by Justin Smith and Charles Hudson
2011 will be remembered as the year that Zynga filed for its IPO, Google launched Google+, and Facebook executed the Credits transition. With the first potential social gaming IPO, Zynga plans to raise up to $2 billion to fund its continued global expansion. Meanwhile, Google is putting its weight behind what appears to have the potential to be the most serious competitor to Facebook as a social gaming platform in North America since the demise of MySpace. And at the same time, developers are still navigating through the Facebook Credits migration, while many are also expanding substantially onto mobile platforms to increase growth and expand reach.
Inside Network is proud to announce a new original research report by Justin Smith and Charles Hudson that is exclusively focused on the future of the social gaming market, entitled Inside Virtual Goods: The Future of Social Gaming 2012. This is Inside Network’s third annual edition of the Future of Social Gaming report. It will be released on September 20, but is available for discount pre-order now.
How big is the market, and where will social gaming go in 2012? How will existing players fare as Facebook Credits shifts the social gaming landscape and continued changes to the platform? Inside Virtual Goods: The Future of Social Gaming 2012 provides deeper insight into social game monetization, development, customer acquisition, and the key questions facing the space in 2012 than you’ll find anywhere else.
About the Report
Inside Virtual Goods: The Future of Social Gaming 2012 gives you an inside view of the future at this critical juncture in the intersection of social networking and online games.
We have compiled months of original research from dozens of top executives and entrepreneurs from all parts of the social gaming ecosystem to produce eye-opening source data and analysis that is not available anywhere else. Inside Virtual Goods: The Future of Social Gaming 2010 takes the closest look at the present state of social games and the future of this strong but still rapidly changing industry.
What We Cover
What you get
In addition to our deep dive into key aspects of the social gaming ecosystem, the report also offers extended coverage on:
See the full table of contents below:
Table of Contents
Appendix of Related Companies includes: 50 Cubes, 51.com, 6waves Lolapps, A Bit Lucky, Activision, AddictingGames, AdParlor, Aeria Games, Amazon, Aol, Apple, Applifier, Appstrip, Arkadium, Atari, Aurora Feint, Bebo, BigFish Games, Bigpoint, Blackhawk, Boku, Booyah, Boyaa, Broken Bulb Studios, Cafe.com, Cie Games, CrowdStar, DeNA, Digital Chocolate, Digital Sky Technologies, Disney, Electronic Arts, ELEX, Facebook, Five Minutes, Friendster, Funsockets, Funzio, Gambit, GameClosure, GameDuell, GameHouse, Gameloft, Glu, GMG Entertainment, Google, Gree, Grey Area Labs, GSN, Happy Elements, HeyZap, Hi5, InComm, iWin, Kabam, Kaixin001, Kongregate, Kontagent, Microsoft, MindJolt, Mixi, MSN, MySpace, News Corporation, Nexon, ngmoco, Nintendo, OMGPOP, Orkut, Papaya Mobile, PaymentPin, PayPal, Peanut Labs, Playdom, Playfirst, Playfish, PlaySpan, Pocket Gems, Pogo, PopCap Games, QZone, Real Networks, Red ROot Labs, Rekoo, RenRen / Xiaonei, Rixty, RockYou!, Scoreloop, SGN, Shanda, Slashkey, Slide, Sometrics, Sony, SponsorPay, Storm8, Super Rewards (Adknowledge), SupersonicAds, Target, Tencent, The9, TheBroth, TinyCo, TokenAds, TrialPay, Twitter, Ubisoft, Viacom, Viximo, VKontakte, Wooga, Yahoo, Zong, Zynga
Subscribe to Inside Network Research to read the full report.
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