This Week’s Headlines on Inside Social Games

ISG LogoIn the past week, the social gaming space has seen quite a stir. Not only has there been a handful of significant acquisitions and new numbers from this month’s Top 25 lists for both MySpace and Facebook, but there may be a new social genre boom on the horizon: city building. Big players such as Playdom and Digital Chocolate released their own SimCity-like titles. Here are the headlines for this past week from Inside Social Games.

Monday, March 1st, 2010

Tuesday, March 2nd, 2010

Wednesday, March 3rd, 2010

Thursday, March 4th, 2010

Friday, March 5th, 2010

This Week’s Headlines on Inside Social Games

ISG LogoAs new acquisitions churn the social games industry, developers continue on with new games ranging from fight filled flora to locals of a more tropical destination. Here are the headlines from Inside Social Games.

Monday, February 22nd, 2010

Tuesday, February 23rd, 2010

Wednesday, February 24th, 2010

Thursday, February 25th, 2010

Friday, February 26th, 2010

Inside Virtual Goods: The Future of Social Gaming 2010, Is Here

2009 will be remembered as the year that casual gaming stormed social platforms and changed the way millions of people socialized with friends online. With an up-to-$400 million acquisition of Playfish by Electronic Arts, hundreds of millions of dollars in venture investments, and some of the highest engagement numbers that online entertainment has ever seen, social games are now impacting businesses across the media landscape. It’s become clear that there are substantial opportunities for social game developers with virtual goods revenue models, but the market is still evolving rapidly.

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That’s why I’m excited to release today a new exclusive original research report with co-author Charles Hudson in our Inside Virtual Goods series that is exclusively focused on the future of the social gaming market, entitled Inside Virtual Goods: The Future of Social Gaming 2010.

How big is the market, and where will social gaming go in 2010? How will existing players fare as Facebook shifts the social gaming landscape, and larger and more sophisticated players enter the market? Inside Virtual Goods: The Future of Social Gaming 2010 provides deeper insight into social game monetization, development, customer acquisition, and the key questions facing the space in 2010 than you’ll find anywhere else.

About the Report

Inside Virtual Goods: The Future of Social Gaming 2010 gives you an inside view of the future at this critical juncture in the intersection of social networking and online games. The big picture? We estimate that the US virtual goods market will reach $1.6 billion in 2010, and that social gaming market will contribute $835 million of that total this year.

We have compiled months of original research from dozens of top executives and entrepreneurs from all parts of the social gaming ecosystem to produce eye-opening source data and analysis that is not available anywhere else. At over 140 pages, Inside Virtual Goods: The Future of Social Gaming 2010 takes the closest look at the present state of social games and the future of what’s shaping up to be a very fundamentally strong and profitable industry.

What We Cover

  1. Emerging Social Game Development and Studio Models – There is an emerging consensus around how social game developers are choosing to organize themselves for game development. How do small, medium, and large developers organize their teams? What do development cycle times for original titles and “expansion packs” look like? What is the role of testing and metrics in the development process?
  2. Social Game Design and Mechanics – The emergence of a few key game genres with proven mechanics and monetization have spawned dozens of fast followers. Understand how publishers are continuing to innovate as we head into 2010.
  3. Monetization Data and Payment Trends – Now that developers have proven the virtual goods model, what are ARPUs really like for different game genres? What is the lifetime value of users, and how long do players stick around? We take an in depth look at monetization methods and rates, and shed light on where payments are headed in the coming quarters. One more note on monetization – you may be wondering about everything you’ve heard about offers and alternative payments for virtual goods. We cover:
    • The offers ‘scandal’ and what will it mean going into 2010
    • Changes that advertisers and payments companies have – and haven’t – made
    • How both direct and alternate payment methods are most likely to grow or contract in the coming year.
  4. Customer Acquisition and Marketing Trends – As the social gaming landscape has evolved over the past two and a half years, so have the ways that developers acquire and retain new users. How have user acquisition costs changed, and what do Facebook’s changes spell for the future of the marketing funnel? We take an in depth look at data and trends.
  5. Facebook’s Platform Changes, Credits, and What’s In Store for the Future – Just when social game developers were settling in, Facebook announced major adjustments that will dramatically alter the way social games reach users through Facebook. Continued change is likely – what will it be, and how will it impact the industry? In addition, as Facebook rolls out its much-discussed Credits currency, how will monetization and the payments landscape be affected? Finally, will we see another dominant platform emerge? Our overview covers these developments, their impact on the industry, and what else is in store.

