The Facebook Global Monitor, October 2010 Edition, is Now Available

We’ve just released the October 2010 edition of the Facebook Global Monitor through Inside Facebook Gold.

The Facebook Global Monitor is our data report tracking Facebook’s audience growth around the world, and now includes an expanded leaderboard and country profiles for over 60 new country markets that are seeing Facebook adoption and growth.

The Global Monitor tracks Facebook’s international metrics, and provides both historical data and forward-looking projections to enable developers, marketers, and analysts to spot trends and opportunities.

Each month, the Facebook Global Monitor provides the latest comprehensive data on the expansion of Facebook’s audience in approximately 100 global markets. It also includes alerts on breakout and cooling markets, and our latest in-house projections on Facebook’s growth in each country 30 days, 90 days, and 12 months into the future. See the full table of contents below.

All data in the report are based on primary research by Inside Network using data from Facebook, and each section is designed to elucidate key actionable trends. In addition to the Facebook Global Monitor, membership to Inside Facebook Gold includes monthly editions of the Global Monitor, in addition to access to our other data reports on Facebook’s top languages, user demographics, and more.

We believe big opportunities exist for developers and marketers to reach and engage the Facebook audience in these rapidly emerging and expanding markets. As always, we’ll continue to use data from the Facebook Global Monitor data as a foundation for our global growth coverage here on Inside Facebook, but if you’re looking for even more numbers, please check out Inside Facebook Gold.


The Facebook Global Monitor

Tracking Facebook in Global Markets

October 2010

Contents

I. Introduction: The Year That Facebook Went Global

II. Global Market Report

1. Audience Size Today

2. Fastest Growing Audience

  • Last 12 months
  • Last 90 days
  • Last 30 days

3. Market Penetration Today

4. Largest Market Penetration Increases

  • Last 12 months
  • Last 90 days
  • Last 30 days

III. Emerging Market Analysis

1. Growth Projections

  • Next 30 days
  • Next 90 days
  • Next 12 months

2. Technical Alerts

  • Breakout Markets: Last 90 Days
  • Cooling Markets: Last 90 Days

IV. Regional Summaries

1. Africa

2. Asia / Pacific

3. Europe

4. North America

5. South America

V. Country Updates

1. Argentina

2. Australia

3. Austria

4. Bahamas

5. Bahrain

6. Bangladesh

7. Belgium

8. Bolivia

9. Bosnia & Herzegovina

10. Brazil

11. Bulgaria

12. Canada

13. Chile

14. China

15. Colombia

16. Costa Rica

17. Croatia

18. Cyprus

19. Czech Republic

20. Denmark

21. Dominican Republic

22. Ecuador

23. Egypt

24. El Salvador

25. Finland

26. France

27. Germany

28. Ghana

29. Greece

30. Guatemala

31. Honduras

32. Hong Kong

33. Hungary

34. Iceland

35. India

36. Indonesia

37. Ireland

38. Israel

39. Italy

40. Jamaica

41. Japan

42. Jordan

43. Kenya

44. Kuwait

45. Lebanon

46. Lithuania

47. Luxembourg

48. Macedonia

49. Malaysia

50. Maldives

51. Malta

52. Mauritius

53. Mexico

54. Morocco

55. Netherlands

56. New Zealand

57. Nicaragua

58. Nigeria

59. Norway

60. Oman

61. Pakistan

62. Palestine

63. Panama

64. Paraguay

65. Peru

66. Philippines

67. Poland

68. Portugal

69. Puerto Rico

70. Qatar

71. Romania

72. Russia

73. Saudi Arabia

74. Serbia

75. Singapore

76. Slovakia

77. Slovenia

78. South Africa

79. South Korea

80. Spain

81. Sri Lanka

82. Sweden

83. Switzerland

84. Taiwan

85. Thailand

86. Trinidad and Tobago

87. Tunisia

88. Turkey

89. Ukraine

90. United Arab Emirates

91. United Kingdom

92. United States

93. Uruguay

94. Venezuela

95. Vietnam

Learn more or join to download the report at Inside Facebook Gold.

The Facebook Global Monitor, September 2010 Edition, is Now Available

We’ve just released the September 2010 edition of the Facebook Global Monitor through Inside Facebook Gold.

