Overall, users under 25 make up 72.5% of all Facebook users in that country, with more women in the younger categories than men.But, men make up most of Facebook’s Indonesian users. What age group are do most of them fall into? A large percentage of men fall in to the 26 – 34 age group, with a sharp dropoff after that.Notably, older demographics barely register a blip, with users over 35 making up just 8.9% of the total userbase.http://www.insidesocialgames.com/2010/06/09/whos-using-facebook-around-the-world-the-demographics-of-facebooks-top-15-country-markets/
Listed above, you can see the top five individual spenders within Social Gold’s network. According to the company, most whales are “pretty single-minded” — meaning that you can assume most of them spent their money in a single, beloved game. And to give perspective, we’ve included the average for all spenders.The amount these leading whales are paying out looks pretty shocking, but whales are not strictly a new phenomenon. Before social gaming took off, there were casual game players spending profligately on their favorite titles; for instance, several years ago Andrew Busey of Duels.com (now part of Challenge Games, which just got bought by Zynga) told me that his game had attracted a set of hedge fund employees who competed to out-spend each other, paying over a thousand dollars each for armor and weapons.
But social gaming on Facebook has rocketed the casual market into the stratosphere, not only in terms of how many people are playing, but also in spending levels. What’s really surprising about the above figures is not just that someone would pay as much for virtual goods as they might spend on a new car, but that Social Gold tracked these five spenders over a period of just six months, since last November.
Multiple media,exchangable currencies
Transcript of "Future of Monetizing Social Games"
The Future of Monetization?<br />Driving Game & Content Development<br />Elvin Li<br />Founder & CEO<br />Ryan Lou<br />Biz Dev Partner<br />Fiona Poh<br />Marketing Mgr<br />
About ZelRealm<br />Commerce Tools for Social Game Developers<br />Analysis<br />Monetization<br />Virtual Goods Management<br />
Pay for Storage Space</li></ul>http://news.cnet.com/8301-13846_3-9983073-62.html<br />
What’s Hot: Hybrid Model<br />Micro-Transaction<br />+ Subscription<br />+ Immersive Brand Advertising<br />+ Metered System<br />+ ….<br />“Why get rid or alienate your current subscriber base? Would you really cancel your current subscribers?” – LOGIN 2010, Fernando Paiz (DDO)<br />
Demographics (ASIA)<br />Who Uses Facebook? The Asian Context<br />CASE: INDONESIA<br />
Compared to US: More males use Facebook than females (18.4% overall)<br />Male Age: 18-25 - 45.9%<br /> 13-17 – 23.5%<br />Overall: Users under 25 – 72.5%<br />More women in younger ages play Facebook compared to men<br />
Demographic (US)<br />average age is 48<br />90% reported the same or increased game play over the past 3 months<br />27% and 25% reported less time spent reading (mag, book, newspaper) and home TV/movie viewing respectively<br />43% of the time, game players log into social networks specifically to play games<br />friends’ recommendations are the #1 factor influencing social game selection<br />35% have purchased a virtual gift while playing a social game<br />
Social Whales<br />Players who spend massively on virtual goods and gifts<br />Whale: > USD$1, 000Super Whale: > USD$10,000<br />Mafia Wars, Happy Aquarium etc<br />Small percentage (10%) of users in the category<br />Single minded<br />