Business Insights的消费者技术分析师Richard Absalom表示，社交游戏的主力军是女性玩家，这一群体占全球社交游戏用户的56%，他们的调查还显示，中年妇女对社交游戏最有兴趣，这其中又以30至59岁年龄段的女性最为典型，而那些18岁以下的群体对社交游戏并没有这么大的热情，他们更倾向于体验其他类型的电脑游戏。
Playing games with middle-aged women: The $4bn Social Gaming explosion
Bharatbook.com announces the launch of “The Future of Social Gaming”More than 600 million people played games over social networks in 2010(http://www.bharatbook.com/detail.asp?id=169850&rt=The-Future-of-Social-Gaming.html ), generating a social gaming market worth $1.5 billion according to latest research from independent analyst, Business Insights.
By 2015, Business Insights is predicting that this relatively new market will be worth $4 billion, as the number of players steadily rises and companies learn how to make more money from each player. In fact, by this date, more than 50% of all people in Japan, South Korea and the UK will play social games.
Richard Absalom, consumer technology analyst at Business Insights, comments: “Famously, social network gaming is majority-female – our research suggests that 56% of players worldwide are female.
Our research also shows that middle-aged groups are most attracted to social gaming – people between 30 and 59 years old are over-represented, whilst under 18s are less likely to engage in social gaming than they are in other computer gaming activities.”
There are three main models for social games to generate revenue: advertising/sponsorship; the sale of virtual goods; and pay-to-play or subscription-based content. The current average revenue per user (ARPU) for social games players globally is $2.60 a year. This is expected to rise to $3.70 a year by 2015, with far larger rises across each individual country being offset by an adverse revenue mix as the proportion of players in developing countries increases.
Absalom adds: “This is great news for social networks as social gaming is proving to be an important way for them to monetize their user bases – and, more widely, is one of the few areas where a successful model has been created in persuading consumers to make small payments for online content”.
The proportion of total social networking revenues generated by social gaming will increase, from 22% in 2010 to 29% in 2015. （source:prlog）