Parallel Mafia bringing the future of organized crime to mobile devices and (possibly) Facebook

Developer PerBlue is following up sleeper location-based hit Parallel Kingdom with Parallel Mafia, a new social location game for iOS and Android devices that lets players establish a criminal empire in a cyberpunk future.

Parallel Mafia casts players as future criminals and gang members, staking out territories of real world cities they occupy. Parallel Mafia’s territories overlay Google maps, much like how Parallel Kingdom works. In Parallel Mafia, players establish buildings (“Fronts”) they must maintain in order to gain money and extend their influence in the game world. Other players can visit these Fronts and perform jobs to earn money; if the player who owns a Front doesn’t maintain it regularly, they risk losing control of the building to another person who visits it more often.

Players can choose to wage war on each other and NPCs, but there’s also an option for those who want to pursue a less violent rise to power. Should someone want their character to be a “gangster with a heart of gold,” a player can grow their empire peacefully solely through establishing and maintaining Fronts.

Although the game won’t initially launch on Facebook, Brand Director Forrest Woolworth says there is a strong possibility it could come to the social network. Woolworth notes that a Web version of the game depends on its success on mobile devices.

The company’s first game, Parallel Kingdoms has proven successful for PerBlue. It has a userbase of more than one million players, with the average player’s lifetime value exceeding $95. The Facebook version has fared less well, peaking with just over 10,000 monthly active users shortly after its launch. It has been holding steady at approximately 4,000 MAU since then. According to Woolworth, the company is earning over $100,000 a month in revenues from Parallel Kingdom.

While porting a location-based title like Parallel Mafia to browsers and Facebook is complicated, Woolworth explains it’s not impossible since a user’s IP address can be used to establish their location. The company has no plans to bring the game to Google+.

PerBlue raised $800,000 in Series A funding in 2010, led by the Marquette Golden Angels network. The Madison, WI-based developer is currently hiring for a number of positions. Parallel Mafia will launch for mobile devices iOS and Android  on April 4, 2012.

Adobe allies with Unity for Flash Player 11.2 release, introduces premium APIs

Adobe announced Flash Player 11.2 and AIR 3.2 versions today along with a set of premium APIs for PC and mobile games. The software giant is also collaborating with Unity to create a unified workflow that can deliver Unity games via Flash.

The premium APIs are a combination of the GPU accelerated Stage3D APIs Adobe first announced with Flash Player 11 last fall and fast memory op codes. On mobile via Adobe AIR, developers can use the APIs for free — but on Flash Player 11, the software company takes a 9 percent cut of revenues after the first $50,000. These terms go into effect August 1, 2012, giving developers between now and then to determine if the APIs are suitable for their games. Adobe acknowledges that the majority of gaming content currently created in Flash probably won’t need to use the premium features. Developers do not have to pay royalties on each of the APIs if used alone or on software rendering of Stage3D with or without the op codes.

The Unity collaboration is born of Unity’s own efforts to tap into the Flash audience without players needing to download a plugin. In September of last year, Unity announced that it would support Flash in future versions — which is what prompted Adobe to reach out and work with the company to create a unified workflow that better serves developers. The Unity 3.5 Flash export functionality is currently in preview mode, but beyond that release, Adobe says it’s also working on integrating future Adobe gaming services into Unity. At some point, we may see Adobe partner with other engine creators on similar projects — in October last year, we saw Epic Games’ Unreal Engine running Unreal Tournament on Flash.

Both moves seem like solid ones for Adobe. By introducing APIs as a service, rather than giving them away with a one-time purchases of its authoring software, the company can take a slice of the virtual goods revenues social and mobile game developers enjoy. At the same time, Adobe is also building bridges to console video game developers, providing a way for non-Flash developers to tap into Flash’s broad reach on PCs in the social and casual games space. The Unity collaboration reinforces the approach, and Adobe tells us it’s working with a number of 3rd party frameworks to help developers to reach 2D or 3D content markets.

Interestingly, Adobe is pushing a monetization angle in Flash Player 11.2 and AIR 3.2. By creating a unified platform for desktop and mobile, it hopes to reduce fragmentation in those markets. Adobe also plans to offer analytics and revenue optimization features as part of its game services in the near future — not unlike what we see from Kontagent or Flurry.

While Unity isn’t that common in social games, it definitely has traction in mobile games. CEO and co-founder David Helgason told Inside Mobile Apps earlier this month that mobile developers account for over half of the company’s total business. On Facebook, the healthiest Unity game we’ve seen so far is CMUNE’s UberStrike, which requires a plugin.

