Social Gaming: Generating $1 Billion!?

January 12, 2011 at 11:25 PM (Musings) (, , , , , , , )

I’m not an ideas person.  At my seventh grade Invention Convention, fat cat beer Bud Lite funny remote couch acting like a personI barely passed muster with my ExoFeed (patent-pending): the food bowl that makes your cat or dog work for its meal.  I think the next idea after that was starting a blog. You can see how well that took off.  My next idea needs to be something genius, because my track record is pretty unimpressive thus far.  Clearly I should develop “FarmVille 2: Farmier and Generally Awesomer Than FarmVille.”

One billion this year?  People will be spending one billion on virtual blueberries this year!? According to eMarketer, “Approximately 62 million U.S. Internet users — that’s 27% of the total Internet-using population in the U.S. — will play at least one game on a social network on a monthly basis this year, a 15% increase from 2010, the research firm claims” (lovingly stolen from Mashable). eMarketer data chart social gaming revenue 2011 2012 And of those social gamers, only 6% spend enough while playing these games to lead to a forecast of $1 billion in revenue for the industry this year.

God, why did you have to make me a charming little blonde?  Why couldn’t you make me a socially inept marketing genius?  Then I could really be happy.

Ranting aside, though, seeing this statistic reminds me of some reading I recall from Gary Vaynerchuk’s (@garyvee) book Crush It! Why Now Is the Time to Cash in on Your Passion (an excellent read if you don’t think you could ever make money doing what you love).  Gary suggests that if there is something you truly love doing, then you’ll love talking about it – intelligently (because if you love it, of course you want to be an expert on it).  Eventually you will find your niche audience who will love whatever it is you’re talking about as much as you do… and that’s where the advertisers come in.

Six percent may not seem like a big slice of the pie, but it sure is a devoted slice of the pie.  You don’t need hundreds of millions of customers.  You just need a loyal core who will count on you for their fix of whatever it is you’re offering – and purchase often.  While a really big part of me loathes FarmVille (and other social games), a smaller, more reasonable part of me recognises and appreciates its value as a case study in the ever-expanding world of social media.

Tonight’s Tunes
“Money,” Pink Floyd
“Money Honey,” Lady Gaga


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Not-News Flash! 40% of Tweets Are Mobile

January 9, 2011 at 4:59 PM (Musings) (, , )

Yesterday, Mashable shared via Twitter’s CEO that 40% of all tweets come from mobile devices.  While it’s nice to have a referenceable percentage for those thrilling conversations at cocktail parties, this doesn’t really come as a surprise.  Upsurge in smartphone-adoption aside, we’re on our mobile phones more than ever – and tweeting all the way (for those of you who ridicule me for not having a smartphone ::coughs::, you can in fact tweet and check in via text).  Sure, official Android and iPhone apps make it easier to tweet, but what really makes the difference is that we’re finding more and more information that’s worth sharing: news articles, YouTube videos, Angry Birds board games, what I ate for breakfast, and so on.  Rather than deciding to wait until we get to our computers to post from there (and most likely forget about it by then), we tweet on the go.  The only part I actually found surprising was that the percentage wasn’t higher, but given that last year only about 20-25% of tweets were shared via mobile, it’s still some serious headway.


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