Refine Your Results:
Topic
Technology
General Technologies
Specific Technologies
Region
Asia
Country
Eurasia
Europe (Western)
North America
Region
Industry
Consumer
Age
Gender
Generation
Company
Source
Facts Tagged With Social Gaming
1-20 of 25 results
About 85% of US social game players acquired in Q3 2012 quit playing after the first day
Playnomics Quarterly US Player Engagement Study
17.1MM Turkish gamers play social network games, compared to 21.2MM for PC or Mac games, 16.2MM for casual games, 15.1MM for mobile games, and 10.6MM for console games
Infographic Turkey
Turkish gamers spend 22% of their total daily gaming time playing PC or Mac games, 23% social games, 15% mobile games, and 12% console games
Infographic Turkey
Kongregate's average revenue per users is 60% higher than Facebook's for games on both platforms
Core Games, Real Numbers: Comparative Stats for MMOs & Social Games
62% of U.S. mobile gamers play social games, compared to 53% for action, 40% for puzzle and 28% for casino-style games
Where People Play
15MM consumers purchased virtual goods using Facebook Payments in 2011
Amendment No. 2 to Registration Statement on Form S-1
The worldwide revenue generated from the sale of virtual goods on social networking sites, online worlds, and casual games will be $15B in 2014
Amendment No. 2 to Registration Statement on Form S-1
The worldwide revenue generated from the sale of virtual goods on social networking sites, online worlds, and casual games increased from $2B in 2007 to $7B in 2010
Amendment No. 2 to Registration Statement on Form S-1
50% of U.S. online males 24 and under bought virtual goods in 2011, compared to 15% of females of the same age
Virtual Goods Spending Topped $2 Billion In U.S. In 2011 | Frank N. Magid Associates, Inc.
70% of U.S. online gamers who have not purchased virtual goods say they might be willing to do so
Virtual Goods Spending Topped $2 Billion In U.S. In 2011 | Frank N. Magid Associates, Inc.
26% of U.S. online gamers have purchased virtual goods as a gift
Virtual Goods Spending Topped $2 Billion In U.S. In 2011 | Frank N. Magid Associates, Inc.
U.S. consumers who purchase virtual goods spend an average of $64 per year, with 12% spending $100 or more
Virtual Goods Spending Topped $2 Billion In U.S. In 2011 | Frank N. Magid Associates, Inc.
35% of U.S. online gamers have purchased virtual goods, up 50% from 2010
Virtual Goods Spending Topped $2 Billion In U.S. In 2011 | Frank N. Magid Associates, Inc.
25% of U.S. online consumers purchased virtual goods in 2011, up 100% from 2009
Virtual Goods Spending Topped $2 Billion In U.S. In 2011 | Frank N. Magid Associates, Inc.
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.
63.6% of social media users who follow brands play Zynga games
The State of Social Marketing 2011 – 2012