Social Gaming continues to rise


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Social gaming has emerged as one of the fastest growing industries in recent years.

According to recently published research, 56 million americans are now playing social games with some interesting consumer behaviours:

In 2009, Internet users bought around $2.2 billion worth of virtual goods; experts forecast that number will increase to $6 billion by 2013. And the best-performing social games can inspire repeat purchases in around 41% of users. Some stats peg North American gamers’ average expenditure per user of $74 over just four months.

What about games with no micro-transaction functionality? Well Juniper Research have recently predicted that Ad-funded games will hit $900m by 2015. What may surprise you even more is that the average social gamer tends to be female and around 43 years old. Has your organisation researched your customer base to see if they are one of the 100 million now playing Cityville?

As this market, as well as social media, continues to increase its reach across the general public, what new ways are you looking to engage your customers?

Republished with author's permission from original post.

Colin Shaw
Colin is an original pioneer of Customer Experience. LinkedIn has recognized Colin as one of the ‘World's Top 150 Business Influencers’ Colin is an official LinkedIn "Top Voice", with over 280,000 followers & 80,000 subscribed to his newsletter 'Why Customers Buy'. Colin's consulting company Beyond Philosophy, was recognized by the Financial Times as ‘one of the leading consultancies’. Colin is the co-host of the highly successful Intuitive Customer podcast, which is rated in the top 2% of podcasts.


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