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Join the Annual MembershipJoin the Annual Membership (Includes Report + 3 Additional Quarterly Issues): USD $2,495
OR Buy the Single Report: USD $995
Recent Press Coverage of Inside Virtual Goods:
Inside Virtual Insanity
Sales of virtual goods boom in US
Money for Nothing: The serious business of pretend products
Trading in online virtual goods set to top $1bn
Virtual goods continue to make (real) serious money
Game Developers Respond to Facebook's New Virtual Currency
Why sales of virtual goods are soaring
Virtual Goods To Reach $1 Billion In 2009
Social gaming to generate more than half the $1.6 billion virtual goods market
Virtual goods sales to hit $1 billion in 2009 as social games pay off big
Consumers are spending lots of real money on virtual goods
Money for nothing: Sales of imaginary 'virtual gifts' approach $1 billion
Virtual goods make for real cash
Report: U.S. Virtual Goods Market to Hit $1 Billion This Year
Report tracks the rise of virtual goods in the U.S.
The true value of virtual goods
Wie Social Games Bedurfnisse schaffen
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Inside Virtual Goods Profiling the Social Gaming Middle Market 2011 By Justin Smith and Charles Hudson Contact: mail AT insidevirtualgoods DOT com
Inside Network is proud to announce a new original research report by Justin Smith and Charles Hudson profiling social gaming developers outside the largest, most established companies. Inside Virtual Goods: Profiling the Social Gaming Middle Market 2011 presents interview results from today’s most influential small and mid-sized developers aside from larger players Zynga, Playfish, Playdom, CrowdStar, and Kabam. As social gaming matures, which companies will make up the next class of market-changing developers? How will user acquisition and monetization be affected by the expansion of, and broader changes to, the Facebook ecosystem? Inside Virtual Goods: Profiling the Social Gaming Middle Market 2011 provides direct insight from promising leaders in this industry. Inside Virtual Goods: Profiling the Social Gaming Middle Market 2011 shares insights from over two-dozen developers into key questions facing social gaming in 2011.Justin Smith and Charles Hudson have conducted several months of original research comprising interviews with developers and entrepreneurs in social gaming. This edition of Inside Virtual Goods will present exclusive interview results from the developers themselves, preceded by original profiles of all companies included in the survey. Social gaming is among today’s most competitive areas in technology; specific responses have been anonymized to encourage authentic, critical response. What We Cover
See the full table of contents below: Table of Contents
Index of companies profiled: 50 Cubes, 6waves, A Bit Lucky, Casual Collective, Cie Games, Digital Chocolate, Five Minutes, Funzio, Gaia Online, GameHouse, GSN, Happy Elements, iWin/Backstage, Lionside, Lolapps, Metrogames, MindJolt, OMGPOP, PopCap, RockYou, Social Point, TheBroth, Ubisoft, Wooga, ZipZapPlay New Insights on the Competitive Landscape In 2010, social games began to show what kind of value can be created on top of social networks. 2011 will be an even more important year. The social gaming market is evolving rapidly against a backdrop of shifting challenges, and still-emerging opportunities -- social gaming will be this year’s industry to watch. If you’re involved, or are considering jumping in, Inside Virtual Goods will be one of your most important tools. One year of original research delivered on a quarterly basis is USD2,495 and contains:
Get Annual Membership (Includes Report + 3 Additional Quarterly Issues): USD $2,495 OR Buy Single Report: USD $995 The annual membership, which includes the report and three additional quarterly updates, is USD $2,495. Or, you may purchase just this report for USD $995.
Former VP Business Development, Serious Business Charles Hudson is the former VP of Business Development for Serious Business, a leading social games developer on the Facebook platform. Prior to Serious Business, he was formerly the Sr. Director for Business Development at Gaia Interactive, a leading online hangout for teens. Prior to Gaia, Charles worked in New Business Development at Google and focused on new partnership opportunities for early-stage products in the advertising, mobile, and e-commerce markets. Prior to joining Google, he was a Product Manager for IronPort Systems, a leading provider of anti-spam hardware appliances that was acquired by Cisco Systems for $830 million in 2007. Charles holds an MBA and BA from Stanford University. Founder, Inside Network Justin Smith is the founder of Inside Network, the first company dedicated to providing news and market research to the Facebook platform and social gaming ecosystem. Justin leads Inside Network's Inside Virtual Goods and AppData research and data services, and serves as co-editor of Inside Facebook and Inside Social Games. Prior to Inside Network, he was formerly Head of Product at Watercooler, one of the leading application and game developers on the Facebook Platform. Prior to Watercooler, Justin was an early employee at Xfire, the largest social utility for gamers, which was sold to Viacom in 2006. Justin holds a degree in Computer Systems Engineering from Stanford University. |