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Amid booming consumer spend on PC social networking games in 2010, Zynga managed to protect its market share lead over the other top operators, based on the success of its CityVille and FarmVille offerings, new IHS Screen Digest research indicates.
Consumer spend on Zynga’s PC social networking games and its revenue from lead generation and advertising activities amounted to $ 544 million in 2010, giving it 39.1 % share of the global market, a 4.2 %age point increase over 2009. This represented the largest increase among the Top 5 operators.
The market sizing of PC social network games combines consumer spend on both microtransactions and operator revenues that have been derived from lead generation and advertising.
“During 2010 Zynga played a central role in expanding the size of the PC social networking games market, attracting millions of new users with its popular titles offered through Facebook,” believes Piers Harding-Rolls, head of games for IHS. “Near the end of the year, the company offered a new title, CityVille, which broke records for monthly active users. The success for CityVille had a positive impact on other Zynga games, particularly FarmVille, which achieved growth in its user base in late 2010 after experiencing steady declines during the rest of the year. Meanwhile, Zynga’s strategy continues to deliver in monetizing its offerings more aggressively through analytics-driven design and to acquire users from within its other games.”
Zynga’s closest competitor, No. 2-ranked Playfish, owned by Electronic Arts Inc., suffered a significant decline in market share of 3.8 % 2010. Nonetheless, consumer spending on its properties still grew 42 % during the year.
No. 3-ranked Playdom Inc., which is now owned by Disney, managed a 0.6 % increase in market share, reflecting a strong start to the year despite a second half that saw its MAUs decline steadily.
The global market for PC social networking games, including consumer spend on microtransactions and operator revenue from lead generation and advertising, amounted to $ 1.4 billion in 2010.
Beyond Zynga’s success with CityVille, market growth was driven by operator adaptation to changes in Facebook’s user notification policies, which undermined the cheap viral marketing success of the market so rampant in 2009. Operators also concentrated their efforts on improving user engagement and monetization in effect targeting better lifetime value from existing users, rather than commercial growth delivered purely through market expansion.
Outside Facebook, growth was driven by the continued adoption of games content from other social networks across all regions. These developments helped the games market outperform forecasts.
“Overall, 2010 was a year of strong expansion for the market,” Harding-Rolls observed. “Although growth moderated as expected following a muted start to 2010 for Facebook games, market performance in the second half of the year picked up, and revenue and user growth convincingly outperformed expectations.”
The market will expand at a compound annual growth rate of 15 % from 2010 to 2015, although annual growth rates will slow during the coming years compared to the blistering expansion in 2009 and 2010.
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Subscribe to France 24 now: http://f24.my/youtubeEN FRANCE 24 live news stream: all the latest news 24/7 http://f24.my/YTliveEN What impact does social media apps have on our daily lives and on our psyche? In this edition, we take a look at how big companies are using your posts to push you to buy more and how doctors are now warning the excessive use of apps could lead to depression. And, in TEST24, after the Nintendo NES, we try another vintage console – the Atari Flashbash 8 Gold. http://www.france24.com/en/taxonomy/emission/19928 Visit our website: http://www.france24.com Subscribe to our YouTube channel: http://f24.my/youtubeEN Like us on Facebook: https://www.facebook.com/FRANCE24.English Follow us on Twitter: https://twitter.com/France24_en
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Hello everyone. This very short tutorial is to show you how easily you can import your contacts from other social media from Cutezap; a social networking software. You can import from Gmail, Facebook, Yahoo, Twitter, Live/Hotmail and other biggest social media sites. However, this tutorial concentrates on importing contacts from gmail.