You can find out more about the premium APIs and the Unity collaboration on Adobe’s Digital Media blog.

Zynga New York split into Mobile, Social studios with OMGPOP acquisition — gearing up for mobile publishing

With today’s OMGPOP acquisition, Zynga New York is split firmly into two studios: Zynga New York Social and Zynga New York Mobile. OMGPOP CEO Dan Porter now heads up the latter as vice president and general manager.

The Zynga New York Mobile studio is made up of both OMGPOP and Astro Ape, which Zynga acquired late last year to work on Dream PetHouse. The OMGPOP team will continue to work on Draw Something for mobile and other future projects — one of which Business Insider confirms as crime-themed game The Street. Draw Something will also officially arrive on Facebook as a playable game sometime “soon,” though it’s clear the developer is waiting for fan feedback before making the complete cross-platform jump.

“Aren’t you going to ask me if it’s going to be Draw SomethingWithFriendsVille?” Porter demanded during a 10-minute follow-up call scheduled after today’s media briefing. “I’m going to answer you anyway — if you don’t like the direction of the game as a player, then hit me up on Twitter and tell me what you think. I read every single thing people write about the game. We want to make games people want to play.”

OMGPOP has a history of trying various game types on different platforms to see what gets traction. On Facebook, its games have ranged from restaurant sim Cupcake Corner to the more arcade-y Pool World Champ. On mobile, it’s been pet sim Puppy World, puzzle game Boom Friends and now, most recently, Draw Something. The developer even has a true cross-platform HTML5 game, Gem Rush. Though each of these titles may have achieved traction in their respective markets at one time or another, only Draw Something stands out as a real hit.

Read the rest on our sister site, Inside Mobile Apps.

5th Planet Games acquires To Be Continued LLC

Collectible card game developer 5th Planet Games has acquired New York-based game design consulting company To Be Continued. The buy nets 5th Planet all of To Be Continued’s current and future projects — which include CCGs based on Twilight, The Walking Dead and two unnamed Hollywood properties.

5th Planet Games first partnered with To Be Continued on its 2011 hardcore Facebook CCG Clash of the Dragons. Based on that experience and To Be Continued’s history with the broader CCG community, 5th Planet Games decided to make the acquisition to bolster its position as the top hardcore CCG developer in the social games space.

“They are experts in their domain and they bring a ton of intellectual horsepower to the team,” 5th Planet Games Chief Business Officer Braden Moulton tells Inside Social Games. “[Co-founder] Brian David-Marshall is the official Magic: The Gathering historian and announcer of the Magic Pro Tour. [Co-founder] Matthew Wang has a depth of financial and entertainment industry experience. With that background comes networking and reaching new partnerships — we’ll be announcing a major new IP very soon that is a direct result of working with the TBC team.”

Aside from Clash of the Dragons and said unannounced new project, the To Be Continued team will also focus on growing its existing design and development business for core IPs. The developer’s experience also lends itself toward pushing 5th Planet Games into new markets. 5th Planet Games already hosts games on its own site and on hardcore gamer-focused network Kongregate. Beyond those platforms, 5th Planet hopes to launch games on Chinese networks later this year and is prepping Clash of the Dragons and Dawn of the Dragons for mobile launches in July.

“I know Facebook is working to improve the experience for mid and small size developers, but right now we’re experiencing exponential success outside of their ecosystem,” Moulton says. “We’re aggressively pivoting to other platforms and markets that are more favorable to our business. Acquiring TBC strengthens our push to these markets by increasing our product velocity and improving game design for our demographic of core players.”

Terms of the acquisition were not disclosed.

Inside Virtual Goods: Spending and Usage Patterns of the Social and Mobile Gaming Audience 2012, Is Here

If 2011 is remembered as the year that games on mobile platforms grew quickly and games on social networks continued to mature, 2012 is quickly becoming the year that mobile games ecosystems are beginning to mature as well. Given massive changes in the Facebook monetization ecosystem over the last year, last year’s hit games are fighting for their lives, and new developers and games are climbing the leaderboards. At the same time, larger players are consolidating smaller studios and teams, investing heavily in a portfolio approach across mobile and social, and large media companies and traditional game developers continue to plot their social and mobile gaming strategies.

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

That’s why we’re excited to announce today a new original study in our Inside Virtual Goods series by co-authors Justin Smith and Charles Hudson that is exclusively focused on spending and usage patterns in the social and mobile gaming market, entitled Inside Virtual Goods: Spending and Usage Patterns of the Social and Mobile Gaming Audience 2012. The third annual installment of this report, and is being released for the first time today.

