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NEWS EXTRA


Social gaming to take off in coming years


Gaming on Social Networks is set for rapid expansion as companies ready a move into online gaming in the US. The US social gaming market is forecast to grow 275 percent to $5.5 billion by 2015 and could become the pinnacle point at which players meet new games across online and mobile platforms.


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ocial gaming has come of age, highlighted by facebook, a start-up that has revolutionised social networking and the way future generations of gamers interact, access games and media.


Facebook has created an active platform of 845 million monthly users, 425 million mobile monthly users and 2.7 billion daily likes and comments, according to the prospectus filed ahead of the company’s expected IPO. Gaming companies want a piece of the action and


carve out a new customer base for themselves. As more interactive divisions become established in anticipation of internet gambling in the US, bridging content with social networks is high on the agenda. Social gaming has always been a hits-driven


business. New game development that incorporates engaging content and social features to attract a range of demographics will enable companies to explore a new lucrative market. Companies are already beginning to capitalise on this future growth. IGT made a surprise purchase of social casino games developer Double Down Interactive for $500m earlier this year. The investment was made to drive gaming content suited to the social environment, and cross-develop between online, mobile and social gaming platforms. The biggest company in the sector is Zynga, which


generated almost $900m in gross revenue from Facebook last year. Its social Poker game has become the world’s most played poker tournament. The company has since introduced its social-take on Bingo and Slingo games, as it eyes a potential move into regulated online gaming. The majority of gaming companies are yet to take the social plunge, as Facebook does not allow cash to be withdrawn from the service giving a blurred path to monetisation. This is not likely to change in the near future either and Facebook has made no inclination to amend this.


Currently, players purchase virtual credits that can be used within games to place bets and purchase in- game goods, but can’t exchange for real money. These regular micro-payments however, are getting easier and users are becoming more accustomed to paying with virtual currency. Banner advertising has also been recently


permitted on Facebook for casino companies and as forms of advertising like interstitial ads, sponsorships and branded virtual goods grow, so will revenue per user. This will help drive players to targeted apps and continue develop the market. Market research has been transformed by social


networks and mines rich data sources, previously unobtainable. As users build individual online profiles and their own social networks, information is captured across all players and provides specific information that can be used to develop a more user- centric experience. The potential of social networking is in plain sight. If a user accesses an app, their information is dropped into the operator’s database. If a user “likes” an app, it is instantly shared amongst their network creating a viral effect. Gamers can be presented information about promotions, new games, the brand behind the game and integration with land-based, online and mobile casino environments. Players now have more options than ever before to


discover new games and apps they can use in a casino. As the world continues to turn more “social” and increasingly connected, companies have the opportunity to meet players in new and creative ways.


Innovate Gaming is a free online resource of


the latest news and innovations in Land-Based, Online and Mobile gaming industries. We provide daily gaming reports from around the world and feature product, technology and social media information for the industry.


www.innovategaming.com 12 APRIL 2012


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