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Get the Annual MembershipGet Annual Membership (Includes Report + 3 Additional Quarterly Issues): $2,495
OR Buy The Single Report: $995
All pre-ordered reports will be delivered on June 14, 2011.
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 2011 By Justin Smith and Charles Hudson Contact: mail AT insidevirtualgoods DOT com
That's why we're excited to announce today a new original study in our Inside Virtual Goods series by co-authors Justin Smith and Charles Hudson 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 2011. 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 2011 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 2011 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 2011 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 I. Methodology and Respondents Index of Charts and Graphs
Appendix
More Data, More Actionable Insights In 2009 and 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 as the industry continues to mature. 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.
Venture Partner, SoftTech VC, CEO and Co-Founder, Bionic Panda Games Charles Hudson is a Venture Partner with SoftTech VC and the CEO and Co-Founder of Bionic Panda Games, a mobile games company based in San Francisco, CA. Until February 2010, he was the VP of Business Development for Serious Business, a leading producer of social games. Zynga acquired Serious Business in February of 2010. Prior to Serious Business, Hudson worked at Gaia Interactive, Google, IronPort Systems, and In-Q-Tel. Hudson also founded Third Power LLC, a conference and events company that was acquired by WebMediaBrands. Charles holds an MBA and BA from Stanford University.
Founder, Inside Network Justin Smith is the founder of Inside Network, the first service dedicated to providing news and market research to the Facebook platform and social gaming ecosystem. Justin leads Inside Network's analyst services, manages Inside Network's AppData service, and serves as co-editor of Inside Facebook and Inside Social Games. Inside Network was acquired by WebMediaBrands (NASDAQ:WEBM) in May 2011. Prior to Inside Network, he was Head of Product at Watercooler, now Kabam, a leading social game developer 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, where he was a Mayfield Fellow and a recipient of the Terman Award in Engineering. |