Agora Media Group Innovation Blog » Social Gaming » (Social) Gaming – significant numbers & the next level
(Social) Gaming – significant numbers & the next level
in Social Gaming by Gianluigi Cuccureddu SMP on January 31st, 20105 CommentsIn an informative five minutes on Discovery Channel, numbers were presented on the Gaming industry.
Gaming is increasingly becoming a lucrative and competitive market with a huge global target audience.
The fastest growing entertainment industry, is indeed Gaming.
Figures compared to other industries (global turnover on the first day):
Game: Grand Theft Auto 4: $210 million
Game: More than 400.000 copies are reserved for the new Mario Bros game.
Book: Harry Potter (which part was not mentioned): $140 million
Movie: (forgot which one): $40 million
In terms of usage, FarmVille -which is the biggest Social Game on Facebook of 2009- has a whopping 27,5 million daily active users and a 72,9 million monthly users!
Gaming becomes more and more intertwined within our global culture, gaming often is a social event where people gather to play a game which they all fancy.
The Wii took this to the next level, by appealing to the conventional-non-gamers and attract them to game together with an innovative console, taking away perceived risks of this new target group.
As mentioned before, the Gaming industry is the fastest growing, and technology enablers will only push the growth further. Cross-media Social Gaming is the next step, take FarmVille, Mafia Wars or any other kind of Social Game and take it to the television.
The Wii already does this with Mario Kart, enabling players all over the world to game with each other through Internet connection.
By enabling Social Gaming as well through the television, the experience itself can be magnified by adding more features which relate better to the television device than the computer, therefore enhancing and creating new cross-media experiences.
The (social) Gaming industry will grow, diffuse amongst core-gamers and non-core-gamers, within daily lives and within our socially morphing framework.
What do you see as important developments and trends for the Social Gaming industry?
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game mechanics are built into so many social tools that the lines between game, social network, application, work are bluring. Look at Foursquare, Gowalla, or even Yelp, all using game mechanics to drive user behavior. Amy Joe Kim at Shufflebrain has done a great deal of work on this, take a look at this presentation:
http://experiencecurve.com/archives/putting-the-fun-in-functional-game-mechanics-and-social-media
Karl,
Interesting building blocks (mechanisms) to create games.
Thanks for sharing.
Indeed, the lines are becoming blurry, this is increased by the blurring target groups as well, which then again are attracted to these new ‘games’.
Speaking on a platform level (xbox360, ps3, etc), with the increased social functions of these consoles like chat, text, group parties and the like, multiple generations of gamers can find value in pluggin’ in.
I played Madden 2010 with my 40+ yr old uncle, and Call of Duty Modern Warfare with my teenage cousin in the same night, all while being able to chat via headset.
No longer will people who play daily be automatically pigeonholed into being reclusive gamers, as they are interacting with other real-life folks constantly (now if that interaction consists of nothing more than cursing, making annoying noises and badgering just remember… there’s always a rotten apple in the bunch).
Definately, gaming replaces or complements other social activities.
Gaming can be the reason for social activity or simply a result from social activity which is initiated by it.