The Facebook Global Monitor is our data report tracking Facebook’s audience growth around the world, and now includes an expanded leaderboard where we have begun tracking more than 60 new country markets that are seeing Facebook adoption and growth.

The Global Monitor tracks Facebook’s international metrics, and provides both historical data and forward-looking projections to enable developers, marketers, and analysts to spot trends and opportunities.

Each month, the Facebook Global Monitor provides the latest comprehensive data on the expansion of Facebook’s audience in approximately 100 global markets. It also includes alerts on breakout and cooling markets, and our latest in-house projections on Facebook’s growth in each country 30 days, 90 days, and 12 months into the future. See the full table of contents below.

All data in the report are based on primary research by Inside Network using data from Facebook, and each section is designed to elucidate key actionable trends. In addition to the Facebook Global Monitor, membership to Inside Facebook Gold includes monthly editions of the Global Monitor, in addition to access to our other data reports on Facebook’s top languages, user demographics, and more.

We believe big opportunities exist for developers and marketers to reach and engage the Facebook audience in these rapidly emerging and expanding markets. As always, we’ll continue to use data from the Facebook Global Monitor data as a foundation for our global growth coverage here on Inside Facebook, but if you’re looking for even more numbers, please check out Inside Facebook Gold.


The Facebook Global Monitor

Tracking Facebook in Global Markets

September 2010

Contents

I. Introduction: The Year That Facebook Went Global

II. Global Market Report

1. Audience Size Today

2. Fastest Growing Audience

  • Last 12 months
  • Last 90 days
  • Last 30 days

3. Market Penetration Today

4. Largest Market Penetration Increases

  • Last 12 months
  • Last 90 days
  • Last 30 days

III. Emerging Market Analysis

1. Growth Projections

  • Next 30 days
  • Next 90 days
  • Next 12 months

2. Technical Alerts

  • Breakout Markets: Last 90 Days
  • Cooling Markets: Last 90 Days

IV. Regional Summaries

1. Africa

2. Asia / Pacific

3. Europe

4. North America

5. South America

V. Country Updates

1. Argentina

2. Australia

3. Austria

4. Bahamas

5. Bahrain

6. Bangladesh

7. Belgium

8. Bolivia

9. Bosnia & Herzegovina

10. Brazil

11. Bulgaria

12. Canada

13. Chile

14. China

15. Colombia

16. Costa Rica

17. Croatia

18. Cyprus

19. Czech Republic

20. Denmark

21. Dominican Republic

22. Ecuador

23. Egypt

24. El Salvador

25. Finland

26. France

27. Germany

28. Ghana

29. Greece

30. Guatemala

31. Honduras

32. Hong Kong

33. Hungary

34. Iceland

35. India

36. Indonesia

37. Ireland

38. Israel

39. Italy

40. Jamaica

41. Japan

42. Jordan

43. Kenya

44. Kuwait

45. Lebanon

46. Lithuania

47. Luxembourg

48. Macedonia

49. Malaysia

50. Maldives

51. Malta

52. Mauritius

53. Mexico

54. Morocco

55. Netherlands

56. New Zealand

57. Nicaragua

58. Nigeria

59. Norway

60. Oman

61. Pakistan

62. Palestine

63. Panama

64. Paraguay

65. Peru

66. Philippines

67. Poland

68. Portugal

69. Puerto Rico

70. Qatar

71. Romania

72. Russia

73. Saudi Arabia

74. Serbia

75. Singapore

76. Slovakia

77. Slovenia

78. South Africa

79. South Korea

80. Spain

81. Sri Lanka

82. Sweden

83. Switzerland

84. Taiwan

85. Thailand

86. Trinidad and Tobago

87. Tunisia

88. Turkey

89. Ukraine

90. United Arab Emirates

91. United Kingdom

92. United States

93. Uruguay

94. Venezuela

95. Vietnam

Learn more or join to download the report at Inside Facebook Gold.

Note on Facebook’s Application Stats Reporting Bug

As many developers may have noticed over the past couple weeks, starting around the beginning of the month, Facebook began reporting some suspect traffic numbers for certain applications. For example, some applications have seen steep increases in reported traffic numbers that do not match stats that developers themselves are seeing in their own logs.

