Social Gaming: Where Advertisers Fit In
2010, Oct 08
With over 500 million users, Facebook is
one of the largest online communities in the world. It's also one of the
leading platforms for social gaming online, an activity that has 56 million
users logging on the net on a daily basis. This market is growing rapidly
enough to have pushed online gaming past personal email to become the second
most popular activity online.
Advertisers in the US are already
taking advantage of this. Online retailers offer virtual currency/goods along
with every purchase made. Restaurants offer virtual currency for orders placed
online during a certain hour. Virtual currency and products
are finding favour
with those who play online games. However, while gamers lap up free offers,
gaming companies have found that only 3-4% of users are willing to pay for such
virtual currency/products. While it's in that 3-4% that gaming companies like
Zynga are profiting, the rest is still untapped potential.
This potential's being tapped right now by
Facebook, Target and Walmart; the two retail chains have tied up with the
social networking site to provide
Facebook credits, redeemable in games like
Mafia Wars and Farmville for special items. And Zynga's 200 million monthly
active users are expected to contribute to the profits that both Facebook and
Walmart will see from the sale of these credits. Other retailers, restaurants
and service providers are choosing to club these credits as offers on products,
meals and services.
India has a reported 81 million internet users, a figure that's predicted to rise, pushing it past Japan, which currently has the third highest number of users behind the US and China. A reported 41% of those users are online gamers. Facebook has beaten out the previous top social networking site, Orkut, with 20.9 million users as opposed to the latter's 19.9 million users in mid-2010.

Even children are being introduced to online gaming early on, with Disney's Club Penguin-recently launched in India-Chimpoo, and Togetherville, all encouraging children to network with their peers around the world. These sites also provide the necessary tools for parents to track their child's activity; Togetherville even links the child's page with their parents' Facebook pages.



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