As a leading source of independent information on the social and mobile games industry, our third annual survey of trends in this market are more valuable than ever for those looking for an unbiased view on player behavior trends. Inside Virtual Goods: Spending and Usage Patterns of the Social and Mobile Gaming Audience 2012 is our exclusive independent look at the virtual goods spending and behavior patterns of social game players on Facebook, iOS, and Android — data you won’t find anywhere else.

About the Report

Inside Virtual Goods: Spending and Usage Patterns of the Social and Mobile Gaming Audience 2012 gives you an inside view of the market at this critical juncture in the intersection of social networking, mobile applications, and online games.

We have surveyed nearly 3,000 players of social games on Facebook, iOS, and Android from around the world and across the demographic spectrum. Inside Virtual Goods: Spending and Usage Patterns of the Social and Mobile Gaming Audience 2012 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? How is the shift to Credits affecting player behavior? We investigate how spending patterns compare across top social amd social games.
  2. Frequency of Play and Methods of Game Discovery - As Facebook has cut down on developer access to viral channels, and cracking iOS and Android discovery continues to increase in complexity, 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 game discovery are most effective for top games.
  3. Demographic Differences by Region, Age, and Gender – While the social and mobile gaming markets are 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 and mobile games? We take an in depth look.
  4. Brand Recall - 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

  • Survey Objectives

II. Social Games Player Spending and Usage Habits Survey Results

 

2. Research Methodology

  • Respondent Acquisition Method
  • Target Population
  • Survey Structure
  • Potential For Bias
3. Survey Respondents

4. Favorite Game

  • Distribution of Favorite Game
  • Frequency of Play
  • Discovering Favorite Game
  • With Whom Do You Play?
  • Spending on Favorite Game
5. Payments
  • Frequency of Payment Methods
  • Consumer Perception of Facebook Credits
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
7. Mobile Platforms & Game Adoption by Active Social Games Players
  • Smart Device Ownership
  • Mobile Games Played by Active Social Game Players
  • In-Game Mobile Purchase Activity by Active Social Gamers
8. Regional Differences
  • Game Discovery and Spending
  • Favorite Game
  • Payment Types
9. Age and Gender Differences
  • Who are the Social Gaming “Whales”?
  • Spend Across Games

III. Mobile Games Player Spending and Usage Habits Survey Results

 

10. Survey Methodology on Mobile

  • How we acquired users
  • Targeting by platform

11. Demographic Information

  • Gender
  • Age distribution
  • Regional distribution

12. Device Ownership

  • Overall distribution of device ownership by platform
  • Multiple device ownership

13. Monthly Game Usage

  • Top games based on monthly usage

14. In-App Purchase Activity

  • Differences by gender
  • Differences by region
  • Differences by device platform

15. Paid Apps Activity

  • Differences by gender
  • Differences by region
  • Differences by device platform

16. Application Discovery

17. Facebook Habits of Mobile Game Respondents

Appendix – Survey Questions

Appendix – Related Companies

 

More Data, More Actionable Insights

In 2010 and 2011, social games began to show what kind of value can be created on top of social networks, and mobile games began to become and even bigger part of the pie. 2012 will be an even more important year as the industry continues to mature.

Mobile 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 


OR Buy Single Report: $995

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 2011-2012 and Inside Virtual Goods: The Future of Social Gaming 2012. Or, you can download just this report.

About the Authors

charles-hudson-headshotCharles Hudson

Venture Partner, SoftTech VC, CEO and Co-Founder, Bionic Panda Games

Charles Hudson is a Venture Partner with SoftTech VC and the CEO and Co-Founder of Bionic Panda Games, a mobile games company based in San Francisco, CA.

Until February 2010, he was the VP of Business Development for Serious Business, a leading producer of social games. Zynga acquired Serious Business in February of 2010. Prior to Serious Business, Hudson worked at Gaia Interactive, Google, IronPort Systems, and In-Q-Tel. Hudson also founded Third Power LLC, a conference and events company that was acquired by WebMediaBrands. Charles holds an MBA and BA from Stanford University.

justin-smith-headshotJustin Smith

Founder, Inside Network

Justin Smith is the founder of Inside Network, the first service dedicated to providing news and market research to the Facebook platform, social gaming, and mobile app ecosystems. Inside Network was acquired by WebMediaBrands (NASDAQ:WEBM) in May 2011.