What you get

In addition to our deep dive into key aspects of the social gaming ecosystem, the report also offers extended coverage on:

  • A brief history on the evolution and growth of this space in the US, including a description of all key players and how they rose to the top.
  • Total social gaming market size estimates for 2010, including estimates on the “big three” developers.
  • Our take on the key issues facing the growth of social gaming, including our outlook and projections for 2010.

See the full table of contents below:

Table of Contents


Appendix of Related Companies includes: 51.com, 6Waves, Activision, AddictingGames, AdNectar, AdParlor, Amazon, AOL, Apple, Atari / Cryptic Studios, BigFish Games, BigPoint, Blizzard, Boku, Boomerang Networks, Crowdstar, DeNA, DoubleDing, Digital Sky Technologies, Electronic Arts, Facebook, Firecue, Friendster, Gambit, Gameloft, Glu, GMG Entertainment, Google, GratisPay, Gree, Green Patch, gWallet, hi5, InComm, Kaixin001, Kongregate, Live Gamer, LOLapps, Microsoft, Mixi, MSN, MySpace, Nexon, ngmoco, Offerpal Media, OpenFeint, Orkut, PayPal, Peanut Labs, Playdom, Playfirst, Playfish, PlaySpan / Spare Change, Pogo, PopCap Games, QZone, Real Networks, RenRen / Xiaonei, RockYou, Serious Business, SGN, Shanda, Social Hour, Social Reach, SocialGold / Jambool, SponsorPay, Super Rewards / Adknowledge, SupersonicAds, Target, Tatto Media, Tencent, The9, TokenAds, TrialPay, Twitter, Ubisoft, Viacom, VKontakte, Yahoo, Zong, Zynga

More Data, More Actionable Insights

In 2009, social games began to show what kind of value can be created on top of social networks. 2010 will be an even more important year.

Social gaming, powered by virtual goods, is this year’s industry to watch. If you’re involved, or are considering jumping in, Inside Virtual Goods will be one of your most important tools.

One year of original data and exclusive in-depth reports delivered on a quarterly basis is $2,495 and contains:

  • A detailed overview of the current state of the industry
  • Specific estimates on market size by segment
  • Diagnosis of key opportunities and issues by segment

Get The Annual Membership

Get Annual Membership (Includes Report + 3 Additional Quarterly Issues): $2,495


OR Buy Single Report: $995


The annual membership, which includes the report and three additional quarterly updates, is USD $2,495. Alternatively, you can just download this report for USD $995.

About the Authors

justin-smith-headshotJustin Smith

Founder, Inside Network

Justin Smith is the founder of Inside Network, the first company dedicated to providing news and market research to the Facebook platform and social gaming ecosystem. Justin serves as co-editor of Inside Facebook and Inside Social Games, and manages Inside Network’s AppData and PageData services as well.

Prior to Inside Network, he was formerly Head of Product at Watercooler, one of the leading application developers on the Facebook Platform. Prior to Watercooler, Justin was an early employee at Xfire, the largest social utility for gamers, which was sold to Viacom in 2006. Justin holds a degree in Computer Systems Engineering from Stanford University.

charles-hudson-headshotCharles Hudson

VP Business Development, Serious Business & Host, Virtual Goods Summit

Charles Hudson is VP of Business Development for Serious Business, a leading social games developer on the Facebook platform. In addition to his work at Serious Business, Charles Hudson organizes two of the leading conferences in the social gaming and free-to-play games industries, the Social Gaming Summit and Virtual Goods Summit.

