Online Games: What’s The Future Of Games Online?

Internet games are being played for more than 60 minutes a day by over half a billion individuals around the world, says Jane McGonigal.

In the United States alone, that amount is 183 million.

Ninety-nine percent of boys under eighteen and ninety four percent of women under eighteen say they participate in web based games on a routine basis.

On an average, people that are young are going to rack up ten 1000 hours of gaming by time they get to the age of 21.

That is about the same level of time that they are going to spend in the classrooms of theirs.

over 5 million Americans now are investing over forty hours weekly playing online games, and that is the equivalent of the time spent at a full time work.

The NPD Group, a financial-analysis firm which often tracks the sales of video games, claims the U.S. games industry sold $6.71 billion worth of new games in 2012.

The top ten best selling games of 2012 were:

Call of Duty: Black Ops II (360, PS3, PC, Wii U)
Madden NFL 13 (360, PSV, Wii, PS3, Wii U)
Halo four (360)
Assassin’s Creed III (360, PS3, PC, Wii U)
Just Dance 4 (Wii, 360, Wii U, PS3)
NBA 2K13 (360, PS3, Wii, PSP, Wii U, PC)
Borderlands 2 (360, , PS3 PC)
Call of Duty: Modern Warfare three (360, Wii, PS3, PC)
Lego Batman two: DC Super Heroes (Wii, 360, NDS, PS3, 3DS, PSV, PC)
FIFA Soccer thirteen (360, Wii U, 3DS, PSV, Wii, PS3, PSP) FarmVille is a highly-popular farming simulation social network game developed by Zynga in 2009.

FarmVille two was launched in September 2012. of Warcraft can hold the Guinness World Record for the most desired MMORPG (Massively Multiplayer Online Role Playing Game), with over eight million members as of March 2013 (Wikipedia).

Yet another preferred game is Clash of Clans, which is a battle strategy game.

games which are Totally free, oftentimes called freemium (free premium) games, is a business model where game is given away at no cost, however, the buyer has the option of spending money on a variety of game enhancements.

This specific design is becoming popular on both smartphones and iPads.

games which are Totally free are downloaded far more effortlessly than paid games.

The freemium model seems to be the pattern belonging to the future since many are starting to be reluctant to pay for a game before they put it to use.

Once a customer uses a game, they will usually be inclined to invest cash within that game if they find getting and it exciting.

As an illustration of the way the freemium model works, think about the free of charge game Clash of Clans.

The goal of this game is to create a clan, establish a village towards the clan, now teach the fighters of yours to shield the village of yours from invaders.

You can download the game to the smartphone of yours for free of charge. After that, once you identify this game fun and engaging, you will discover a number of forms of available upgrades.

Sure, you are able to start playing for free as long as you like and little by little pull in virtual “gems” so that you can fund your clan project. Or you are able to spend money over your smartphone to facilitate the pace of obtaining gems.

With the touch of a finger, players can purchase a “pile of Gems” for $4.99, a “bag of Gems” for $9.99, or perhaps a “box of Gems” for $49.99.

And then in case you’re feeling really ambitious, as well as in case you wish to purchase a couple of additional swords and sling shots to cure barbarian invaders, simply touch your shartphone screen and pay for a “chest of Gems” for just $99.99.

The business enterprise which sells Clash of Clans (Supercell) rakes in over one million dollars… 1 day!

All from people who downloaded a free Clash of Clans game to their smartphone.

A day, apple gets about 30 % of that, or $300,000.

When the potential to purchase things is made easier through the usage of technology, money is created faster as well as more abundantly than ever before.

In addition, imagine that when individuals play Clash of Clans, they’re urged to merely press a button to invite all of their friends from Facebook to join them, which brings Supercell a lot more money.

Of course, Clash of Clans is just one of numerous cases.

The users, the fans, together with the players of Clash of Clans (and various other freemium online games) create millions of dollars for businesses as Supercell and Apple.

Meanwhile, the users get zilch… a good big goose egg.

Does that seem fair?

Should not the consumers get rewarded?

We feel rewarding users of online video games is a concept whose time has come about.

Would not it be terrific if the users, the fans, in addition to the players of online games got several of the funds that comes from web-based games? Would not it be fantastic in case the users of online games can in fact generate profits for playing video games online?

That’s the thought behind a new game company that is going to be coming soon.

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