We’ve been in detailed conversation with Facebook about the issue, which they confirmed was a bug when it first appeared two weeks ago. Facebook says they are still working on correcting the bug, though they don’t know exactly when numbers for the affected apps will be corrected.

In the meantime, we’ve taken the step of flagging applications on AppData that have clearly had suspect gains reported by Facebook. For those apps which we’ve flagged, we are instead using the last accurate numbers from before the bug appeared in calculating developer totals. We’ll let you know as Facebook resolves the issue.

Facebook’s Latest Global Audience Growth, via the Facebook Global Monitor August 2010 Edition

We’ve just released the latest numbers tracking Facebook’s audience growth around the world in our August 2010 edition of the Facebook Global Monitor.

The Facebook Global Monitor is a part of the Inside Facebook Gold data membership service.

The Global Monitor tracks Facebook’s international metrics, and provides both historical data and forward-looking projections to enable developers, marketers, and analysts to spot trends and opportunities.

Each month, the Facebook Global Monitor provides the latest comprehensive data on the expansion of Facebook’s audience in approximately 100 global markets. It also includes alerts on breakout and cooling markets, and our latest in-house projections on Facebook’s growth in each country 30 days, 90 days, and 12 months into the future. See the full table of contents below.

All data in the report are based on primary research by Inside Network using data from Facebook, and each section is designed to elucidate key actionable trends. In addition to the Facebook Global Monitor, membership to Inside Facebook Gold includes monthly editions of the Global Monitor, in addition to access to our other data reports on Facebook’s top languages, user demographics, and more.

We believe big opportunities exist for developers and marketers to reach and engage the Facebook audience in these rapidly emerging and expanding markets. As always, we’ll continue to use data from the Facebook Global Monitor data power our coverage of this growth here on Inside Facebook, but if you’re looking for even more numbers, please check out Inside Facebook Gold.


The Facebook Global Monitor

Tracking Facebook in Global Markets

August 2010

Contents

I. Introduction: The Year That Facebook Went Global

II. Global Market Report

1. Audience Size Today

2. Fastest Growing Audience

  • Last 12 months
  • Last 90 days
  • Last 30 days

3. Market Penetration Today

4. Largest Market Penetration Increases

  • Last 12 months
  • Last 90 days
  • Last 30 days

III. Emerging Market Analysis

1. Growth Projections

  • Next 30 days
  • Next 90 days
  • Next 12 months

2. Technical Alerts

  • Breakout Markets: Last 90 Days
  • Cooling Markets: Last 90 Days

IV. Regional Summaries

1. Africa

2. Asia / Pacific

3. Europe

4. North America

5. South America

V. Country Updates

1. Argentina

2. Australia

3. Austria

4. Bahamas

5. Bahrain

6. Bangladesh

7. Belgium

8. Bolivia

9. Bosnia & Herzegovina

10. Brazil

11. Bulgaria

12. Canada

13. Chile

14. China

15. Colombia

16. Costa Rica

17. Croatia

18. Cyprus

19. Czech Republic

20. Denmark

21. Dominican Republic

22. Ecuador

23. Egypt

24. El Salvador

25. Finland

26. France

27. Germany

28. Ghana

29. Greece

30. Guatemala

31. Honduras

32. Hong Kong

33. Hungary

34. Iceland

35. India

36. Indonesia

37. Ireland

38. Israel

39. Italy

40. Jamaica

41. Japan

42. Jordan

43. Kenya

44. Kuwait

45. Lebanon

46. Lithuania

47. Luxembourg

48. Macedonia

49. Malaysia

50. Maldives

51. Malta

52. Mauritius

53. Mexico

54. Morocco

55. Netherlands

56. New Zealand

57. Nicaragua

58. Nigeria

59. Norway

60. Oman

61. Pakistan

62. Palestine

63. Panama

64. Paraguay

65. Peru

66. Philippines

67. Poland

68. Portugal

69. Puerto Rico

70. Qatar

71. Romania

72. Russia

73. Saudi Arabia

74. Serbia

75. Singapore

76. Slovakia

77. Slovenia

78. South Africa

79. South Korea

80. Spain

81. Sri Lanka

82. Sweden

83. Switzerland

84. Taiwan

85. Thailand

86. Trinidad and Tobago

87. Tunisia

88. Turkey

89. Ukraine

90. United Arab Emirates

91. United Kingdom

92. United States

93. Uruguay

94. Venezuela

95. Vietnam

Learn more or get the report at Inside Facebook Gold.

