成人小说亚洲一区二区三区,亚洲国产精品一区二区三区,国产精品成人精品久久久,久久综合一区二区三区,精品无码av一区二区,国产一级a毛一级a看免费视频,欧洲uv免费在线区一二区,亚洲国产欧美中日韩成人综合视频,国产熟女一区二区三区五月婷小说,亚洲一区波多野结衣在线

立即打開
How gaming became the future of social media

How gaming became the future of social media

Patricia Sellers and JP Mangalindan 2010-08-05
Gaming is already wildly popular. A recent spate of deals with Google, Disney, and Gamestop, suggest that social games have the promise to be wildly profitable, too.

????FarmVille. Mafia Wars. Pet Society. With their collective userbases numbering in the hundreds of millions, social gaming is as ubiquitous and mainstream as primetime TV programming.

????But for years that wasn't the case -- skeptics disregarded social games, with their Super Nintendo-like graphics and simplified gameplay. Despite early successes like Diner Dash, which game maker PlayFirst announced raked in $35 million revenue almost two years before FarmVille came along, social gaming was branded a fad. Only when Zynga's farming simulator skyrocketed to success and eventually enlisted a whopping 80 million active monthly users paying for virtual goods like tractors, fuel, and animals, would potential investors say otherwise.

????Now, not only are those same investors taking social gaming seriously, they're negotiating for a piece of the action. Google reportedly (GOOG) invested anywhere between $100 and $200 million dollars in Zynga, the maker of games like FarmVille, Mafia Wars, and Zynga Poker. The company has reportedly raised around $500 million in the past year, including $150 million from Softbank Capital and $180 million from Digital Sky Technologies and Tiger Global.

????Earlier this week, the social gaming love continued: Walt Disney (DIS), which had picked up iPhone gaming start-up Tapulous earlier this month for an unspecified amount, also bought Playdom Social Games, announcing it will pay as much as $763 million -- $563 million upfront and $200 million more if the company behind Facebook games like Sorority Life and Social City reaches certain unannounced growth targets. What's more, Gamestop (GME) purchased online-game maker Kongregate, signaling the retail category killer desire to (finally) capitalize on social gaming's success.

????What's the attraction? Attendees of Fortune Brainstorm Tech this past weekend heard earfuls about how social games are transforming media and the Internet. Activision Blizzard (ATVI) CEO Bobby Kotick, who has been playing in the video-game field for two decades, noted that 29% of kids and teens today multi-task while watching TV.

????Many media conglomerates see that videogames are an ever-growing piece of the average consumer's leisure activity — and want to get in on them. Games like Zynga's new FrontierVille broke records when it claimed 20 million users in 36 days. In contrast, nearly four years passed before the massive online multiplayer role-playing game World of Warcraft could claim 11 million active players. Hence, the opportunity for interlopers to deliver content on platforms beyond TV and the desktop computer.

????Ideally, this will be paid content. This would include products consumers shop for -- maybe via games while they watch TV. "It's a great time for e-commerce again," speculated Demand Media CEO Richard Rosenblatt. Another Brainstorm attendee, Los Angeles-based venture capitalist Dana Settle of Greycroft Partners, said that she jotted down in her notebook: "Interactive TV really is here."

????Games happen to be the most clever and efficient way to get Internet users to provide credit card info. "Games are the path of least resistance," said Keith Rabois, VP of strategy and business development at Slide, an online game-and-entertainment company launched in 2005 by PayPal co-founder Max Levchin. Turns out, 55-year-old women are the most lucrative gamers for companies like Slide. They spend gobs of real money on virtual gifts... maybe because they're bored by TV?

????Social gaming also presents a much more profitable model than traditional video games ever did. Because old-school games require an initial purchase fee, publishers were effectively capping their revenue stream, notes analyst Scott Steinberg, founder of GameExec magazine and Games Industry TV. Comparatively, social games are free-to-play right out of the gate and therefore initially more accessible, making money via the micro-transaction model: small fees for virtual goods for additional content like new levels of play, exclusive characters, and so on. According to Steinberg, publishers (and their investors) can actually make more money this way. Moreover, in free-to-play games, he sees more users becoming 'super users' who easily spend hundreds of dollars on a particular product. Says Steinberg: "From a publisher's perspective, that's a hell of a lot more attractive than spending $15 a month for an all-you-can-eat buffet of content."

掃描二維碼下載財(cái)富APP
狠狠躁天天躁夜夜躁婷婷| 亚洲熟妇无码另类久久久| 毛多水多高潮高清视频| 越看越湿的啪啪的小说免费| 久久精品国产精品亚洲综合| 男人j桶女人p免费视频| 女同国产精品一区二区| 99久久久国产精品免费电影影片| 亚洲国产成人精品区综合| 女人18毛片免费A级毛片高潮| 亚洲精品无码aⅴ中文字幕蜜桃| 亚洲日韩成人久久Av免费高清| 精品一区二区三区无码免费视频| 久草福利在线视频| 久久精品国产亚洲AV无码娇色| 国产在线无码视频一区| a级情欲片在线观看| 午夜a级理论片在线播放| 亚洲日产乱码一二三区别| 国产精品女人精品久久久天天| 国产精品成人一级黄国产黄三级看| 内射白浆一区二区在线观看| 一本一道久久A久久精品综合| 国产女人乱人伦精品一区二区| 亚洲AV永久纯肉无码精品动漫| 国产福利不卡一区二区三区| 越看越湿的啪啪的小说免费| 亚洲欧美一区二区三区| 丁香花在线影院观看在线播放| 成人区人妻精品一区二区不卡| 久久久久久久综合色一本| 国产精品视频白浆免费视频| 免费国产A国产片高清| 午夜无码免费福利视频网址| 中文综合无码一区二区三区| 放荡的美妇在线播放| 国产综合亚洲专区在线视频免费| 久久久久国产精品无套专区| 色综久久综合桃花网| 精品一区二区三区免费视频| 日韩一区无码高清|