Social Games 2015 total revenue or 4 billion dollar female as the main force

Source: Internet
Author: User
Keywords Revenue the main force sex for
Reading: The prospect of social gaming is now a good one, according to research by market analysis agencies, and the momentum will continue. In 2015, the social gaming market's total revenue will jump from the current 1.5 billion dollars to 4 billion dollars, the speed is staggering.   According to the survey, the main force of social games is still dominated by female players, it seems, middle-aged women will become the majority of social game vendors to compete for the target players.  Beijing Time February 21 News, according to independent analysis agency business Insights Recent research report, social games in 2010 users more than 600 million people, the current market total revenue has reached 1.5 billion U.S. dollars. Zynga's social games Farmville The report also predicts that as the number of players continues to grow, developers will find ways to generate revenue for each user, so social gaming will reach $4 billion trillion by 2015.  It is reported that more than 50% users in Japan, South Korea and Britain may play social games. Richard Absalom, an analyst at Business Insights, said the main force of social games was female gamers, which accounted for 56% of global social game users, and their survey showed that middle-aged women were most interested in social games,  This is typical of women aged 30-59, who are less enthusiastic about social games than those under the age of 18, and are more likely to experience other types of computer games. China's big hot happy farm It is understood that social games have three main revenue-generating channels: advertising sponsorship, virtual commodity trading, paid experience or content subscription services.  The ARPU of global social games is 2.6 dollars a year and is expected to grow to $3.7 by 2015, but because of the growing size of social gaming users in developing countries, the ARPU value will vary depending on the region. Absalom believes that social gaming is one of the few successful revenue-generation models that can convince users to pay for online content, not only to attract traditional gaming users, but also to give rise to the attention of prominent media, entertainment and Internet companies that are aware of the enormous potential of the industry,  This is evident from the wave of acquisitions by Disney and Google.  The report also notes that social gaming's share of social-network revenues will rise from 22% in 2010 to 29% in 2015. The great heat of social games has led many game companies to turn. For example, Ubisoft and EA are trying to push their big games onto the Facebook platform, hoping to attract social gamers and get them interested in this series of games, and are willing to pay for such big-game productions. Ubisoft has launched the Assassin's Creed on Facebook, while EA has launched a social gaming version of the upcoming role-playing game Dragon age II. (Nowhere)
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