Today, February 3rd, game developer Paladin Studios has launched EnerCities. It is an online game in which players are challenged to build a sustainable city. It will run online (www.enercities.eu) and on Facebook, and is available in six European languages. The game is part of an educational platform dealing with energy issues, backed by European Commission funding of €1 million. (more…)
Gaming for a better future – EnerCities… a city builder which aims to educate players about energy issues.In 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?
(Social) Gaming – significant numbers & the next level

