The number of gamers in the United States grew 241% to 135 million in three years.

Source: Internet
Author: User
Keywords Game players billions of people
Tags based digital free games game game companies game players gamers games
The number of players who play at least one hours a month in the United States has increased from 56 million in 2008 to 135 million per cent, with a growth rate of 241%, according to a new study released by Parks Associates, a consultancy, based on the latest report published by Sina Science and technology news Beijing time February 9. Parks Associates released a report called "Digital Game Trends: free, social and mobile games." The study found that 17% of players downloaded games from their smartphones, up from 7% in 2008.  80% of players have played free games on their PCs or logged on to Facebook to spend their time on farm games.  Online and mobile gaming is transforming the industry from a product focused on retail outlets to serving consumers, the study said. "Game companies are now focused on building the player community and building their ongoing relationship with consumers instead of ending service support after the player has purchased the game," said Parks Associates, a research analyst and author Peter Mac-Airero (Pietro macchiarella). "The positive effect of this approach is that the game can be commercially extended beyond the point of sale." Unlike traditional games, the online world allows the industry to earn revenue when players play the same game over and over again. "Free gaming eliminates barriers to retail costs and registration fees, which have been a major hurdle for casual gamers," Mac-Airero said.  Game companies use the micro-trading model, which allows players to buy personal virtual products or upgrades to enhance the gaming experience, which reduces the player's spending because they can spend on their own budget. However, Mac-Airero found that the cost of the player in the game is comparable to that of the traditional game. The average player spends 29 dollars a month on the Facebook game, while the player spends 21 dollars a month to buy virtual products and upgrade free games.  These costs and casual players in the new host game average of 24 dollars a month to 27 dollars in the cost gap is small. The study said that because micro-transactions can easily be implemented on smartphones and tablets, they expect mobile gaming to expand industry revenues over the next few years. (Xiao Ming)
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