Prior to Serious Business, he was formerly the Sr. Director for Business Development at Gaia Interactive, a leading online hangout for teens. Prior to Gaia, Charles worked in New Business Development at Google and focused on new partnership opportunities for early-stage products in the advertising, mobile, and e-commerce markets. Prior to joining Google, he was a Product Manager for IronPort Systems, a leading provider of anti-spam hardware appliances that was acquired by Cisco Systems for $830 million in 2007. Charles holds an MBA and BA from Stanford University.

This Week’s Headlines on Inside Social Games

ISGThe social world moves fast; almost as fast as all the hustle and bustle of holiday shopping. Well, if you were out buying gifts, or just happened to blink for a moment, here are this week’s headlines from Inside Social Games.

Monday, November 30, 2009

Tuesday, December 1, 2009

Wednesday, December 2, 2009

Thursday, December 3, 2009

Friday, December 4, 2009

Asia: Philippines, Taiwan, Indonesia Gained More Than 1M Facebook Users Last Month

satellite-photo-of-asia-at-nightFacebook grew from 44 million to 50 million in Asia last month, according to our Global Monitor report, gaining six million new users over August — and mostly in three countries. The Philippines grew by 1.38 million people to 5.78 million monthly active users. Taiwan grew by nearly as many people, seeing a massive surge of 1.37 million to reach 3.32 million. Indonesia, already the largest Facebook country in Asia, grew by 1.19 million to reach 9.71 million monthly actives.

We’ve also seen a surge in Facebook gaming applications that are available in widely-spoken languages in the region, especially Chinese. As in the rest of the world, virtual farming and aquarium-decorating games have quickly become popular. In fact, developers active in the region have told us that many users are playing Facebook because of the games, and many don’t even realize that the games are not hosted and owned by Facebook.

Simulation games like these have been popular in China and other parts of Asia for years, so perhaps the most surprising part is that users are moving on to Facebook to play.

asia september-2

Asia-built aquarium games include Happy Fishbowl, with 12.8 million monthly actives and My Fishbowl, with around 5 million — no wonder Zynga, the largest Facebook game developer, is planning a “FishVille.” Regionally-produced farm games includes “Happy Farm” with more than 3 million monthly actives. Other popular simulation style game apps include Animal Paradise and Sunshine Ranch.

Across other parts of Asia, Facebook saw relatively less growth, although in some countries that appears due to the site saturating the population. The second-largest Facebook country in the region is Australia, with 6.93 million monthly actives: It only grew by 258,000 in September, but that means 32.2% of the country is now on the site. Ahead of the island continent, Hong Kong and Singapore saw similar growth numbers and slightly higher penetration rates.

Facebook, which makes the raw data we analyze publicly available, groups Russia, the Middle East and the Indian subcontinent in with the rest of the region. So, looking at the 20 largest countries in all of Asia, we see a number of other show up.

My Fishbowl on Facebook

Not every government in this region allows Facebook — China, Iran and North Korea have blocked it, for example, so many countries either don’t show up or show falling numbers. Others, like some in Central Asia, don’t have large internet populations.

And some countries, we expect to see serious growth, at least based on regional and worldwide Facebook growth patterns, as well as anecdotal reports. Most obviously, India grew 222,000 to reach 4.27 million — 0.73% of the country’s 1.14 billion people. Indian users of Zynga’s farming game, FarmVille, for example, staged a successful protest in recent weeks to get the company to create an Indian flag to decorate virtual farms with. Other reports suggest Facebook is sucking up users from Google’s Orkut. Another country we expect to see grow is Malaysia, which gained 309,000 to reach 2.91 million last month. That’s 10.5% of the country’s 27.7 million users.

Happy Aquarium on Facebook

And one final note on Malaysia — and Singapore, Indonesia and the Philippines, the current home to Friendster. It seems that Facebook’s somewhat inadvertent gaming strategy could be what’s disrupting Friendster, a company that has only now decided to focus more heavily on games. Perhaps a Hi5-like refocus to gaming could give it a new boost?

