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A brief history from the biggest virtual world game - Wow: Sword superpowers boy of the wealthy Muscovite bought for 10 1000 dollars. In by doing this, many players and produce prosizhivaya trip to the pc to obtain the artifact "honest" way, and then sell on it to wealthy impatient player. Particularly active e-commerce mastered in China, where human time isn't so costly. Which is time - the primary product within the virtual games.
Game designers have caught the popularity, and specifically produced virtual weapon along with a virtual property that cannot be bought without needing to pay for this isn't real cash. Slowly and gradually, be a virtual bet on this industry. Industry, that has already gained, even just in Russia.
Foreign experience
Was lately released report Digital Goods Report 2010, put together by people from the marketing agency VGMarket and development company solutions for that money making of social media PlaySpan. It states that about 64% of virtual games make a minumum of one purchase monthly. About 9% from the gamers means they are every single day. As a whole, the research was questioned 2,221 participants aged 13-64 years. Laptop computer was carried out within the U.S. and demonstrated the average American stays on games 23.7 hrs each week. Some have introduced this figure as much as 50 hrs, that's, play greater than work.
However a true oasis to add mass to games have grown to be internet sites - since Facebook opened up up its code to designers in 2007. Average user games in Facebook now stays in it about 50 dollars annually.
Occasions within this market develop now quickly: Google, based on some sources, has invested Two Hundred Dollars million within the biggest developer of games Zynga, Disney bought the organization Playdom for $ 763 million (or perhaps earlier - the biggest children's video game Clubpenguin - for $ 700 million) and also the world's biggest game writer Ea has invested 275 million within the second-biggest developer of social games - Playfish.
Yahoo has signed a contract with Zynga which will enjoy their gaming services. Only within the first 1 / 2 of 2010, this developer has gotten proceeds of $ 350 million as well as in 2011 needs to get 1 billion revenue. Incidentally, this really is Zynga made "farm" of the overall game as much as possible in direction of modern internet sites, even though they came in China.
The majority of the average user stays on the overall game in Facebook (Fifty Dollars each year), less - to show-MMO (40), exactly the same amount - small fans to purchase "casual games".
To compare: the typical player of traditional PC-gaming investing in it only $ 37 annually, and keen on consoles as well as less - Twenty Dollars. Women save money: $ 55 normally, in comparison with 30 - for males.
In the realm of games performed by a few 200 million people, which number keeps growing quickly. As a whole, these folks spend to sign up inside them in '09 about Three Dollars billion
Primary, winning on the market type of money making of social games - shareware. Which means you are able to play them free of charge but to achieve additional possibilities to accelerate processes, etc. - is having to pay real cash.
Most frequently, the actual cash is allocated to virtual currency, that buys weapons, ammunition or pigs for that farm - a wonderfully normal and often necessary factor.
Russian Virtual
The Russian market of on the internet is continuing to grow and it is growing without regard towards the crisis: a rise in 2009 was 70% in comparison to 2008. The primary directions of development in the gaming industry: games for internet sites and client-side game. Growth progressively slows lower browser-based games.
Daily Russian military of players within the opinion of experts broke the bar in 4 million.
The truth that the process of selling virtual goods in games in serious and can operate in Russia has demonstrated a Russian company i-Jet Media, the prosperity of which "Chaskor" already written. The organization has modified china game to Russia, and launched "Happy Player" to graze on open spaces facebook. Within the newbie of real revenues of Twenty Dollars million, half would go to the social networking, the relaxation is split having a Russian writer kitayvskim partner.
The truth that the marketplace is big, and growing, evidenced with a fresh scandal: internet sites "My World" and "Class mates" declined to cooperate with the overall game developer Game Insight. The main reason - use within games Game Insight software code that's replicated in the items Mail.Ru. We're speaking concerning the games "secret society" and "Miracle Farm." Program codes are the same to individuals utilized in games, once bought, the organization Mail.ru Astrum. "Class mates" opposed in solidarity. "This decision has no effect on our further cooperation along with other designers: we will be ready to support and promote fair produced programs, and expect a counter-understanding from you,Inch - stated inside a statement. Why steal the code - whether it really happened - you can easily guess: the marketplace is developing quickly, and shortly it'll have little room for brand new newcomers, but because everybody is attempting to trap as rapidly as you possibly can.
Normally, real cash games within the Russian internet sites pay about 10% of active gamers. "Average ticket" in one such player, that is oriented company i-Jet Media, reported by "Chaskoru" her partner, Alex Kostarev: "about 100 rubles. So we no more need. "
Producer company Playnatic Entertainment Ruslan Shelekhov "average check up on a person who pays (eg - in regards to a tenth from the total) - is dependent on the kind of game. Within the client gaming - Russian player stays typically Fifty Dollars and sotssetevyh - about $ 6.
Half a billion pounds
Incidentally, the British newspaper The Sun's Rays captured carried out an identical study. It's believed that to non-existent virtual goods occupants United kingdom alone spent 500 million pounds annually - is definitely an order of magnitude more than in Russia. Furthermore, the British required into consideration not just the cash in the games, but additionally in the purchase of regular "gifts" in internet sites. The typical purchase is 20 pounds.
An easy example: Playdom - portal, participating in such online buying and selling, offered images of pink Volkswagen Beetle vehicle for as many as 123 1000 pounds just during the day during the day. Just for purchasing weapons for Wow only Britons are investing two million pounds every month. One of the customers of games from Zynga has 56 million individuals who used to do them an online shopping. And that is good - the fabric needs of individuals concerned about drained.
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