Prior to Inside Network, he was Head of Product at Watercooler, now Kabam, a leading social game developer 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, where he was a Mayfield Fellow and a recipient of the Terman Award in Engineering.


The Supernauts aiming for super-stardom on iOS and Facebook

Mobile-social start-up Grand Cru unveiled its first game today with The Supernauts, a sandbox puzzle MMO inspired by PC indie hit Minecraft.

Grand Cru CEO Markus Pasula walked Inside Social Games through a hands-off demo at the Game Developers Conference earlier this month. The Supernauts is slated to launch on iOS (specifically optimized for the new iPad) sometime later this year, with versions for PC and Facebook to follow. Pasula couldn’t confirm  G+ and Android versions of the game, but he did say they were likely. The game will be free-to-play on all platforms.

The story in The Supernauts follows the adventures of a player’s superhero, who is part of a larger super-powered community working to save the day after the polar ice caps melt. As opposed to other iOS Minecraft-inspired titles that display blocky visuals in a first-person view, this game uses a third-person view to show off polished, colorful graphics. The goal of the game is to foster creativity; players can build whatever kinds of structures they can dream up in order to solve the game’s puzzles. Each superhero is armed with a ray gun that can destroy or create game environments, brick by brick. The puzzles we saw seemed based on either piecing together structures for platforming purposes or creating unique home bases players heroes can relax and operate out of. These home bases are intended to be the player’s “Fortress of Solitude,” according to Grand Cru.

The other Minecraft inspiration behind The Supernauts is content sharing. The game allows players to construct levels, puzzles and minigames, which can be shared with the game’s community. Supernauts also allows for real-time cooperative play, with friends joining forces in a co-op mode to solve puzzles together and create new structures. This multiplayer experience will work across all the game’s platforms, meaning players can team up no matter what device they’re playing on.

The Supernauts is an ambitious debut for Grand Cru. The company is backed by $3 million in funding from venture capitalist firm Idinvest Partners and from individual investors like Rick Thompson (co-founder of Playdom and Idle Games). Find out more about the Helsinki-based startup on its official website.

Exclusive: 6waves Lolapps cuts development staff, focuses exclusively on publishing

6waves Lolapps — the developer sometimes known as 6L — laid off all of its development staff today, Inside Social Games can confirm. The company is now focused entirely on games publishing.

“6waves Lolapps will now focus on working with independent developers to launch and grow their mobile and social games,” CEO Rex Ng said in a statement. “As a result we have restructured the company to focus on key functions which include developer outreach, product advisory, user growth initiatives and our publishing platform. The re-structuring means that we will have more resources to continue our leadership in the social and mobile game publishing space.”

6waves Lolapps came into being eight months ago with a merger between Ravenwood Fair developer Lolapps and Facebook game publisher 6waves. Shortly after, the company secured $35 million in funding from Nexon and Insight Venture Partners, expanded into mobile publishing and acquired Smartron5 and Escalation Studios to beef up development in China and on mobile platforms.

It is unclear what will happen to Smartron5, Escalation Studios and the Ravenwood franchise at this time. We’ll update this story as more information becomes available.

UPDATE: A 6waves Lolapps spokesperson tells us that the Ravenwood franchise will continue to operate under an external team. Smartron5 and Escalation Studios will also continue to operate on China-based games and mobile games, respectively.

An additional source with knowledge of the Ravenwood franchise says that two of Lolapps’ founders — Brian Rue and Kavin Stewart — and former Lolapps CEO Arjun Sethi will continue to fund the upcoming Ravenshire Castle “to the finish,” which is likely to be three or four months from now.

Draw Something largest mobile game on Facebook by DAU, Zynga still leads canvas game pack

OMGPOP’s Draw Something is near the top the charts on our AppData traffic tracking service with 10.8 million daily active users, making it the second-largest app on the Facebook Platform by DAU behind Microsoft Live. We’ve been tracking it for the past couple weeks on Inside Social Games and over on Inside Mobile Apps.

Given its meteoric rise, it’s important to note Draw Something runs only as a native mobile app and is not playable on Facebook.com’s “canvas” where most social games reside. On these terms, the largest “Facebook game” is still Zynga’s Words With Friends — which incidentally can be played both on the social network and via native mobile apps. Facebook Platform APIs enable apps running outside the social network to integrate with players’ Facebook data and social graph. Not all apps and games that do this are actually playable on the Facebook.com canvas, though these games still have an official Facebook page where fans can engage with the game’s community. The 10.6 million DAU we’re seeing in AppData is the number of people on Android and iOS that logged into the mobile game via Facebook.

