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Get the Annual MembershipGet Annual Membership (Includes Report + 3 Additional Quarterly Issues): $2,495
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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 Spending and Usage Patterns of the Social Gaming Audience By Justin Smith and Charles Hudson Contact: mail AT insidevirtualgoods DOT com
That's why we're excited to announce today a new exclusive original study in our Inside Virtual Goods series that is exclusively focused on spending and usage patterns in the social gaming market, entitled Inside Virtual Goods: Spending and Usage Patterns of the Social Gaming Audience. It will be released on Tuesday, June 22, but is available for discount pre-order now. Most of the studies on player spending and usage patterns in social games over the last year have actually been conducted by industry vendors. Inside Virtual Goods: Spending and Usage Patterns of the Social Gaming Audience is our exclusive independent look at the virtual goods spending and behavior patterns of social game players on Facebook - data you won't find anywhere else. Inside Virtual Goods: Spending and Usage Patterns of the Social Gaming Audience gives you an inside view of the market at this critical juncture in the intersection of social networking and online games. We have surveyed nearly 2,000 players of social games on Facebook from around the world and across the demographic spectrum. Inside Virtual Goods: Spending and Usage Patterns of the Social Gaming Audience is the most in-depth independent survey of player behavior and spending patterns in the social gaming market. What We Cover
See the full table of contents below: Table of Contents
More Data, More Actionable Insights In 2009, social games began to show what kind of value can be created on top of social networks. 2010 will be an even more important year. Social gaming, powered by virtual goods, is 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 $2,495 and contains:
Get Annual Membership (Includes Report + 3 Additional Quarterly Issues): $2,495 The annual membership, which includes the report and three additional quarterly updates, is USD $2,495. Alternatively, you can just download this report for USD $995.
Former VP Business Development, Serious Business & Host, Virtual Goods Summit Charles Hudson is the former VP of Business Development for Serious Business, a leading social games developer on the Facebook platform. In addition to his work at Serious Business, Charles Hudson organizes two of the leading conferences in the social gaming and free-to-play games industries, the Social Gaming Summit and Virtual Goods Summit. 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 serves as co-editor of Inside Facebook and Inside Social Games, and manages Inside Network’s AppData and PageData services as well. Prior to Inside Network, he was formerly Head of Product at Watercooler, one of the leading application 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. |