Two of Silicon Valley's biggest names. $33m in pre-launch funding. A roster of A-list celebrities ready to unveil a product to the world.
If you're thinking the year is 1999 and you're at a party in San Francisco, you're wrong. It's 2012 and the city is New York.
In the market for farming supplies?
If you're looking for a new tractor or some seeds, American Express is hoping that you'll use one of its new prepaid cards to complete the purchase. On Farmville, of course.
Social gaming on Facebook may be past its prime, but don't tell social gaming juggernaut Zynga that casual gaming is.
The company, which went public late last year, yesterday reported $321m in revenue in the first quarter of 2012 -- its highest quarterly revenue figure ever. All told, bookings rose to $329m, up 15% year-over-year, while the $321m in revenue represented a more impressive 32% year-over-year increase.
While the business of virtual goods has probably been popularized most by social games such as Farmville, the mobile market for virtual goods has developed into a lucrative space for mobile games as well.
There's a good reason for this: charging for a mobile game itself has become increasingly difficult for many game developers, and virtual goods offer one of the best ways to implement a freemium model.
According to mobile ad network Flurry, as of June 2011, well over half (65%) of the revenue for top-grossing games in Apple's U.S. App Store was generated by freemium games. Just six months earlier, 61% of revenue was generated by paid games.
The IPO market is alive! From Yandex to LinkedIn, some of the most
prominent consumer internet companies in recent memory have gone public
recently, and more are on the way.
One of the most intriguing filed to go public late last week. Zynga, the
social gaming juggernaut which is responsible for modern-day hits like
Farmville, plans to raise $1bn.
Google has accomplished a lot in the mobile space thanks to its mobile operating system, Android, but when it comes to building a platform that developers want to develop for, Android still lags behind Apple.
Unlike Google, Apple has thrived at building an ecosystem in which consumers not only use applications, but purchase them.
Social gaming exploded last year. More consumers are now playing these sorts of games online, and brands (ranging from SMEs and local businesses to blue-chips and multinationals) are beginning to invest in this space.
The sector is now worth close to £1bn, and is expected to show further growth in 2011.
This post, which coincides with the launch of our Social Gaming Smart Pack, contains a brief overview of social gaming, why it's important, and how it can be used for marketing.
Got points? Starting today, you can redeem them
for virtual items like cows in FarmVille or guns in Mafia Wars. In a
first-of-its kind deal, American Express has teamed with game-maker Zynga to
make its credit card rewards redeemable for virtual goods.
It’s the latest example of gamification – or the introduction of game
elements into non-game activities. There are reasons this commerce and gaming partnership works for AmEx and Zynga, but the deal could have implications for other
companies’ reward programs as well.
Scott Silverman is a familiar name and face in e-commerce, having served as executive director of Shop.org for over a decade. During his tenure, his focus was developing digital ways to sell tangible things. In his new role as co-founder and VP Marketing of Ifeelgoods.com, Silverman's focus will be on a newer trend in e-commerce: virtual goods, including digital rewards and incentives.
Nothing to sneeze at, given it's estimated some $1.6 billion will be spent by consumers this year on social games such as FarmVille and Mafia Wars. So we caught up with Silverman to discuss his new company - and a just-announced deal with Facebook.
Virtual goods are a thriving business online. And according to appssavvy, they also drive purchase intent in the real world. The social media direct sales company put out research today that online goods also build brand awareness and sales rates offline.
The company's new study, Social Activity: Driving Real World Results
For Brands, found that branded virtual goods had real sales results offline.