Note that Draw Something’s Facebook stats also don’t represent all of the game’s players because the app also allows users to login with email instead of Facebook. OMGPOP vice president Eric von Coelln tells Inside Social Games that a “large percentage” of users play the game without logging into Facebook at all — which just makes the game’s numbers that much more impressive.

So why is the distinction important? Because mobile and social games are different app ecosystems serving somewhat different and partially overlapping markets. A canvas game on Facebook is usually a different experience from a mobile game on Android or iOS. Users interact with the games using a mouse and keyboard interface, they have different expectations of gameplay experience and Facebook games monetize at different rates even when there’s price parity between a mobile and Facebook version of the same game. Comparing Draw Something to, say, Tetris Battle without a mental asterisks would be comparing apples to oranges unless and until both games became cross-platform experiences for mobile and social.

Most important of all, a game that hits big on mobile is not a guaranteed success on Facebook, and vice-versa. And as TechCrunch rightly points out, what goes up can just as easily come down — and in mobile, games go through the rise-and-fall cycle much more quickly compared to Facebook games.

Incidentally, these are the top 10 Facebook games by DAU as recorded by AppData that are playable on the Facebook.com canvas:

Name DAU
1.  Words With Friends 8,600,000
2.  CityVille 8,200,000
3.  Hidden Chronicles 7,200,000
4.  Texas HoldEm Poker 6,900,000
5.  CastleVille 6,700,000
6.  Bubble Witch Saga 5,900,000
7.  FarmVille 5,800,000
8.  Diamond Dash 4,600,000
9.  Tetris Battle 3,800,000
10.  Bejeweled Blitz 3,300,000

OMGPOP says there are no plans to launch a Facebook version of Draw Something at this time.

Google rebrands Android Market as Google Play, does another sale to round up credit cards

Google rebranded Android Market as Google Play today to showcase the company’s recent forays into other types of digital content like movies, music and books. Google Play is now a single destination for apps, games, movies, music and books, in the way that the iTunes store has also hosted songs, podcasts and TV shows for several years. The company says Google Play is based on the same back-end that Android Market was, so developers don’t really have to do anything differently than they were before.

“We believe that with a strong brand, compelling offerings, and a seamless purchasing and consumption experience, Google Play will drive more traffic and revenue to the entire ecosystem,” the company said in a blog post today.

This might add to concerns that Google is featuring other types of content at the expense of visibility for apps. But Google says it won’t show favoritism toward one type of content over another.

Read the rest on our sister site, Inside Mobile Apps.

Announcing Inside Virtual Goods: Spending and Usage Patterns of the Social and Mobile Gaming Audience 2012

If 2011 is remembered as the year that games on mobile platforms grew quickly and games on social networks continued to mature, 2012 is quickly becoming the year that mobile games ecosystems are beginning to mature as well. Given massive changes in the Facebook monetization ecosystem over the last year, last year’s hit games are fighting for their lives, and new developers and games are climbing the leaderboards. At the same time, larger players are consolidating smaller studios and teams, investing heavily in a portfolio approach across mobile and social, and large media companies and traditional game developers continue to plot their social and mobile 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 $795 USD*

* Pre-order discount ends March 19, 2012. All pre-ordered reports will be delivered on March 20, 2012.

That’s why we’re excited to announce today a new original study in our Inside Virtual Goods series by co-authors Justin Smith and Charles Hudson that is exclusively focused on spending and usage patterns in the social and mobile gaming market, entitled Inside Virtual Goods: Spending and Usage Patterns of the Social and Mobile Gaming Audience 2012. The third annual installment of this report, it will be released on Tuesday, March 20, but is available for discount pre-order now.

As a leading source of independent information on the social and mobile games industry, our third annual survey of trends in this market are more valuable than ever for those looking for an unbiased view on player behavior trends. Inside Virtual Goods: Spending and Usage Patterns of the Social and Mobile Gaming Audience 2012 is our exclusive independent look at the virtual goods spending and behavior patterns of social game players on Facebook, iOS, and Android — data you won’t find anywhere else.

About the Report

Inside Virtual Goods: Spending and Usage Patterns of the Social and Mobile Gaming Audience 2012 gives you an inside view of the market at this critical juncture in the intersection of social networking, mobile applications, and online games.