Facebook CEO Mark Zuckerberg on Games, Connect and Credits

Earlier today on Inside Facebook, we published an exclusive interview with Facebook CEO Mark Zuckerberg in which he talked about the future of Facebook and its surrounding ecosystem.

More specifically, Zuckerberg shared thoughts on the application platform, developers, games, Credits, Twitter and more. Below is a small excerpt that game developers may find interesting — but feel free to head over to our sister blog for the whole interview.

Justin Smith: What’s the state of the platform right now, in terms of the alignment of incentives between developers and Facebook and users, compared to where it was just after the Platform launched a couple of years ago, and where you want it to be?

Mark Zuckerberg: There’s two parts of the Platform – there’s canvas and then everything outside of Facebook. The focus now is actually the latter – Connect and everything we’re doing with social plugins. We have an all hands meeting later today and I was just told that Connect is now on 1 million sites. That’s definitely an increasing focus, and the last two f8′s have been around that. But I think what you’re asking is about the canvas part.

There are two ways that apps get usage that really define the character of the application. One way is viral distribution – spreading to new people. The other is reengagement. Early on, the viral strength was so much, but there were really no channels for reengagement. So people were using viral channels to reengage people, and you basically had apps that were growing very quickly, and their best way to get a good user count was to get new users and churn through them. That really optimizes for apps that are very viral instead of apps that are high quality and that people want to reengage. So we intentionally weakened the viral channels recently, and intentionally strengthened reengagement with emails, so that there will be better apps. It’s going to be a long process, but I think it’s going reasonably well.

One of the things we did recently was rebalance around games. A lot of users like playing games, but a lot of users just hate games, and that made it a big challenge, because people who like playing games wanted to post updates about their farm or frontier or whatever to their stream. They want all their friends to see their updates, and they want to get all their friends’ updates, but people who don’t care about games want no updates. So we did some rebalancing so that if you aren’t a game player you’re getting less updates.

One of our goals that we have is to make it so that you have just as good of a chance to build a good game if you’re a standalone game shop as if you’re a part of a bigger conglomerate, like Zynga or EA. That is a long term thing, to make sure the market stays competitive around this. CrowdStar has grown pretty quickly in the last 6 months, from very small to now pretty big. That to me shows that it’s definitely not a one company market, and that’s what we’re looking for. A lot of what we’re working on is can a small company succeed in the space.

JS: What do you think about how big the games business has become on the platform? You told me a couple of years ago soon after the Platform launched that you weren’t really thinking about games when you built the Platform.

MZ: I was surprised, I was surprised about games. I had a conversation with some folks at Apple at one point, and they were surprised that games was the big thing on the iPhone too. I also heard anecdotally that the people making the first PC operating systems were surprised that games were that big too. So I think people build platforms for utilitarian purposes and then get surprised that games are a killer app, so I don’t think it’s uncommon. But clearly a lot of people like them.

Someone once wrote that I don’t like games, and I think that’s pretty silly. I don’t spend a lot of time playing games myself, but it’s really cool as a first proof example of an industry that’s getting completely disrupted by the whole social movement. All the dynamics of how you play the game, getting neighbors, trade with people, do tasks with people to more efficiently use your resources. It’s the first place where someone completely wove in social dynamics into the dynamics of the industry, and it works really well. The early games like Jetman and Boggle and things like that weren’t that social, but now when you hear gaming companies talk about the next generation of games that they’re creating, everything is about integrating the social stuff more and more deeply into the game.

Now, there are companies like Zynga, EA/Playfish, CrowdStar, but then there’s a Facebook version of Civilization as well, so it’s going in both directions. The Civ game is your traditional high quality game, but the big question there is whether they leverage social dynamics enough. The risk for them is that it might just end up being a good traditional game with very little social integration.