Inside Virtual Goods: Tracking the US Virtual Goods Market, 2009 – 2010, Is Here

virtual-goods-report-thumbnailWhile virtual goods have been driving revenues in Asia and Europe for years, 2009 will be remembered as the year virtual goods-based businesses began to scale in the United States. Virtual goods may be bringing the largest disruption entertainment, communication, and e-commerce infrastructure companies have seen for a long time.

That’s why I’m excited to announce today a new in-depth research report with partner/co-author Charles Hudson that is exclusively focused on the size and future of the virtual goods market in the United States, entitled Inside Virtual Goods: The US Virtual Goods Market, 2009 – 2010. It is being released for the first time this morning. The big picture? We estimate the total 2009 US virtual goods opportunity at just over $1 billion.

Purchase this report
Buy PDF: $995 USD
OR Buy PDF + 1 Year of Quarterly Updates: $1,995 USD

About the Report

Inside Virtual Goods is a new report designed specifically for entrepreneurs, investors, and analysts interested in the growth of this exciting new category of online commerce that is fueling the growth of games-as-a-service businesses. During our research over the last several months, Charles and I have spoken with dozens of executives and entrepreneurs from all parts of the ecosystem in order to form what we believe are the most detailed estimates, analyses, and predictions for 2009 and 2010.

We focused and organized the report around the following areas:

  1. Social Networks, Applications, and Games - The explosion of the virtual goods market on social networks is in our view one of the biggest stories of 2009. We delve deeply into the trends, stats, key players, opportunities, and challenges facing the space this year and next.
  2. Casual MMOs and Virtual Worlds - Virtual worlds and casual MMOs continue to grow as a meaningful share of the virtual goods opportunity in the United States. Our study breaks down the key drivers for success in this segment, trends in monetization and engagement, and the prospects for the future.
  3. Hardcore MMOs and Free-to-Play Online Games – Developers in the MMO / MMORPG space have been among the earliest adopters of the free-to-play model. We explore why free-to-play MMOs are succeeding, revenue and user trends, and the key issues facing this space as we head into 2010.
  4. Emerging Areas: Consoles, iPhone, and Subscription MMOs- As the virtual goods business model becomes more well understood, it is beginning to show up in new and interesting areas of the games and entertainment landscape. We highlight a few of the more promising areas where virtual goods are emerging as a promising opportunity.

Each section contains:

  1. A brief history on the evolution and growth of this space in the US, including a description of all key players.
  2. Estimates on the size of the US virtual goods market in 2009 in that area.
  3. A diagnosis of the key opportunities and issues facing the growth of that space, including our outlook and projections for 2010.

In addition, prior to delving more deeply into each market segment, we’ve provided an overview of the emerging payments ecosystem that is growing to serve these new businesses. Traditional e-commerce infrastructure providers only offer a partial solution, and the virtual goods payments layer is currently in a major state of flux. In the report, we describe the variety of solutions that have been brought to market to date, and the key challenges facing the industry from a payments perspective as a whole.

For more details, check out the full table of contents below.

The price of the report is US $995. In addition, we will be releasing quarterly research and updates on key developments in the space. A one-year subscription is now available for US $1,995.

Charles and I are looking forward to continuing to cover the evolution of the space over the coming year. We look forward to hearing from you!

Table of Contents





About the Authors

charles-hudson-headshotCharles Hudson

VP Business Development, Serious Business & Host, Virtual Goods Summit

Charles Hudson is VP of Business Development for Serious Business, a leading social games developer on the Facebook platform. In addition to his work at Serious Business, Charles Hudson organizes two of the leading conferences in the social gaming and free-to-play games industries, the Social Gaming Summit and Virtual Goods Summit.

