Social Network Gaming - US - November 2011
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Based on Mintel’s consumer research about one in five adults played online games in the 30 days prior to their interviews in 2011, and according to Nielsen, an estimated 10% of time spent online is devoted to playing games—proof that online gaming is a source of entertainment for many adults. Yet only about one third of adults who play games on social networks or online sites spend money to play them. Advertising will continue to be an important revenue source for realizing the value of those who play for free, while an increase in the share of gamers who buy virtual goods or make other in-game purchases will prove critical for revenue growth going forward.
Facebook is the most popular social network gaming site. Yet despite enthusiasm about the power of social networks, the majority of adults who play games on social networks or online portals play alone most often. Changing this dynamic will be a critical component in the next phase of social game development. In this report, Mintel examines the growing social network/online portal gaming market, and answers the following questions:
This report will give you a complete 360-degree view of your market. Not only is it rooted in robust proprietary and high-quality third-party data, but our industry experts put that data into context and you’ll quickly understand:
What They Want. Why They Want It.
Who’s Winning. How To Stay Ahead.
Size, Segments, Shares And Forecasts: How It All Adds Up.
New Ideas. New Products. New Potential.
Where The White Space Is. How To Make It Yours.
What’s Shaping Demand – Today And Tomorrow.