Social Gaming - SMX Melbourne 2011


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Social Gaming review as presented at SMX Melbourne 2011 by Jeff Ferguson, CEO & Legal Consultant of Fang Digital Marketing (

Data provided by a variety of sources, too numerous to mention and for which I am definitely not taking credit for at all (this is just a review).

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Social Gaming - SMX Melbourne 2011

  1. 1. Social Gaming Jeff Ferguson CEO, Fang Digital Marketing Board Member, SEMPO LA Writer,
  2. 2.
  3. 3. WHO IS THE SOCIAL GAMER(HINT: It‟s Not Who You Think It Is)
  4. 4. It‟s your mum
  5. 5. Typical Social Gamers• Casual social gamers: – Women make up the majority; 38% of female social gamers say they play social games several times a day, vs. 29% of males. – 40% were over age 50 – 23% planned to spend more on social gaming content in 2011• Hardcore social gamers: – Were more likely to be male (55%) and under age 40 (57%) – Spent more money on gaming content – 59% said they planned to spend more on social gaming content in 2011
  6. 6. Typical Social Gamers• Slightly different in Facebook alone
  7. 7. Typical Social Gamers• Gender Differences – Men and women differ in their consumption of, and attitudes towards, social games: • Women are more apt to play social games with real-world friends than men are (68% vs. 56%); • Men are more inclined than women to play with strangers (41% vs. 33%); • Nearly twice as many women as men say they play social games with relatives (46% vs. 29%).
  8. 8. Typical Social Gamers• More diverse than you think…
  9. 9. Typical Social Gamers• And they are good people.
  10. 10. Typical Social Gamers• Playing Preferences – 83% of social gamers cite Facebook as a place where they play social games, compared to 24% who play on MySpace, 7% on Bebo and 5% who play on Friendster. – Social gamers spend 39% of all their time on social networking sites/services playing games. • The second and third most popular social networking activities among social gamers are chatting with/messaging friends (17%) and playing non-social (solo) games (15%). – When asked to choose as many reasons as they wanted for playing social games from a lengthy list, • Fun and excitement (53%). • Stress relief (45%) • Competitive spirit (43%) • Mental workout (32%) • Connect with others (24%). – Only 17% of UK-based social gamers chose "connect with others" as a reason for playing, compared to 28% of their U.S. counterparts. – Nearly half (49%) of the times when they log into social networks, social gamers do so specifically to play social games.
  11. 11. Typical Social Gamers
  12. 12. CASUALLY LARGECasual, Like A Revolution…
  13. 13. Casually Large• Four of out ten US internet users play social games, according to a study from Kabam in May 2011.• According to the survey results, social gamers are highly „social‟ on social sites: – They spend 13 hours/wk on social networks, and 9.5 hours/wk on social games – 44% use social games “as a form of communication” – They have 218 social connections, and have made 20 new friends through social gaming – They have 16.5 „real-life friends‟ who play the same social games they do – 22% say they play harder because their online friends can see their score
  14. 14. Casually Large• Not as big as console gamers, but climbing
  15. 15. Casually Large• Still among friends (and family):
  16. 16. Casually Large
  17. 17. Casually Large• Frequent Play – The vast majority (95%) of social gamers play multiple times per week; nearly two-thirds (64%) play at least once a day. – U.S. players tend to play more frequently, with 68% saying they play daily compared to 55% of U.K.-based social gamers. – 61% of social gamers say their average social gaming session lasts more than half an hour; one in ten say their average session lasts 3 hours or more! – More than half (56%) of social gamers have been playing social games for more than a year. – About one quarter (26%) are new to social gaming, having started playing in the last six months. – About a third (35%) of social gamers say their consumption of social games has increased over the past three months, compared to 10% who said it has decreased.
  18. 18. Casually Large
  19. 19. Casually Large• Viral Growth/Consumption – Social gamers tend to play their favorite games with great frequency; • The most popular games for weekly or more frequent play are • Farmville (69) • Bejeweled® Blitz (65%) • Texas Holdem Poker (63%) • Cafe World (61%) • Mafia Wars (59%) – Word-of-mouth is the most common way that social gamers hear about new social games; • 57% of social gamers rely on a recommendation or in-game alert from a friend • 38% said they learn about new games from ads on social networking sites • 27% cited standard Web searches – Social gamers have played an average of 6.1 different social games • 39% have played between three and five social games • 13% say theyve played more than 10.
  20. 20. CASUAL GAMING SPENDINGVirtual Currency Translates Into Real Currency
  21. 21. Social Gaming Spending• Virtual goods revenues will reach $653 million in the US in 2011* – Up 28% from 2010• Slightly more than half (53%) of social gamers say theyve earned and/or spent virtual currency in a social game – Only 28% have purchased virtual currency with real-world money and only 32% have purchased a virtual gift• Nearly a third (32%) of social gamers say theyre likely to purchase virtual items with real-world currency• Fully a quarter (25%) of social gamers say theyve been misled by an ad or other "special offer" tied to a social game theyve played *eMarketer
  22. 22. Social Gaming Spending• Nearly one quarter – 24% – of social gamers have clicked on an ad in a social game and made an online purchase, – And 18% have paid to play a game, or to get items in a game.
  23. 23. Social Gaming Spending• Virtual Goods: – 42% of social gamers say they would be more motivated to play a social game that offered real world rewards (coupon, gift card) – On average, gamers spend $42.70 on in-game items or virtual currency – A quarter of the survey participants report buying virtual currency at least once weekly – 55% of players would rather earn virtual currency than purchase it with real money, but 14% have used real money to purchase virtual currency – 45% are open to viewing in-game ads to earn virtual currency – 41% will review the game or spread the word through their social network page to earn virtual currency
  24. 24. THE SIMS ON FACEBOOK4.6 Million Players Daily and Counting
  25. 25. The Sims on Facebook• Less than a week after launch, The Sims Social already had 4.6 million people playing daily, and is the fastest-growing social game.• The impressive growth statistics for the newest kid on the social gaming block: – The Sims Social is the #6 game on Facebook – It is the #10 app on Facebook overall – The Sims Social is on track to have more players than CityVille • Currently the #1 social game on Facebook, with 14 million players – Previous versions of The Sims sold more than 140 million copies.• The Sims Social also incorporates in-game advertising and launched with Dunkin‟ Donuts as part of gameplay. • Players can give their Facebook friends a “Dunkin‟ Donuts coffee boost.”
  26. 26. Jeff | twitter: @countxero. @fangdigital & @dead_tree_mediaTHANK YOU!