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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


Games on social networks became a billion dollar business in 2010, enabling the market’s big developers to secure significant investments and pursue sizable exits. Now that Zynga has clearly established itself as the 800 pound gorilla, EA/Playfish are bringing more IP to market, and Playdom is being integrated across Disney, what opportunities remain for other small and medium sized social game developers in 2011?

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.

About the Report

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

  1. Overview of the competitive landscape – Over the past year, the social gaming industry has been shaped and reshaped by enormous growth, market consolidation, and changes to payments and monetization brought on by the spread of Facebook Credits. What kind of competitive landscape and new opportunities should today's developers anticipate in the year ahead?
  2. Profiles of key players – Companies like Zynga, EA / Playfish, and Disney / Playdom are regular topics in business news, but social gaming is an industry with dozens more key players whose rivalry and innovation are determining what the industry will look like in six and nine months. This section presents detailed, original profiles of the middle market companies to watch in 2011.
  3. Developer perspectives on the key issues – The responses in this section have been curated to reflect the diversity of viewpoints in today's vibrant social gaming industry, and cover the following areas:
    • Distribution
    • Monetization and credits
    • Game design and development
    • Fundraising

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:

  • A detailed overview of the current state of the industry
  • Specific estimates on market size by segment
  • Diagnosis of key opportunities and issues by segment

Join The Annual Membership

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.

About the Authors

charles-hudson-headshotCharles Hudson

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.

justin-smith-headshotJustin Smith

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.