On the net Games: What Is This Future Of Activities On-line?

Internet games are now being played for more than sixty minutes a day by over half a billion individuals globally, claims Jane McGonigal.

In the United States on your own, that number is 183 million.

Ninety-nine percent of boys under eighteen and 94 % of females under 18 say they have fun with online games on a consistent schedule.

On an average, younger people are going to rack up 10 thousand hours of gaming by the point they reach the age of 21.

That’s about the same amount of time that they are going to spend in their classrooms.

over five million Americans are currently spending over 40 hours a week playing online games, which is the equivalent of the time invested at a regular job.

The NPD Group, a financial-analysis firm that monitors the sales of video games, states the U.S. games industry sold $6.71 billion worth of completely new video games in 2012.

The top 10 best selling games of 2012 were:

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

FarmVille 2 was launched in September 2012.

World of Warcraft holds the Guinness World Record for one of the most popular MMORPG (Massively Multiplayer Online Role Playing Game), with more than eight million members as of March 2013 (Wikipedia).

Another popular game is Clash of Clans, which happens to be a fight strategy game.

games which are Free, known as freemium (free premium) games, is a business model in which the game is given away at no cost, but the buyer has the alternative of spending money on a number of game enhancements.

This particular design is now famous on both smartphones and iPads.

Free games are downloaded far more readily than paid games.

The freemium model seems to be the pattern belonging to the future because many are becoming reluctant to spend on a game before they use it.

Once a customer uses a game, they’ll usually be inclined to spend money within that game if they find engaging and it fun.

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

The aim of this game is to develop a clan, create a village of the clan, then teach your warriors to protect your village from invaders.

You are able to download the game to your smartphone for nothing. Then, once you find this game fun and engaging, you will find all varieties of available upgrades.

Sure, you can go on playing for free as long as you love and little by little pull in virtual “gems” that will help you fund your clan venture. Or even you are able to buy over your smartphone to accelerate the momentum of obtaining gems.

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

And in case you feel really ambitious, and if you would like to get a couple of extra swords and sling shots to deal with barbarian invaders, just touch your shartphone screen and also acquire a “chest of Gems” for just $99.99.

The company that makes Clash of Clans (Supercell) rakes in over one million dollars… a day!

All from individuals who downloaded a free Clash of Clans game to the smartphone of theirs.

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

When the capability to use things is a lot easier through the utilization of technology, wealth is created faster and more abundantly than ever.

Furthermore , consider that when people enjoy Clash of Clans, they are encouraged to merely press a button to invite all of their friends from Facebook to join them, which brings Supercell even more dollars.

Naturally, Clash of Clans is just one of countless examples.

The users, the fans, in addition to the players of Clash of Clans (and different freemium online games) make large numbers of dollars for companies as Supercell and Apple.

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

Does that seem fair?

Shouldn’t the users get rewarded?

We are convinced rewarding users of online games is an idea whose time has come.

Would not it be wonderful if the users, the fans, in addition to the players of web based games obtained several of the money that comes from online games? Wouldn’t it be great if the users of online video games can really earn money for playing video games online?


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