We have surveyed nearly 3,000 players of social games on Facebook, iOS, and Android from around the world and across the demographic spectrum. Inside Virtual Goods: Spending and Usage Patterns of the Social and Mobile Gaming Audience 2012 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? How is the shift to Credits affecting player behavior? We investigate how spending patterns compare across top social amd social games.
  2. Frequency of Play and Methods of Game Discovery - As Facebook has cut down on developer access to viral channels, and cracking iOS and Android discovery continues to increase in complexity, 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 game discovery are most effective for top games.
  3. Demographic Differences by Region, Age, and Gender – While the social and mobile gaming markets are 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 and mobile games? We take an in depth look.
  4. Brand Recall - 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

  • Survey Objectives

II. Social Games Player Spending and Usage Habits Survey Results

 

2. Research Methodology

  • Respondent Acquisition Method
  • Target Population
  • Survey Structure
  • Potential For Bias
3. Survey Respondents

4. Favorite Game

  • Distribution of Favorite Game
  • Frequency of Play
  • Discovering Favorite Game
  • With Whom Do You Play?
  • Spending on Favorite Game
5. Payments
  • Frequency of Payment Methods
  • Consumer Perception of Facebook Credits
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
7. Mobile Platforms & Game Adoption by Active Social Games Players
  • Smart Device Ownership
  • Mobile Games Played by Active Social Game Players
  • In-Game Mobile Purchase Activity by Active Social Gamers
8. Regional Differences
  • Game Discovery and Spending
  • Favorite Game
  • Payment Types
9. Age and Gender Differences
  • Who are the Social Gaming “Whales”?
  • Spend Across Games

III. Mobile Games Player Spending and Usage Habits Survey Results

 

10. Survey Methodology on Mobile

  • How we acquired users
  • Targeting by platform
  • Given the importance of paid customer acquisition, seems reasonable
  • No incentives offered for completion

11. Demographic Information

  • Gender (explain that it’s predominantly male)
  • Slice gender by region?
  • Age distribution
  • Slice age by region?

12. Device Ownership

  • Overall distribution of device ownership by platform
  • Call out those who reported owning multiple devices
  • Examine device ownership trends by region and gender

13. Monthly Game Usage

  • Identify top games based on monthly usage
  • Slice monthly usage by gender and region to see if there are interesting results

14. In-App Purchase Activity

  • Overall response on whether they use it
  • Differences by gender
  • Differences by region
  • Differences by device platform

15. Paid Apps Activity

  • Overall response on whether they use it
  • Differences by gender
  • Differences by region
  • Differences by device platform

16. Application Discovery

  • Variations in app discovery by region or gender
  • Variations in app discovery by platform

Appendix – Survey Questions

Appendix – Related Companies

 

More Data, More Actionable Insights

In 2010 and 2011, social games began to show what kind of value can be created on top of social networks, and mobile games began to become and even bigger part of the pie. 2012 will be an even more important year as the industry continues to mature.

Mobile 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 $795 USD*

* Pre-order discount ends March 19, 2012. All pre-ordered reports will be delivered on March 20, 2012.

Although the report will not be released until next Tuesday, March 20, we are offering a special pre-order discount for those who purchase now. A one year subscription is $1,995 until March 20, 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 2011-2012 and Inside Virtual Goods: The Future of Social Gaming 2012.

Or, you can download just this report. The pre-order price is $795 until March 20, at which point the price will go to US $995.

About the Authors

charles-hudson-headshotCharles Hudson

Venture Partner, SoftTech VC, CEO and Co-Founder, Bionic Panda Games

Charles Hudson is a Venture Partner with SoftTech VC and the CEO and Co-Founder of Bionic Panda Games, a mobile games company based in San Francisco, CA.

Until February 2010, he was the VP of Business Development for Serious Business, a leading producer of social games. Zynga acquired Serious Business in February of 2010. Prior to Serious Business, Hudson worked at Gaia Interactive, Google, IronPort Systems, and In-Q-Tel. Hudson also founded Third Power LLC, a conference and events company that was acquired by WebMediaBrands. Charles holds an MBA and BA from Stanford University.

justin-smith-headshotJustin Smith

Founder, Inside Network

Justin Smith is the founder of Inside Network, the first service dedicated to providing news and market research to the Facebook platform, social gaming, and mobile app ecosystems. Inside Network was acquired by WebMediaBrands (NASDAQ:WEBM) in May 2011.

Prior to Inside Network, he was Head of Product at Watercooler, now Kabam, a leading social game developer 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, where he was a Mayfield Fellow and a recipient of the Terman Award in Engineering.


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Carnegie Endowment for International Peace
Washington, DC

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