Prior to Serious Business, he was formerly the Sr. Director for Business Development at Gaia Interactive, a leading online hangout for teens. Prior to Gaia, Charles worked in New Business Development at Google and focused on new partnership opportunities for early-stage products in the advertising, mobile, and e-commerce markets. Prior to joining Google, he was a Product Manager for IronPort Systems, a leading provider of anti-spam hardware appliances that was acquired by Cisco Systems for $830 million in 2007. Charles holds an MBA and  BA from Stanford University.

justin-smith-headshotJustin Smith

Founder, Inside Network

Justin Smith is the founder of Inside Network, the first and only service dedicated to providing business information and market research to the Facebook platform and social gaming ecosystem. Justin serves as co-editor of Inside Facebook and Inside Social Games, and manages Inside Network’s AppData and PageData services as well.

Prior to Inside Network, he was formerly Head of Product at Watercooler, one of the leading application developers on the Facebook Platform. Prior to Watercooler, Justin was an early employee at Xfire, the largest social utility for gamers, which was sold to Viacom in 2006. Justin holds a degree in Computer Systems Engineering from Stanford University.

Buy Now

The price of the report is US $995. In addition, we will be releasing quarterly research and updates on key developments in the space. A one-year subscription is available for US $1,995.

Purchase this report
Buy PDF: $995 USD
OR Buy PDF + 1 Year of Quarterly Updates: $1,995 USD

List of Related Companies: Acclaim, Activision, AdParlor, Aeria Games, Amazon, Artix Entertainment, Bebo (AOL), Boku, Boomerang Networks, Challenge Games, Electronic Arts, Facebook, Fatfoogoo, Firecue, Frogster, Gaia Online, Gala-Net, Gambit, Google, GratisPay, Green Patch, gWallet, Hi5, IMVU, iovation, Jagex, Kontagent, Meez, Metaplace, Microsoft, MySpace, Nexon, Nintendo, Offerpal Media, Outspark, PaymentPin, PayPal, PeanutLabs, Playdom, Playfish, PlaySpan, Rekoo, Riot Games, RockYou!, Second Life, Serious Business, SGN, Six Degrees Games, Slashkey, Slide, SocialGold, Sometrics, Sony, Sony (Free Realms), SponsorPay, Sulake (Habbo Hotel), Super Rewards, SupersonicAds, SurfPin, TheBroth, ThreatMetrix, Three Rings (Puzzle Pirates), TokenAds, TrialPay, Turbine, Twofish, Viacom (MTV), Viacom (Neopets), Viximo, WeeWorld, Zong, Zynga

Announcing Inside Virtual Goods: Tracking the US Virtual Goods Market, 2009 – 2010

virtual-goods-report-thumbnailWhile virtual goods have been driving revenues in Asia and Europe for years, 2009 will be remembered as the year virtual goods-based businesses began to scale in the United States. Virtual goods may be bringing the largest disruption entertainment, communication, and e-commerce infrastructure companies have seen for a long time.

That’s why I’m excited to announce today a new in-depth research report with partner/co-author Charles Hudson that is exclusively focused on the size and future of the virtual goods market in the United States, entitled Inside Virtual Goods: The US Virtual Goods Market, 2009 – 2010. It will be released next Wednesday, October 14, but is available for discount pre-order now.

Purchase this report
Buy PDF: $995 $695 USD*
OR Buy PDF + 1 Year of Quarterly Updates: $1,995 $1,395 USD*

* Pre-order discount ends October 13, 2009. All pre-ordered reports will be delivered on October 14, 2009.

About the Report

Inside Virtual Goods is a new report designed specifically for entrepreneurs, investors, and analysts interested in the growth of this exciting new category of online commerce that is fueling the growth of games-as-a-service businesses. During our research over the last several months, Charles and I have spoken with dozens of executives and entrepreneurs from all parts of the ecosystem in order to form what we believe are the most detailed estimates, analyses, and predictions for 2009 and 2010.

