Archive for the ‘bibliography’ Category

Researh Report on Social Games by GP Bullhound

April 20, 2010 Leave a comment

GP Bullhound has published a short research report on social games. The PDF report can be viewed here.

Looking forward, we believe growth drivers of the social gaming industry will be: i) Internet penetration, ii) social networking penetration, iii) gaming penetration, and iv) ARPU.

Growth in Internet penetration lays the fundamental building block for growth in the overall social gaming industry.  According to Forrester, the number of Internet users is expected to increase 3% to over 280 million users globally.  This equates to a global Internet penetration rate of 77%. We expect the growth in Internet penetration to flow directly downwards to social network penetration, and for social networks to continue to penetrate existing Internet users.  Accordingly, ThinkEquity predicts that by 2012, social network penetration will increase from 63% to 70%.

Again, we believe that social games will gain momentum with both new and existing social network users.  Estimates predict that social network users will grow by 10%, or 30 million users, within the next two years.

Lastly, we believe that strong ARPU rates will contribute to growth in the social gaming marketplace.  Although ARPU rates for social games currently lag behind their traditional game counterparts, we expect new payments initiatives will close the gap.  Facebook is currently testing a universal payments system, which would allow users to buy credits and spend them across multiple games.  A highly anticipated release, John Pleasants has equated this system to the impact of 1-Click Ordering for Amazon.


PopCap Games Publishes Research on Social Gaming

February 18, 2010 Leave a comment

PopCap Games has published a research concerning social games. The report is available here as PDF format.

Key Takeaways from page 57:

• Among the nearly 5,000 consumers who responded to the survey, more than 1,200 indicated they played games on social networking sites and platforms at least once a week

• Social game players average 43 years in age, with those in the US being significantly older (48) than those in the UK (38). Females are slightly more likely to play social games than males (55% vs. 45%).

• More than half (56%) have been playing social games for at least one year, with fun and excitement (53%), stress relief (45%) and competitive spirit (43%) being the primary reasons cited for playing social games.

• The majority (95%) play social games multiple times a week and log into Facebook or another site specifically to play social games about half of the time.
• 62% play social games with personal (real world) friends, while 43% play with a relative. The majority (76%) play with people their own age (+/- 10 years).
• Beyond the social interaction of social game playing people, like the competitive nature the most (59%), followed by the interactive game play (49%) and the opportunity to win prizes (35%).

• A combined 57% rely on word of mouth to learn about new games, followed by 38% who learn about new games from ads on the social networking sites. Those in the US rely more on recommendations, than those in the UK.

• Social gamers have played an average of 6.1 different social games. Half of those who have played PopCap’s Bejeweled Blitz feel it is more fun than other social games, 43% said it is more fast paced and 32% said it feels more like a pure game experience.

• The majority of social game players have reconnected with old friends, classmates and relatives as a result of playing games on social networking sites, while others have met new people who they continue to play games with in addition to corresponding and in rare cases meet in person.

Thanks to Hannamari for spotting this!

Have a nice day.

Fun in Functional 2009

May 29, 2009 Leave a comment
Here is an presentation from Amy Jo Kim (PhD)
Putting the Fun in Functional
Applying Game Mechanics to Social Media