Social gaming market expands by about 1.7 billion dollars

Source: Internet
Author: User
&http://www.aliyun.com/zixun/aggregation/37954.html ">nbsp;     Social-gaming players have fallen sharply in October, but the market is still growing. According to SuperData's latest survey, the number of social gaming players in October was 8.5% less than in September.     The income corresponds also to the descent. The recent social gaming market has attracted attention from all sides, with players doubling twice times over the past 2 years and potentially becoming the most visible market in 2013.     The reduction in the number of players may indicate that the market has reached the plateau, but SuperData's CEO, Joost van Dreunen, does not think so. "I think this is normal for 2012 and people may be saving for the holiday season," he said.     In terms of consumption, people may become more conservative.     "I don't think this is the beginning of a downward trend."     The biggest factor in the number of players in the field is Zynga's Slingo struggle, which lost 15 million players in October. Industry watch people who are not watching may 211.html "> feel surprised because 31% of the players in social gamers are social gaming players.     If it weren't for Zynga's Slingo, that would be 32.6%.     SuperData predicts that the social gaming market will earn about $1.7 billion trillion a dollar a 2016, and that it could rise to $2.4 billion trillion, which could be even higher if online gambling restrictions are eased (especially in the US, where most of the current social gaming revenues must depend on virtual currencies). Developers are becoming more and more interested in entering the field, to the point where they organize separate gaming conventions.
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