We focused and organized the report around the following areas:

  1. Social Networks, Applications, and Games - The explosion of the virtual goods market on social networks is in our view one of the biggest stories of 2009. We delve deeply into the trends, stats, key players, opportunities, and challenges facing the space this year and next.
  2. Casual MMOs and Virtual Worlds - Virtual worlds and casual MMOs continue to grow as a meaningful share of the virtual goods opportunity in the United States. Our study breaks down the key drivers for success in this segment, trends in monetization and engagement, and the prospects for the future.
  3. Hardcore MMOs and Free-to-Play Online Games – Developers in the MMO / MMORPG space have been among the earliest adopters of the free-to-play model. We explore why free-to-play MMOs are succeeding, revenue and user trends, and the key issues facing this space as we head into 2010.
  4. Emerging Areas: Consoles, iPhone, and Subscription MMOs- As the virtual goods business model becomes more well understood, it is beginning to show up in new and interesting areas of the games and entertainment landscape. We highlight a few of the more promising areas where virtual goods are emerging as a promising opportunity.

Each section contains:

  1. A brief history on the evolution and growth of this space in the US, including a description of all key players.
  2. Estimates on the size of the US virtual goods market in 2009 in that area.
  3. A diagnosis of the key opportunities and issues facing the growth of that space, including our outlook and projections for 2010.

In addition, prior to delving more deeply into each market segment, we’ve provided an overview of the emerging payments ecosystem that is growing to serve these new businesses. Traditional e-commerce infrastructure providers only offer a partial solution, and the virtual goods payments layer is currently in a major state of flux. In the report, we describe the variety of solutions that have been brought to market to date, and the key challenges facing the industry from a payments perspective as a whole.

For more details, check out the full table of contents below.

Although the report will not be released until next Wednesday, October 14, we are offering a special pre-order discount for those who purchase now. The pre-order price of US $695 is available now until next Tuesday, at which point the price will go to US $995.

In addition, we will be releasing quarterly research and updates on key developments in the space. A one-year subscription is now available for US $1,395 until next Tuesday, at which point the price will go to US $1,995.

Charles and I are looking forward to continuing to cover the evolution of the space over the coming year. We look forward to hearing from you!

Table of Contents

1. Introduction

  • How We Got Here: A Brief History of Virtual Goods Worldwide
  • Defining Terms
    • Registered users
    • Active users
    • Average revenue per user (ARPU)
    • Average revenue per paying user (ARPPU)
    • How do different developers manage their businesses?
  • Growing Virtual Goods Markets in the US
    • Social Networks, Applications, and Games
    • Casual MMOs and Virtual Worlds
    • Hardcore MMOs and Free to Play Games
    • Emerging Areas: Consoles, iPhone, Subscription MMOs
  • Methodology

2. The Virtual Goods Payments Ecosystem: An Overview

  • Large Payment Platforms
  • Mobile Payment Providers
  • Offer Providers
  • Direct vs Offers
  • Pre-paid Cards
  • New Payment Providers
  • Facebook Payments
  • Managing Fraud
  • Related Companies
    • AdParlor
    • Amazon
    • Boku
    • Boomerang
    • Facebook
    • Fatfoogoo
    • Firecue
    • Gambit
    • Google
    • Gratispay
    • gWallet
    • Kontagent
    • Offerpal Media
    • PaymentPin
    • PayPal
    • Peanut Labs
    • PlaySpan
    • SocialGold
    • Sometrics
    • SponsorPay
    • Super Rewards
    • SupersonicAds
    • TokenAds
    • TrialPay
    • Twofish
    • Zong

