2nd retail shop in China

Angry Birds Addiction Infographic | AYTM
Infographic by: AYTM Market Research

Angry Birds became the top-selling paid application on Apple's UK App Store in February 2010, and reached the top spot on the US App Store a few weeks later, where it remained until October 2010.

According To Mobile Media "Angry Birds Space" is well on its way to invade the app universe, with 10 million downloads in just three days.Rovio announced the tally on its Twitter feed, though it didn't elaborate about how many were free or paid downloads.

The Android version of the game was downloaded more than 1 million times within the first 24 hours of release, even though the site crashed at one point due to the load, and over 2 million downloads in its first weekend. Rovio receives approximately US$1 million per month in revenue from the advertising that appears in the free Android version. Rovio is investigating ways to expand the Angry Birds brand, including merchandise, television shows and movies. The game's official website offers plush versions of the birds and pigs for sale, along with T-shirts featuring the game's logo and characters.

The  first official Angry Birds retail store in Helsinki on November 11, 2011 at 11:11am local time. It expects to open its next retail store somewhere in China, considered the game's fastest-growing market. 

February 21, 2012

February 16, 2012

Zynga sees $1.14billion in Revenues, grow 96% in 2011

Social gaming juggernaut Zynga released its 2011 Q4 earnings on 15th February ,2012 Tuesday — its first public report since hitting NASDAQ in December.
The numbers were promising for investors, but revealed that scaling might pose challenges for longterm profitability. Our friends at Statista have taken a deeper look at the report and rendered the graphs below to show the relationship between Zynga’s massive user base, wavering growth patterns, and how much users are paying for content.

October 26, 2011

"Social Virtual Goods" Market to grow by 50% to $4.6 B by 2016

A new
 report from Juniper Research finds that  increasing usage of social gaming – is been driven primarily  largely by the sharp rise in smartphone adoption - will push the global market for virtual goods bought from mobile social media services from $3 billion this year to $4.6 billion by 2016.

The report found that sales of virtual goods via mobile social media services are flourishing in Japan and China; as social gaming familiarises consumers with virtual goods, this trend will quickly become global. Increasing tablet usage is also expected to provide further momentum as these devices offer a significantly better user experience for social gaming than smartphones.

 The Bottlenecks in  Social Gaming supply side is that The Apps store rules the distribution channels, and   hence has a stranglehold on the  revenue   model

. Any services wishing to sell virtual goods from within their app risk losing 30% of the payment value to the app store. For virtual goods sold via social gaming this is doubly worrying, as these games are typically developed by third parties which receive around 70% of in-game spend. App stores such as Apple App Store, Google Market and BlackBerry World require that the developer surrenders 30% of in-game purchase revenue.

 Key Trends in Social Gaming Adoption

   Spend on advertising targeted at tablets is expected to account for almost half of total mobile social media advertising spend by 2016.

·   On a regional basis, Far East & China will continue to account for the lion's share of mobile social media revenues, followed by North America

October 15, 2011

Social Gaming To Grow by 300% to $6.2 Billion in 2013

Social Gaming  this year is expected to rake in about one billion dollars .  Without  a doubt  this is  big business, and it’s not just for Internet nerds. In fact, one out of every five Americans over the age of six has played an online social game at least once — that’s 56 million people, all told.
Easily accessible, friendly social games on sites like Facebook ar  attracting older players and more women. Motion-detection technology incorporated in the Nintendo Wii  Microsoft's Kinect for Xbox 360 has drawn in a multitude of new gamers.

Zynga alone has 232 million monthly players and nearly $600 million in revenue, and the industry is poised to keep on growing. Check out the infographic below to learn more about the economics of this booming industry.