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Facts Tagged With Social Gaming
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"Now is the best time to be an independent, especially on mobile, because you don't have the packaged goods costs, the distribution costs, manufacturing costs. You can reach customers directly, through digital or social media. It's a great time and market for an independent" - Rovio Stockholm creative director Patrick Liu Patrick Liu: "We could kill the industry if we don't get more inclusive"
"We're pleased that Q1  represented [Facebook's] largest three month quarter of games revenue to date, despite a 37 percent drop in year over year payments volume from our largest developer, as our other developers increased their payments volumes by almost 60 percent and we saw a record number of people playing games on Facebook" - Facebook CFO David Ebersman Facebook: Q1 game revenue up 12%, Zynga down 37% | GamesIndustry International
"The closest thing we've had to a mass market, frankly, has been the social and mobile spaces. From my perspective, television is the mass market and we're the fringe" - EA CCO Richard Hilleman EA: "Gaming isn't mass market yet" | GamesIndustry International
Social gaming revenue more than doubled between 2010 and 2011 and is expected to reach $6.2B globally in 2012 Gartner Says Worldwide Social Media Revenue Forecast to Reach $16.9 Billion in 2012
The mobile social gaming market in Japan was $3.26B in 2011, comprising $2.65B on feature phones and $0.61B on smartphones Latest Stats: Size Of Japan’s Social Game Market [Social Games] | Dr. Serkan Toto – Japan Social Games Consulting
Japan's social gaming market will be worth 400B yen in 2016 Social Games: Why GREE And Mobage Operator DeNA Monetize Better Tha...
Japan's social gaming market was worth US$1.4B in 2011 Social Games: Why GREE And Mobage Operator DeNA Monetize Better Tha...
The average social gamer in the US will spend an average of $51 in 2012, down from $78 in 2011 Social Game Audience Growth is Slowing in the U.S. - Study | Frank N. Magid Associates, Inc.
The Russian social gaming market will reach $110MM in 2012, up from $56MM in 2010 Social Network Games 2012: Casual Games Sector Report
The Brazilian social gaming market will reach $171MM in 2012, up from $100MM in 2010 Social Network Games 2012: Casual Games Sector Report
The Facebook gaming market will reach $2.79B in 2013, up from $1.31B in 2010 Social Network Games 2012: Casual Games Sector Report
Mobile social game revenues will reach $3.37B in 2014, up from $1.09B in 2011 Mobile Gaming 2012: Casual Games Sector Report
Twice as many U.S. consumers bought virtual goods in 2011 as in 2009, spending an average of 28% more each Virtual Goods Spending Topped $2 Billion In U.S. In 2011 | Frank N. Magid Associates, Inc.
U.S. virtual goods spending topped $2B in 2011, up from $1.8B in 2009 Virtual Goods Spending Topped $2 Billion In U.S. In 2011 | Frank N. Magid Associates, Inc.
Zynga has the top 5 most played games on Facebook, based on daily active users Zynga Reports Fourth Quarter and Full Year 2011 Financial Results
Social media games earned 2B in 2011, a 100% increase from 2010 TIGA & GIC HIGHLIGHT POTENTIAL OF CASUAL ONLINE GAMING WITH REPORT
The size of China’s paid online game market was 41.38B Yuan in 2011, a 17.5% increase over 2010 iResearch Released Data of China Online Game Market in 2011 - iResearch Consulting Group
The global social gaming market is estimated at $4.9B in 2011 and forecasted to grow to $8.4B in 2014 Social Network Games 2012 Casual Game Sector Report
The size of Japan's social gaming market is projected to be $2.66B in 2011, $3.28B in 2012, and 3.8B in 2013 Report: Japan’s Social Gaming Market To Balloon To $3.8 Billion In 2013 | Dr. Serkan Toto – Japan Web Consulting