Information Sercices Group hat im Auftrag von Popcap Games eine demographische Studie über Spieler sozialer Spiele erstellt:
“55% of social gamers are female and 45% are male. Females are more avid gamers, too; 38% of females said they play multiple times a day, but just 29% males said the same. Women are more likely to play with people they know (68% vs. 56% for males), and men are more likely to play with strangers (41% vs. 33%) than women are…
There were more insights in the survey beyond gender. Facebook is the most popular destination for online games, with 83% of respondents saying they have played games there. Twenty-eight percent have purchased in-game currency with real-world money. The average gamer has played six social games, and more than 50% of gamers started playing a game because a friend recommended it or because they saw a friend playing it in a news feed or other social stream.“
Der Anteil weiblicher Spieler bei klassischen MMOs ist vergleichbar, wenn auch geringer (laut verschiedenen Quellen, wie z.B. dem Daedalus Project, Gamasutra und BBC): “the most hard-core players are female… Despite gaming being seen as a male activity, female players now make up about 40% of the gaming population.“
Bei sozialen Spielen (also beispielsweise Facebook-Spielen) liegt der Prozentsatz weiblicher Spieler also um 15 Prozent höher—ihr Gameplay scheint für weibliche Spieler attraktiver zu sein, als die Standardformeln der meisten aktuellen MMOs.
Engage Digital hat eine Vorausschau auf das Jahr 2010 mit der Studie “Virtual Goods Industry Forecast 2010” veröffentlicht, in der mehr als 30 Experten und Analysten der Industrie zu ihren Ansichten befragt wurden. Die Prognosen lassen sich wie folgt zusammenfassen:
“The amount of money spent of virtual goods will rise…
Triple-A brands will invade the virtual goods marketplace in order to tap the appeal with an increasingly broad consumer base, as a means to drive reach and engagement (though not necessarily revenues).
As the virtual goods marketplace reduces friction among buyers and draws more participants along the entire value chain (more goods creators, more infrastructure solutions, more dollars), it will inevitably draw greater scrutiny from government regulators and also be the driver of disputes that will end up in court—either seeking redress or prompting regulation…
Among the most basic views of the sector is that it is bound to grow in terms of how much consumers are willing to spend on digital good.“