JS: One of the questions that people I talk to have these days is what role Credits will have in the future of the company. How important is Credits in terms of your overall product priorities, do you think it will succeed, and how important will it be in terms of revenue?

MZ: It makes sense that there should be one currency. If I go play a CrowdStar game right now and get Credits there, I can’t go use those Credits in a Zynga game, so that kind of sucks. One of the biggest inefficiencies in buying virtual goods is all the friction of having to take your credit card out, so having one store of [virtual currency] that you can use everywhere is both good for users and good for all the apps.

The other thing about Credits from our business perspective is that payments and Credits is a significantly lower margin business than ads. Ads are 20%, 30%, 40%. A lot of people are skeptical of when we say we are doing this primarily for the developer ecosystem, but that’s really how we think about it. A lot of the apps so far are games, a lot of games monetize a lot better through virtual goods than through ads, and a big goal for us is to build this level ecosystem. So if Zynga or any one player can allow cross payments within their games, but that doesn’t extend to other games, then that ends up being a big barrier to entry for other startups. Making it so that there is one currency that people can take everywhere levels the playing field a bit, which is good.

We want to make it as easy as possible for users to build up a liquidity of Credits themselves, so we’re planning on pouring all the money that we make on Credits back into things like different offers or cards that people can buy in stores, to lubricate the economy so people will buy more stuff in apps. Overall we think it’s better for everyone for us to be in that place. Now if we fail, we fail, and someone else will succeed. But I think that over the long term this will end up being a pretty valuable thing.

> Continue reading on Inside Facebook

Last Week to Pre-Order Inside Virtual Goods: Spending and Usage Patterns of the Social Gaming Audience

If 2009 is remembered as the year that casual gaming stormed social platforms, 2010 is quickly becoming the year that the industry started to mature. Facebook is getting more involved in the monetization ecosystem, last year’s hit games are fighting for their lives, and new developers and games are climbing the leaderboards. At the same time, the M&A ecosystem is alive and well, as larger players are consolidating smaller studios and teams, and large media companies and traditional game developers continue to plot their social gaming strategies.

Get the Annual Membership
Get Annual Membership (Includes Report + 3 Additional Quarterly Issues): $2,495 $1,995 USD*
OR Buy Single Report: $995 $695 USD*

* Pre-order discount ends June 21, 2010. All pre-ordered reports will be delivered on June 21, 2010.

That’s why we’re excited to announce a new original study in our Inside Virtual Goods series that is exclusively focused on spending and usage patterns in the social gaming market, entitled Inside Virtual Goods: Spending and Usage Patterns of the Social Gaming Audience. It will be released in one week on Tuesday, June 22, but is available for discount pre-order now.

Most of the studies on player spending and usage patterns in social games over the last year have actually been conducted by industry vendors. Inside Virtual Goods: Spending and Usage Patterns of the Social Gaming Audience is our exclusive independent look at the virtual goods spending and behavior patterns of social game players on Facebook — data you won’t find anywhere else.

About the Report

Inside Virtual Goods: Spending and Usage Patterns of the Social Gaming Audience gives you an inside view of the market at this critical juncture in the intersection of social networking and online games.

We have surveyed nearly 2,000 players of social games on Facebook from around the world and across the demographic spectrum. Inside Virtual Goods: Spending and Usage Patterns of the Social Gaming Audience is the most in-depth independent survey of player behavior and spending patterns in the social gaming market.

What We Cover

  1. Spending Habits and Payment Methods in Top Games – It’s easy to compare games based on audience numbers, but which games monetize better? What payment methods do players use most often in top games? We investigate how spending patterns compare across top social games.
  2. Frequency of Play and Methods of Game Discovery - As Facebook cuts down on developer access to viral channels, designing an engaging and viral game is becoming both increasingly important and challenging. We investigate which games people play most frequently, and which methods of social game discovery are most effective for top games.
  3. Demographic Differences by Region, Age, and Gender – While the social gaming market is becoming increasingly global, the audience is also becoming increasingly diverse by age and gender. How do different segments of the audience differ in terms of spending and usage patterns inside social games? We take an in depth look.
  4. Brand Recall for Social Games – How important are brands, and how well can users identify developers of top games? We investigate brand recall amongst social game players.