3. Social Networks, Applications, and Games

  • Introduction
    • The Rise of Facebook
    • The Payment Ecosystem Explosion
    • Increased Optimization for Virtual Goods
  • Social Networking Platforms Today
    • Facebook
    • MySpace
    • Twitter
    • Others
  • Social Application and Game Genres: How Do They Perform?
    • Gifting Apps
    • X-Wars Games
    • Pet Games
    • Farm Games
    • Poker Games
    • Arcade Games
    • Flirting Games
  • Who’s Buying Virtual Goods?
    • Gender breakdown
    • Age breakdown
    • Geographic breakdown
  • How Are They Spending Money?
    • In-Game Currency: Tools, Weapons, and Decorations
    • Virtual Gifts on Social Networks
    • Payment Method Breakdown in Social Apps and Games
    • Repeat Purchasers
  • Market Size Estimate
    • Total Number of Monthly Paying Users
    • Total ARPPU Per Month
    • Total US Virtual Goods Revenues from Social Networks in 2009
  • 2010 Outlook
    • Growth Rate
    • Major Risks that Could Hamper Growth
  • Leading Companies
    • Facebook
    • MySpace
    • Twitter
    • Hi5
    • Google
    • Bebo (AOL)
    • Zynga
    • Playfish
    • Playdom
    • SGN
    • RockYou
    • Slide

4. Casual MMOs and Virtual Worlds

  • Introduction
  • Demographic Breakdown
    • Gender
    • Age
  • Payments
  • Analyzing the Market Opportunity
    • ARPU
    • ARPPU
    • Market Size Estimate
  • 2010 expectations
    • Growth Rate
    • Key Challenges
  • Leading Companies
    • IMVU
    • Gaia Online
    • Habbo Hotel (Sulake)
    • Second Life
    • WeeWorld
    • WhyVille
    • Club Penguin
    • Free Realms (Sony)

5. Free to Play MMOs / Hardcore Games

  • Introduction
    • History of free to play MMOs
    • Emergence of the free to play MMO market opportunity in the US
    • Major genres for free-to-play MMOs and hardcore games
  • Analyzing the Market Opportunity
    • Total Player Base
    • ARPU
    • ARPPU
    • Payment methods
  • 2010 expectations
  • Leading Companies
    • Outspark
    • IGG
    • Jagex
    • Aeria Games
    • Gala-Net
    • Nexon
    • Artix

6. Emerging Areas

  • Console Games
  • iPhone
  • Subscription MMOs

7. Conclusion

  • Overview: 2009 Market Estimates
  • Looking Ahead: 2010

8. Appendix

About the Authors

charles-hudson-headshotCharles Hudson

VP Business Development, Serious Business & Host, Virtual Goods Summit

Charles Hudson is VP of Business Development for Serious Business, a leading social games developer on the Facebook platform. In addition to his work at Serious Business, Charles Hudson organizes two of the leading conferences in the social gaming and free-to-play games industries, the Social Gaming Summit and Virtual Goods Summit.

Prior to Serious Business, he was formerly the Sr. Director for Business Development at Gaia Interactive, a leading online hangout for teens. Prior to Gaia, Charles worked in New Business Development at Google and focused on new partnership opportunities for early-stage products in the advertising, mobile, and e-commerce markets. Prior to joining Google, he was a Product Manager for IronPort Systems, a leading provider of anti-spam hardware appliances that was acquired by Cisco Systems for $830 million in 2007. Charles holds an MBA and  BA from Stanford University.

justin-smith-headshotJustin Smith

Founder, Inside Network

Justin Smith is the founder of Inside Network, the first and only service dedicated to providing business information and market research to the Facebook platform and social gaming ecosystem. Justin serves as co-editor of Inside Facebook and Inside Social Games, and manages Inside Network’s AppData and PageData services as well.

Prior to Inside Network, he was formerly Head of Product at Watercooler, one of the leading application developers on the Facebook Platform. Prior to Watercooler, Justin was an early employee at Xfire, the largest social utility for gamers, which was sold to Viacom in 2006. Justin holds a degree in Computer Systems Engineering from Stanford University.

Buy Now

Although the report will not be released until next Wednesday, October 14, we are offering a special pre-order discount for those who purchase now. The pre-order price of US $695 is available now until next Tuesday, at which point the price will go to US $995.

In addition, Inside Virtual Goods will be releasing quarterly research and updates on key developments in the space. A one-year subscription is now available for US $1,395 until next Tuesday, at which point the price will go to US $1,995.

