Announcing Inside Virtual Goods: Profiling the Social Gaming Middle Market 2011
Games on social networks became a billion dollar business in 2010, enabling the market’s big developers to secure significant investments and pursue sizable exits. Now that Zynga has clearly established itself as the 800 pound gorilla, EA/Playfish are bringing more IP to market, and Playdom is being integrated across Disney, what opportunities remain for other small and medium sized social game developers in 2011?
Inside Network is proud to announce a new original research report by Justin Smith and Charles Hudson profiling social gaming developers outside the largest, most established companies, entitled Inside Virtual Goods: Profiling the Social Gaming Middle Market 2011. This report presents direct interview results from today’s most influential small and mid-sized developers aside from larger players Zynga, Playfish, Playdom, CrowdStar, and Kabam.
|
|
Inside Virtual Goods: Profiling the Social Gaming Middle Market 2011 is available for discount pre-order now, and will be released to the public on March 29.
What are top mid-sized developers’ expectations for the social gaming space in 2011? How will existing players fare as Facebook shifts the social gaming landscape through the rollout of Facebook Credits and continued changes to the platform? Inside Virtual Goods: Profiling the Social Gaming Middle Market 2011 shares insights directly from the front lines on social game monetization, development, and customer acquisition and growth.
About the Report
Inside Virtual Goods: Profiling the Social Gaming Middle Market 2011 shares insights from over two-dozen developers into key questions facing social gaming in 2011.
As with previous editions of Inside Virtual Goods, researchers Justin Smith and Charles Hudson have conducted several months of original research comprising interviews with developers and entrepreneurs in social gaming. This edition of Inside Virtual Goods will present exclusive interview results from the developers themselves, preceded by original profiles of all companies included in the survey. Social gaming is among today’s most competitive areas in technology; specific responses have been anonymized to encourage authentic, critical response.
What We Cover
- Overview of the competitive landscape – Over the past year, the social gaming industry has been shaped and reshaped by enormous growth, market consolidation, and changes to payments and monetization brought on by the spread of Facebook Credits. What kind of competitive landscape and new opportunities should today’s developers anticipate in the year ahead?
- Profiles of key players – Companies like Zynga, EA / Playfish, and Disney / Playdom are regular topics in business news, but social gaming is an industry with dozens more key players whose rivalry and innovation are determining what the industry will look like in six and nine months. This section presents detailed, original profiles of the middle market companies to watch in 2011.
- Developer perspectives on the key issues – The responses in this section have been curated to reflect the diversity of viewpoints in today’s vibrant social gaming industry, and cover the following areas:
- Distribution
- Monetization and credits
- Game design and development
- Fundraising
See the full table of contents below:
Table of Contents
I. Introduction
II. Company Profiles
- 50 Cubes
- 6waves
- A Bit Lucky
- Casual Collective
- Cie Games
- Digital Chocolate
- Five Minutes
- Funzio
- Gaia Online
- GameHouse
- GSN
- Happy Elements
- iWin/Backstage
- Lionside
- Lolapps
- Metrogames
- MindJolt
- Omgpop
- Popcap
- RockYou
- Social Point
- TheBroth
- Ubisoft
- Wooga
- ZipZapPlay
III. Developer Perspectives
- Distribution
- Viral Channels
- Paid Acquisition
- Off-Facebook Channels
- Monetization
- Credits Integration
- Results with Credits
- Credits Issues
- Game Design & Development
- Projected Budgets and Timelines
- Target Audience
- Genre Innovation
- Financing Landscape
- Fundraising Plans
- Perspective on M&A
IV. Conclusion
New Insights on the Competitive Landscape
In 2010, social games began to show what kind of value can be created on top of social networks. 2011 will be an even more important year.
The social gaming market is evolving rapidly against a backdrop of shifting challenges, and still-emerging opportunities — social gaming will be this year’s industry to watch. If you’re involved, or are considering jumping in, Inside Virtual Goods will be one of your most important tools.
One year of original data and exclusive in-depth reports delivered on a quarterly basis is $2,495 and contains:
- A detailed overview of the current state of the industry
- Specific estimates on market size by segment
- Diagnosis of key opportunities and issues by segment
About the Authors
Justin Smith
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 leads Inside Network’s Inside Virtual Goods and AppData research and data services, and serves as co-editor of Inside Facebook and Inside Social Games.
Prior to Inside Network, he was formerly Head of Product at Watercooler, one of the leading application and game 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.
Charles Hudson
Former VP Business Development, Serious Business
Charles Hudson is the former VP of Business Development for Serious Business, a leading social games developer on the Facebook platform.
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.
Get The Annual Membership
Get Annual Membership (Includes Report + 3 Additional Quarterly Issues): $2,495 $1,995 USD*
OR Buy Single Report: $995 $795 USD*
* Pre-order discount ends March 28, 2011. All pre-ordered reports will be delivered on March 29, 2011.
Although the report will not be released until Tuesday, March 29, we are offering a special pre-order discount for those who purchase now. A one year subscription is $1,995 until March 28, at which point the price will go to US $2,495. The one year subscription includes three quarterly updates on key developments in the space.
Or, you can download just this report. The pre-order price is $795 until March 28, at which point the price will go to US $995.




Another soccer-themed title has shown up recently on our weekly list of
Unfortunately, all of this handles rather slowly. That isn’t really even the biggest problem though, as it’s just flat out boring. Players run back and forth for a period of time shooting goals, but there is no flair or style to it. It’s just not exciting at all. Coupled with the garbled gibberish that the players speak, it’s hardly a pleasing experience. Granted, the game is still marked as a beta rendition, but as a core game play element, it still needs a good bit of work.
The other mode to play is a Pendant Match mode. Playing similarly to Winning Streak, players can play opponents and collect their pendants as a sort of trophy. A good idea, but unfortunately, this mode is limited to only friends, so if they don’t play, it’s not going to do much good. Not that there is much incentive to play much with friends. As far as social integration goes, it is nothing more (at least noticeably) than leaderboards, gifting, visiting each other’s space for a daily reward, and the occasional Facebook wall post.




Sega
Upon starting up the game, players are tasked with customizing (though this is fairly limited) their own avatar and adjusting their player stats based on their position, such as outfielder, and their play style of offensive, defensive, or agile. Depending on the choice, the skills of Contact, Power, Speed, Fielding, and Clutch will be augmented. Once created, players can then drag and drop players into the field positions they desire, as well as rearrange the batting order and pitching rotation.
To simplify things, players can’t actually improve the stats of their generic, non-player teammates. This is where Sega is pushing the social play amongst friends. As users level up, they can add more and more friends that play, to their team, upgrading all of the above noted stats as they see fit. What is curious, is that training is purchased, but what type it is appears to be random.
Still, of everything within the game, the most interesting concept is that play is broken up into “Cycles.” Essentially, this is reminiscent of a season. Every 30 days, the Cycle restarts, and with it, all the training for players does as well. It’s hard to judge whether this is a good or bad thing. On the one hand, it coaxes more regular play for those that want to remain on top and helps prevent one team from forever dominating the game. However, since training costs in-game currency, many players might find it irritating to constantly bolster stats over and over.





Two Inside Network staffers will be speaking at the South By Southwest Interactive conference in Austin, Texas this coming week.
A lot of buzz has been circulating around the value of Facebook fans. Different dollar values have been assigned, based on different research methods. Rather than debate which approach is more accurate, this panel will dig down to the root of this issue – why are brands so eager to assign a monetary value to fans? Will this become a measurement standard for marketers? What factors are really the most important in determining the value that businesses get from being on Facebook?









