Research and Markets: Social Gaming: Marketers Make Their Move

DUBLIN--()--Research and Markets (http://www.researchandmarkets.com/research/5eb009/social_gaming_mar) has announced the addition of eMarketer's new report "Social Gaming: Marketers Make Their Move" to their offering.

Social gaming exploded in 2010, with 24% of internet users lured by addictive apps like FarmVille. Marketers are also feeling the pull and have opportunities to experiment with a sizeable and engaged audience.

Social gaming exploded in 2010. Lured by addictive apps such as Zyngas FarmVille, 53 million US internet users, or 24% of the online audience, played social games at least once a month in 2010. That is a spectacular number considering that this form of gaming took off in earnest less than two years ago.

The next two years will continue to produce increases in the social gaming audience. By 2012, there will be 68.7 million social gamers in the US, representing 29.5% growth from 2010.

Revenues from social gaming will also follow a healthy growth track. In 2012, US revenues will rise to $1.32 billion, from $856 million in 2010.

For marketers, the sizeable audiences and growing revenue pie spell opportunity. Companies in many industries are tapping into social gaming through branded virtual goods, offers, ads and campaigns that combine digital and real-world items. Experimentation will continue as the market develops and companies seek the best fit for their brands.

Traditional game developers, media giants and internet firms are also investing in social gaming. Most of the top social game publishers received large capital infusions or were acquired in the past 18 months, signaling a consolidation phase that will likely continue into 2011.

The runaway success of social gaming has led to concerns over a potential backlash. While eMarketer acknowledges this possibility, we remain optimistic that this market will continue to grow through at least 2012, albeit at a more modest pace than over the past two years. For brand marketers, the next two years will be a great time to gain insights about tapping this vibrant segment of the gaming universe.

Key questions this report answers:

  • What is driving the growth in US social gaming audiences and revenues?
  • What are the top social games and publishers?
  • How are social games monetized?
  • What opportunities and challenges do social games present for marketers?
  • How can marketers tap into the social gaming audience?

Key Topics Covered:

  • Executive Summary
  • Key Questions
  • The eMarketer View
  • Key eMarketer Numbers: Social Gaming
  • The Social Game Audience
  • Audience Size
  • Demographics
  • Top Games and Publishers
  • Profile of Select Social Game Publishers
  • Top 15 Games on Facebook, Ranked by Monthly Active Users Worldwide, Jan 2011
  • Social Gaming Timeline, 2005-2010
  • The Business of Social Gaming
  • Virtual Goods
  • Lead-Generation Offers
  • Advertising
  • Opportunities and Challenges for Marketers
  • Case Studies: Branding Opportunities in Social Games
  • Coca-Cola in Zyngas Caf World
  • USA Networks Club Psych
  • Disneys TRON: Legacy Environment in Booyahs Nightclub City

Companies Mentioned:

  • BlogHer
  • Business Insights
  • eMarketer
  • Inside Network
  • Inside Social Games
  • Ipsos OTX
  • iVillage
  • Lightspeed Research
  • Newzoo BV
  • NPD Group
  • Piper Jaffray & Co.
  • PopCap Games
  • ThinkEquity LLC
  • Trendstream
  • TRUSTe
  • Virtual Greats
  • Viximo

For more information visit http://www.researchandmarkets.com/research/5eb009/social_gaming_mar

Contacts

Research and Markets
Laura Wood, Senior Manager,
press@researchandmarkets.com
U.S. Fax: 646-607-1907
Fax (outside U.S.): +353-1-481-1716

Contacts

Research and Markets
Laura Wood, Senior Manager,
press@researchandmarkets.com
U.S. Fax: 646-607-1907
Fax (outside U.S.): +353-1-481-1716