See the full table of contents below:

Table of Contents

I. Methodology and Respondents

1. Introduction
  • About Inside Virtual Goods
  • About the Authors
  • Survey Objectives
2. Research Methodology
  • Target Population
  • Respondent Acquisition Method
  • Survey Structure
  • Potential for Bias
3. Survey Respondents
  • Description of Total Respondent Population
  • Total Number of Respondents
  • Overall Breakdown

II. Overall Results

4. Favorite Game
  • Distribution of Favorite Game
  • Frequency of Play
  • Favorite Game Discovery
  • With Whom Do You Play?
  • Spending on Favorite Game
5. Payments
  • Frequency of Payment Methods
6. Play Patterns, Spending, and Brand Recall for Top Games
  • Frequency of Play in Top Games
  • Spending in Top Games
  • Aided Brand Recall for Top Games

III. Demographic Differences in Usage Patterns and Monetization


7. Regional Differences

  • Game Discovery and Spending
  • Favorite Game
  • Payment Types
8. Age and Gender Differences
  • Who are the Social Gaming “Whales”?
  • Spend Across Games

Index of Charts and Graphs

  • 4.1 Distribution of Favorite Game
  • 4.2 Frequency of Play of Favorite Game
  • 4.3 Method of Discovery of Favorite Game
  • 4.4 Who Players Play With
  • 4.5 Monthly Spending on Favorite Game
  • 5.1 Frequency of Payment Methods
  • 6.1 Frequency of Play in Top Games
  • 6.2 Spending in Top Games
  • 6.3 Aided Brand Recall Rates for Top Games
  • 7.1 Method of Discovery of Favorite Game By Region
  • 7.2 Who Players Play With By Region
  • 7.3 Monthly Spending on Favorite Game By Region
  • 7.4 Favorite Game By Region
  • 7.5 Most Popular Payment Types By Region
  • 7.6 Frequency of Offer Use By Region
  • 7.7 Frequency of PayPal Use By Region
  • 7.8 Frequency of Credit Card Use By Region
  • 7.9 Frequency of Mobile Phone Use By Region
  • 8.1 Top Spenders By Gender
  • 8.2 Top Spenders By Region
  • 8.3 Number of Games on Which a Player Spends More Than $25
  • 8.4 Frequency of Top Spending By Game and By Gender
  • 8.5 Proportion of Top Spenders Who Report Spending on a Given Game

Appendix

  • Survey Questions

More Data, More Actionable Insights

In 2009, social games began to show what kind of value can be created on top of social networks. 2010 will be an even more important year.

Social gaming, powered by virtual goods, is 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

Get The Annual Membership

Get Annual Membership (Includes Report + 3 Additional Quarterly Issues): $2,495 $1,995 USD*


OR Buy Single Report: $995 $695 USD*

* Pre-order discount ends June 21, 2010. All pre-ordered reports will be delivered on June 22, 2010.

Although the report will not be released until next Tuesday, June 22, we are offering a special pre-order discount for those who purchase now. A one year subscription is $1,995 until June 22, 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, including future editions of our annual reports, Inside Virtual Goods: The US Virtual Goods Market 2009-2010 and Inside Virtual Goods: The Future of Social Gaming 2010.

Or, you can download just this report. The pre-order price is $695 until June 22, at which point the price will go to US $995.

About the Authors

justin-smith-headshotJustin 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 serves as co-editor of Inside Facebook and Inside Social Games, and manages Inside Network’s AppData service 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.

charles-hudson-headshotCharles Hudson

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

Charles Hudson is the former VP of Business Development for Serious Business, a leading social games developer on the Facebook platform. Charles Hudson also 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.

Thanks To Our Sponsors

Inside Social Games extends a big thank you to our sponsors for supporting the continued growth of Inside Social Games. Check them out below!

kontagent-logo

Kontagent is a developer of analytics solutions for social application developers.

sometrics-logo

Sometrics is a provider of virtual currency monetization solutions for social app and game developers.

Offerpal Media is a managed offer network for social applications and online merchants.


Frima Studio develops social games for big brands.

6waves is an international publisher and developer of gaming applications on the Facebook platform.

socialgold-logo

Social Gold powers payments, subscriptions, and virtual economies for online games.

