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History behind Facebook game Hatchlings

November 21, 2010 by MobileWebGo

Hatchlings started as a Facebook application that Brad put together for fun about two years ago. “I was procrastinating from studying for a test,” Brad confessed, “and I had an idea of a ‘Where’s Waldo?’ for the web but obviously Waldo is a trademarked character so I thought of other ways to do that and Easter Eggs just kind of came up. I did it and within the first day it took off and users started using it and it started spreading virally so I decided to run with it.”

Larger audience for mobile games than for prime-time television in the future?

November 1, 2010 by MobileWebGo

If the trend continues, then the audience numbers for iOS games will surpass the audience numbers for prime-time television

Virtual goods account for 80% of revenue from mobile social networking and social gaming apps

November 1, 2010 by MobileWebGo

Reviewing the chart above, the majority of revenue generated from advertising occurs during the 2009 holiday period. During 2010, however, revenue increasingly shifts from advertising to virtual goods sales until reaching a proportion of more than 80% from virtual goods. Admittedly, the idea that consumers acquiring virtual swords, gold coins and respect points can outperform advertising seems counter-intuitive; however, this phenomenon is neither new nor unique to the iOS platform.

Books outnumber games in Apple App Store (March 2010)

October 21, 2010 by MobileWebGo

NPD game industry data

October 14, 2010 by MobileWebGo

Super-whales spend more than $25,000 on social games

October 5, 2010 by MobileWebGo

Report: the future of social gaming ($1000)

October 5, 2010 by MobileWebGo

Url to obtain report:

About the Authors

VP Business Development, Serious Business & Host, Virtual Goods Summit

Charles Hudson is VP of Business Development for Serious Business, a leading social games developer on the Facebook platform. In addition to his work at Serious Business, Charles Hudson organizes two of the leading conferences in the social gaming and free-to-play games industries, the Social Gaming Summit and Virtual Goods Summit.

Prior to Serious Business, he was formerly the Sr. Director for Business Development at Gaia Interactive, a leading online hangout for teens. Prior to Gaia, Charles worked in New Business Development at Google and focused on new partnership opportunities for early-stage products in the advertising, mobile, and e-commerce markets. Prior to joining Google, he was a Product Manager for IronPort Systems, a leading provider of anti-spam hardware appliances that was acquired by Cisco Systems for $830 million in 2007. Charles holds an MBA and BA from Stanford University.

Founder, Inside Network

Justin Smith is the founder of Inside Network, the first company dedicated to providing news and market research to the Facebook platform and social gaming ecosystem. Justin serves as co-editor of Inside Facebook and Inside Social Games, and manages Inside Network’s AppData and PageData services as well.

Prior to Inside Network, he was formerly Head of Product at Watercooler, one of the leading application developers on the Facebook Platform. Prior to Watercooler, Justin was an early employee at Xfire, the largest social utility for gamers, which was sold to Viacom in 2006. Justin holds a degree in Computer Systems Engineering from Stanford University.

USA: Mobile games are 3% of games spending

October 4, 2010 by MobileWebGo

Article text: 


December 1, 2009 — 11:52am ET | By Jason Ankeny
Mobile games now represent 3 percent of total videogame spending in the U.S., according to a new survey issued by market research firms TNS and Home and handheld consoles (including second-hand retail and digital distribution) still dominate the nation's gaming budget, accounting for 57 percent of all sales--PC titles represent 20 percent, online game portals constitute 11 percent and massively multiplayer titles make up 9 percent.

Read more: Mobile titles now 3 percent of total U.S. game spending - FierceMobileContent

Gartner report: Mobile games have $5 billion in revenues worldwide

October 4, 2010 by MobileWebGo

Article text: 


Gartner Says Worldwide Mobile Gaming Revenue to Grow 19 Percent in 2010
By Jason Ankeny
Created May 17 2010 - 9:33am

Worldwide mobile gaming end-user revenue is forecast to surpass $5.6 billion in 2010, a 19 percent increase from 2009 revenue of $4.7 billion, according to Gartner, Inc. The market will continue to see steady growth through 2014, when the market is projected to reach $11.4 billion.

"The hype around mobile application stores has opened this market up to numerous publishers and developers - further expanding revenue potential and competition in this industry," said Tuong Nguyen, principal research analyst at Gartner. "Although we expect most mobile gamers to continue to gravitate toward 'free' games, we do not expect the ad-supported model to take off within the next three years - despite the success we have seen with this approach in the Japanese market."

Gartner estimates 70 percent to 80 percent of all mobile consumer applications downloaded are mobile games. Moreover, 60 percent to 70 percent of these downloaded games are "free." This trend is expected to continue for the next two to three years.

Other factors that are boosting the global popularity of mobile gaming include the increasing accessibility of mobile games in emerging markets, where alternative gaming media are limited. The growing availability of micropayments for mobile gamers attracts users previously wary of investing larger amounts of money upfront to try out a game and also attracts groups whose disposable income is limited.

Improved user interfaces are a top priority for handset vendors as a competitive differentiator. A growing number of devices are implementing touchscreens and gesture, and enhanced qwerty keyboards will also improve the end-user experience. Furthermore, an increasing number of games are taking advantage of existing device features, such as camera, GPS and accelerometers, to enhance game play.