Getting in the GameFebruary 23, 2011
By Susan Burke
The blog "All Things Digital" reported on February 17, 2011 that the social gaming company, Zynga, which publishes some of Facebook's most popular games, including Farmville, Texas HoldEm Poker, and Mafia Wars, recently announced that its revenue, as a result of sales of virtual goods and advertising, is close to $1 billion annually. According to eMarketer, in 2010, companies saw $826 million in revenue from social games. By 2014, this will grow to $1,526 billion, a 17% increase in growth. And it's not just nerdy teenage boys who are playing these games either. Fifty-three percent of social gamers are now women, also according to eMarketer. (Please click here to view the full eMarketer presentation on the ANA's Marketing Knowledge Center.) These staggering numbers demonstrate what a big business social gaming is becoming.
Where did this boom in social gaming come from? And, are advertisers prepared to start interacting with users through this new touch point? The National Football League, the U.S. Army, American Family Insurance, and Dove have already started doing so. Like mobile, it seems as if gaming is quickly becoming part of today's digital media mix. How are you incorporating gaming into your media planning?
To learn more about gaming, please visit www.ana.net/InsightBriefs to view some of the ANA's best resources on this topic.
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