Purchase this report
Buy PDF: $995 $695 USD*
OR Buy PDF + 1 Year of Quarterly Updates: $1,995 $1,395 USD*

* Pre-order discount ends October 13, 2009. All pre-ordered reports will be delivered on October 14, 2009.

This Week’s Top Headlines from Inside Social Games

Check out the top headlines and insights this week from Inside Social Games – tracking all the latest developments at the intersection of games and social platforms.

Monday, July 13

Tuesday, July 14

Wednesday, July 15

Thursday, July 16

Friday, July 17

Top Facebook Application Developer Slide Building Virtual Goods Business, Payment Platform

slide_logo_sm.gifFounded by PayPal co-founder Max Levchin in 2005, Slide has become synonymous with the explosion of social network applications in recent years. Its properties and widgets, including popular applications SuperPoke, Top Friends, FunSpace, and SuperPoke Pets, reach over 155 million people per month on popular social networks like Facebook, MySpace, Bebo, Hi5, Orkut, Friendster, and Tagged. And with around 24 million monthly active users on Facebook, Slide is (and always has been) one of the largest application developers on the Facebook Platform.

However, unlike other top app developers, Slide hasn’t been rolling out many new applications over the last year. Instead, it’s been honing and optimizing its core network of properties, and spending a lot of time and energy tuning its monetization efforts.

On the advertising side, Slide has built a sales team with several staff in New York and San Francisco that has been driving the company’s premium integrations like branded SuperPokes or viral FunSpace videos. However, the company has also quietly been building its direct to consumer business, selling virtual currency and subscriptions that give users access to premium features. For example, each bar of Slide Gold costs USD $0.10 (the same exchange rate as Facebook Credits), and unlimited premium SuperPokes can be purchased for a USD $4.99 monthly subscription fee.

slidegold

Just how important has Slide’s virtual goods business become? As of today, a Slide spokesperson tells us its direct-to-consumer virtual currency sales and subscriptions account for 50% of the company’s overall revenues.

Furthermore, given the increasing importance of virtual goods sales to the company – and that Levchin, CFO Kevin Freedman, and VP Strategy and Business Development Keith Rabois all share a history at PayPal – we’ve been hearing increasing rumors lately that Slide has plans to bring more parts of the payments layer in house in order to be able to exert greater control over the payment user experience. Today, Slide confirms that that is indeed the case.

“We believe it’s important to improve the system for paying for virtual goods. We are working on innovating that technology to make the experience easier for our consumers,” Lily Lin, Slide’s Director of Communications, tells Inside Facebook.

Whether or not Slide will make its payment infrastructure available to other developers remains to be seen. Slide’s Lin, however, says that that is “not the plan.”

“The focus is just for our own users,” she says.

For a company like Slide, which has 150 million users around the world yet connects with many of them through social network platform partners, taking greater control over the payments infrastructure, which is of increasing strategic importance to the company as it grows its direct to consumer sales, makes a lot of sense. Unlike smaller developers, it has the resources and experience to potentially establish direct relationships with payment processing companies instead of working with social application payment service providers like Social Gold, Spare Change, Zong, or Boku – or the social networks themselves. (Facebook recently started testing a payments program for developers, and MySpace has said it plans to do the same later this year.)

Overall, we think these are all smart moves by the company. Virtual goods sales are booming on the Facebook Platform, and Slide is in a unique position to capitalize on both the advertising and e-commerce opportunities inside Facebook. We’ll continue to track the company as things progress on both fronts throughout the year.

slideaxe

Slides from Presentation at Social Gaming Summit

This morning I gave the opening presentation at the Social Gaming Summit, discussing an overview of the major platforms, players, and monetization stats in the social gaming industry. For those interested in checking out the slides, they are embedded below.

Topics covered: Facebook, Facebook Connect, iPhone, MySpace, Hi5, Twitter, Monetization, ARPUs on Facebook and MySpace, IP, copycats.

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