The 5 W’s of Social Game Purchases [Infographic]


The first wave of the social gaming bubble may have popped. I’m not the first one to say it, and I won’t be the last. Zynga is at an all time record low, and traffic is declining. Playdom and Playfish, two giants of yesteryear, have seen their player numbers fade out.

The infographic provided by Arkadium, looks at the who, what, where, why and when about the way that social gamers purchase. A few tidbits:

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56 Million Americans Are Playing Social Games [STATS]

It’s no secret that social games are one of the hottest (and potentially most lucrative) aspects of social networks today.

But it’s a mistake to think that casual, social network-based games are just for web geeks. A new study from market research firm NPD Group shows that one out of every five Americans over the age of six has played an online social game at least once. Altogether, that’s nearly 60 million Americans, adults and kids alike.

For a relatively new entrant to the gaming market, social gaming has made a huge debut.

These figures are good news for social networks, which have traditionally relied on advertising dollars to flesh out post-VC budgets. Social games can help create a new revenue stream, one that solely relies on end users opening their wallets to third-party applications. Virtual goods and currencies are a huge part of the social gaming market, and they turn a casual user experience into big business for the startups, developers and platforms that offer them.

NPD’s study shows that 10% of respondents had spent money playing social games and 11% said they planned to do so in the future.

In 2009, Internet (Internet) users bought around $2.2 billion worth of virtual goods; experts forecast that number will increase to $6 billion by 2013. And the best-performing social games can inspire repeat purchases in around 41% of users. Some stats peg North American gamers’ average expenditure per user of $74 over just four months.


It’s no secret that social games are one of the hottest (and potentially most lucrative) aspects of social networks today.

But it’s a mistake to think that casual, social network-based games are just for web geeks. A new study from market research firm NPD Group shows that one out of every five Americans over the age of six has played an online social game at least once. Altogether, that’s nearly 60 million Americans, adults and kids alike.

For a relatively new entrant to the gaming market, social gaming has made a huge debut.

These figures are good news for social networks, which have traditionally relied on advertising dollars to flesh out post-VC budgets. Social games can help create a new revenue stream, one that solely relies on end users opening their wallets to third-party applications. Virtual goods and currencies are a huge part of the social gaming market, and they turn a casual user experience into big business for the startups, developers and platforms that offer them.

NPD’s study shows that 10% of respondents had spent money playing social games and 11% said they planned to do so in the future.

In 2009, Internet (Internet) users bought around $2.2 billion worth of virtual goods; experts forecast that number will increase to $6 billion by 2013. And the best-performing social games can inspire repeat purchases in around 41% of users. Some stats peg North American gamers’ average expenditure per user of $74 over just four months. Leer más “56 Million Americans Are Playing Social Games [STATS]”

5 Casual Connect Trends That Kept Coming Up

Posted by Neil Vidyarthi

Casual Connect is over, and it’s remarkable how close the group gets, even at 2,000 attendees, by the third day. It’s almost impossible to walk the floor to see the final day sessions without running into someone who you genuinely want to connect with… casually. Having said that, there were a few topics that kept coming up in my many conversations during the conference, during the after parties and with speakers after presentations. I take a look at the 5 that seemed most popular after the jump.


Posted by Neil Vidyarthi

Casual Connect is over, and it’s remarkable how close the group gets, even at 2,000 attendees, by the third day.  It’s almost impossible to walk the floor to see the final day sessions without running into someone who you genuinely want to connect with… casually.  Having said that, there were a few topics that kept coming up in my many conversations during the conference, during the after parties and with speakers after presentations.  I take a look at the 5 that seemed most popular after the jump.

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