| On 12.03.09, In Facebook, Market Share, by deep |
Have you ever played a Farmville? Isn’t it just wonderful to engage in digital farming and watch your crops grow and sell them for money? I have seen people playing them with fascinating enthusiasm. Its interesting how the nature of online games have changed after the arrival of games like Mafia Wars and Farmville. If Farmville had been launched few years back then, it would be considered stupid and worthless. But something have changed the mindset of people, and it is none other than social networking sites like Facebook. It has become more about people than the game itself.
Let me give you few examples of how online social games is changing the online business. Imagine you are are alone in a park. As you are staring at empty space pointlessly, you notice an ice-cream vendor. It is very unlikely that you would get excited and run towards it. But now imagine you are with your closest friends, the whole scenario changes. Even the most common games like snake and ladder or Ludo will appeal to you as the most fun games. Further, if you would notice an ice-cream vendor then there would be an immense energy among you and your friends to go and grab one. This is what has happened. People in a group are more likely to spend money then as an individual.
Previously, the Internet was a lonely playground but now its suddenly booming with cultural exchange and this is what has made games as simple as Farmville dominate the network. People are not only playing alone but are interacting with friends and having a good time. That time or experience is what they are investing in. Statistically speaking, Farmville has not only been the most played game but also have become successful in earning overwhelming revenue.
Typically, no more than 3 percent of online game players in the United States spend real money on virtual goods, with a fraction of those users providing the bulk of revenue, according to Zynga founder and CEO Mark Pincus. But he hopes to harvest a higher percentage over time.
One recent appeal on “FarmVille” was its “Sweet Seeds for Haiti” campaign, which Pincus said has raised $700,000 for two charities that serve the impoverished country. The 50-50 split means Zynga has earned $700,000 from the campaign as well.
Justin Smith, keeper of the blogs Inside Facebook and Inside Social Games, co-authored a market study that estimated that revenue from “virtual goods” would reach $1 billion this year — and up to $1.6 billion next year.
Apart from Zynga and Playfish, the top game makers on Facebook include CrowdStar, maker of “Happy Aquarium,” and Serious Business, which makes “Sell Your Friends,” a game that essentially turns Facebook personas into game pieces.Source : Mercury News

Farmville
So what does it take to make a popular game? The formulas are similar to all the old gaming technique. Allow user to interact with the element in the game. Let them make decisions and control the faith of the game. Many people have a way of expressing themselves through games. Let them make strategy and control the environment of the games. And not to forget let them interact with other members of the game.Do not force user to pay, but give them an experience for which they would not mind investing few dollars.
Thus the potential to earn money from online social games have increased with many successful games. No wonder, gaming giants like Electronics Art had to acquire with online social game developer Playfish for USD $275 million.
Right now, we are still in a phase where many rules and regulation are being build around the gaming and advertisement policy in Online Social Network. It might take time before, a proper regulation and standard of dos and don’ts to make into the paper. But the future for online social games is bright as a star.
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Typically, no more than 3 percent of online game players in the United States spend real money on virtual goods, with a fraction of those users providing the bulk of revenue, according to Zynga founder and CEO Mark Pincus. But he hopes to harvest a higher percentage over time.











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