Super Rewards is a monetization solution for applications and games running on social networks like Facebook.

adparlor_logo

AdParlor is an advertising network designed specifically for social networking sites.


softlayer

SoftLayer provides cloud and dedicated hosting services for social application and game developers.

Announcing Inside Virtual Goods: Spending and Usage Patterns of the Social Gaming Audience

If 2009 is remembered as the year that casual gaming stormed social platforms, 2010 is quickly becoming the year that the industry started to mature. Facebook is getting more involved in the monetization ecosystem, last year’s hit games are fighting for their lives, and new developers and games are climbing the leaderboards. At the same time, the M&A ecosystem is alive and well, as larger players are consolidating smaller studios and teams, and large media companies and traditional game developers continue to plot their social gaming strategies.

Get the Annual Membership
Get Annual Membership (Includes Report + 3 Additional Quarterly Issues): $2,495 $1,995 USD*
OR Buy Single Report: $995 $695 USD*

* Pre-order discount ends June 21, 2010. All pre-ordered reports will be delivered on June 21, 2010.

That’s why we’re excited to announce today a new original study in our Inside Virtual Goods series that is exclusively focused on spending and usage patterns in the social gaming market, entitled Inside Virtual Goods: Spending and Usage Patterns of the Social Gaming Audience. It will be released on Tuesday, June 22, but is available for discount pre-order now.

Most of the studies on player spending and usage patterns in social games over the last year have actually been conducted by industry vendors. Inside Virtual Goods: Spending and Usage Patterns of the Social Gaming Audience is our exclusive independent look at the virtual goods spending and behavior patterns of social game players on Facebook — data you won’t find anywhere else.

About the Report

Inside Virtual Goods: Spending and Usage Patterns of the Social Gaming Audience gives you an inside view of the market at this critical juncture in the intersection of social networking and online games.

We have surveyed nearly 2,000 players of social games on Facebook from around the world and across the demographic spectrum. Inside Virtual Goods: Spending and Usage Patterns of the Social Gaming Audience is the most in-depth independent survey of player behavior and spending patterns in the social gaming market.

What We Cover

  1. Spending Habits and Payment Methods in Top Games – It’s easy to compare games based on audience numbers, but which games monetize better? What payment methods do players use most often in top games? We investigate how spending patterns compare across top social games.
  2. Frequency of Play and Methods of Game Discovery - As Facebook cuts down on developer access to viral channels, designing an engaging and viral game is becoming both increasingly important and challenging. We investigate which games people play most frequently, and which methods of social game discovery are most effective for top games.
  3. Demographic Differences by Region, Age, and Gender – While the social gaming market is becoming increasingly global, the audience is also becoming increasingly diverse by age and gender. How do different segments of the audience differ in terms of spending and usage patterns inside social games? We take an in depth look.
  4. Brand Recall for Social Games – How important are brands, and how well can users identify developers of top games? We investigate brand recall amongst social game players.

See the full table of contents below:

Table of Contents

I. Methodology and Respondents

1. Introduction
  • About Inside Virtual Goods
  • About the Authors
  • Survey Objectives
2. Research Methodology
  • Target Population
  • Respondent Acquisition Method
  • Survey Structure
  • Potential for Bias
3. Survey Respondents
  • Description of Total Respondent Population
  • Total Number of Respondents
  • Overall Breakdown

II. Overall Results

4. Favorite Game
  • Distribution of Favorite Game
  • Frequency of Play
  • Favorite Game Discovery
  • With Whom Do You Play?
  • Spending on Favorite Game
5. Payments
  • Frequency of Payment Methods
6. Play Patterns, Spending, and Brand Recall for Top Games
  • Frequency of Play in Top Games
  • Spending in Top Games
  • Aided Brand Recall for Top Games

III. Demographic Differences in Usage Patterns and Monetization

7. Age and Gender Differences
  • Who are the Social Gaming “Whales”?

8. Regional Differences

Appendix

  • Survey Questions

More Data, More Actionable Insights

In 2009, social games began to show what kind of value can be created on top of social networks. 2010 will be an even more important year.