Social Media Free and Living Life at Her Own Pace: Nadia
We traveled to Londons Southbank Centre to conduct Whats Underneath interviews as an open call in a public setting. We werent sure what to expect, but eager participants stepped up to share their stories as an audience accumulated. Watch six women strip down and open up in our first ever Open Call. Ive watched all these women on your channel for so many years. So I decided to do it, and just be brave. Content to move through the world at her own pace and with her own priorities, Nadia is a singular millennial, rejecting the constant noise of social media and content to nurture friendships offline. When she started suffering from debilitating anxiety attacks, experiencing up to 11 a day, the guilt she felt for having them even though nothing in particular was wrong plunged her into depression. But her struggles have helped her to see her freest self. In a telling example of her attitude toward forging personal connections, she came back the next day after her interview to bring us an incredibly beautiful handwritten and hand-illustrated note thanking us for the experience in a way that makes all of our efforts feel so completely worth it. Subscribe to StyleLikeU: https://www.youtube.com/subscription_center?add_user=stylelikeu StyleLikeU is led by mother-daughter duo Elisa Goodkind and Lily Mandelbaum, who are bound by the desire to uncover whats underneath personal style. Through candid, docu-style interviews with empowered individuals, StyleLikeU is building a world where getting dressed each morning is an act of self-love. WATCH NEXT: The Whats Underneath Project: https://www.youtube.com/playlist?list=PL_jxFaykzU8CSjCdSJamAv6Yh_S48prrm Connect with StyleLikeU: Newsletter: http://eepurl.com/9wJ_b Instagram: https://www.instagram.com/stylelikeu/ Facebook: https://www.facebook.com/stylelikeu Twitter: https://twitter.com/StyleLikeU Tumblr: http://stylelikeu.tumblr.com/ Produced by Elisa, Lily, and Mona Edited by Cassandra V.H. Peterson Buy Our New Book, True Style Is What’s Underneath: The Self-Acceptance Revolution: https://www.amazon.com/True-Style-Whats-Underneath-Self-Acceptance/dp/0789332868?_encoding=UTF8&psc=1
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Profound changes are occurring throughout Asia with respect to how consumers interact with mobile media. For example, the mobile phone has leapfrogged the PC and video game consoles as smartphone users are now by far the most avid consumers of mobile games. Mobile gaming is a key VAS application in the Asian market where growth is expected at 21.5% CAGR to 2019 reaching at total of US $ 40.2 billion.
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Mobile Gaming Asia: Market and Forecast Analysis, Third Edition is must have research for anyone focused on mobile gaming and/or VAS applications in Asia. This report represents a comprehensive analysis of mobile gaming opportunities in Asia. It provides insights into the mobile gaming business and analysis of current limitations, challenges, and opportunities.
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The report evaluates current and future mobile gaming technologies, new media and its dynamics with mobile gaming business. The report includes mobile game development studios, publishing companies including local app stores and social networks, gaming economy management companies, mobile gaming business model and drivers, and market analysis globally, by country, and Asia specifically. This edition further expands upon the second edition to add the following:
Wearable influence on mobile gaming prospect Local application stores and game network analysis Mobile gaming investment outlook and projections for 2014 – 2019 Mobile gaming service and economy management provider analysis In-depth analysis on mobile gaming market entry and success strategies All purchases of Mind Commerce reports includes time with an expert analyst who will help you link key findings in the report to the business issues you’re addressing. This needs to be used within three months of purchasing the report.
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Game Portal Companies Mobile Network Operators Game Exporter / Importers Social Media Service Provider Mobile Handset Manufacturers Mobile Application Developers Location-based Service Providers Brand/Product/Service Advertiser Game Distributors and Aggregators M-commerce Application Developers Mobile / Online Gambling Companies
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Identify leading applications by category and OS Learn strategies of leading app development companies Effective mobile game monetization methods and metrics Demographics and game play behavior of Asian mobile gamer Recommended actions for mobile gaming value chain partners Wearable technology influence on mobile gaming prospect in Asia Strategies followed by Asian mobile carriers in response to mobile gaming Mobile gaming Asia market trend including growth drivers and market forces Strategies for successful gaming programs learned from country case analysis Implications of Asian legal and social ecosystem on mobile game ecosystem and outlook Market value and gaming projections over 2014 – 2019 split by region, country, and value chain partners Learn monetization strategies including in-game transactions, advergaming, augmented reality, gamification, and more Analysis of strategies of successful mobile game developers and publishers, emerging game networks, app store vs. alternatives
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