Social gaming, powered by virtual goods, is 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

Get The Annual Membership

Get Annual Membership (Includes Report + 3 Additional Quarterly Issues): $2,495 $1,995 USD*


OR Buy Single Report: $995 $695 USD*

* Pre-order discount ends June 21, 2010. All pre-ordered reports will be delivered on June 22, 2010.

Although the report will not be released until next Tuesday, June 22, we are offering a special pre-order discount for those who purchase now. A one year subscription is $1,995 until June 22, 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, including future editions of our annual reports, Inside Virtual Goods: The US Virtual Goods Market 2009-2010 and Inside Virtual Goods: The Future of Social Gaming 2010.

Or, you can download just this report. The pre-order price is $695 until June 22, at which point the price will go to US $995.

About the Authors

justin-smith-headshotJustin 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 serves as co-editor of Inside Facebook and Inside Social Games, and manages Inside Network’s AppData service 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.

charles-hudson-headshotCharles Hudson

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

Charles Hudson is the former VP of Business Development for Serious Business, a leading social games developer on the Facebook platform. Charles Hudson also 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.

Thanks To Our Sponsors

Inside Social Games extends a big thank you to our sponsors for supporting the continued growth of Inside Social Games. Check them out below!

MindJolt is a social gaming platform for developers of all sizes.

socialgold-logo

Social Gold powers payments, subscriptions, and virtual economies for online games.

adparlor_logo

AdParlor is an advertising network designed specifically for social networking sites.

Matomy is a provider of alternative payment solutions for social network applications.

kontagent-logo

Kontagent is a developer of analytics solutions for social application developers.

Offerpal Media is a managed offer network for social applications and online merchants.


Frima Studio develops social games for big brands.

Super Rewards is a monetization solution for applications and games running on social networks like Facebook.

6waves is an international publisher and developer of gaming applications on the Facebook platform.

SponsorPay is a virtual currency monetization platform focused on Europe.

sometrics-logo

Sometrics is a provider of virtual currency monetization solutions for social app and game developers.

softlayer

SoftLayer provides managed hosting services for social application and game developers.

Inside Social Apps 2010 Is Sold Out – See You on Tuesday

April 20 | San Francisco

Inside Social Apps 2010, our first conference on the future of monetization on social platforms, is now officially sold out. We are very excited by the response to our inaugural event and to have so many industry leaders attending.

We hope everyone coming on Tuesday takes the time to meet many fellow attendees, speakers, and sponsors you don’t already know. From all of us at Inside Network, we look forward to seeing you then!

Note: If you weren’t able to obtain a pass, we’ll be providing coverage here on Inside Facebook and Inside Social Games throughout the day – more details to come.

Inside Social Apps 2010 – April 20th in San Francisco

On April 20th in San Francisco, one day before Facebook’s official “f8″ event, many of the leading developers from around the world will be gathering to discuss the future of monetization inside social apps and games on Facebook and beyond.

At Inside Social Apps 2010, executives and experts from leading social game and app developers, payment services, advertising providers, and investors will be discussing the future of virtual goods monetization in social apps and games from a global perspective. The event will be held at the Mission Bay Conference Center at UCSF, located at 1675 Owens St in San Francisco (map). The full agenda for the day is available here.

The full list of speakers at Inside Social Apps 2010 is below:

Three years after the Facebook Platform launched in 2007, what started out as sheep throwing and vampire biting has quickly become a profitable billion-dollar industry. Today, social games monetizing through virtual goods have quickly become one of the hottest sectors of technology and entertainment, both in the US and around the world. Where are social apps going, and who is leading the way?

Inside Network is proud to announce our first conference on the future of monetization on social platforms: Inside Social Apps 2010, happening April 20th in San Francisco, is bringing together the world’s leading entrepreneurs all in one place to discuss the future of social applications and games monetizing through virtual goods.

This will be an in-depth one day event geared toward developers on Facebook, MySpace, and the iPhone, senior executives, and investors. At Inside Social Apps 2010, founders and CEOs of the top social gaming, mobile social gaming, payments, and virtual goods infrastructure companies will be tackling the key issues facing the industry. We’re hosting it one day before Facebook’s “f8″ event in San Francisco, so this will be an excellent opportunity to learn about the key issues facing the future of the Facebook Platform and beyond before Facebook’s official event.

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