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4. Game Evolution & Statistics

Evolution & Statistics

  • Global market for video games $66 billion in 2010 (DFC 2011) 
  • Online sales to surpass retail in 2013
  • China is the current largest online gaming market (PWC 2011)
  • Virtual goods $7.3 billion globally (In-Stat 2010), and over $2 billion in US (Inside Network 2011)
  • 44% of US/UK adult have played a mobile game in the last month (PopCap/Information Solutions)
  • 97% of kids 12 to 17 years old play video games
  • Average game player is 30 years old (37% are older than 35)
  • 47% of all game players are women

Examples:

  • Sandbox – Minecraft
  • Building – Civilization, SimCity
  • Social Building – The Sims, Farmville
  • MMOGs – World of Warcraft
  • Puzzle – Portal 2, Angry Birds

Real-World Building Blocks:

  • E-Business 2.0
  • Social networks & media
  • Loyalty programs
  • Management & marketing research

Real-World Activity (Game Concept)

  • Monthly sales competition (Challenge)
  • Frequent flyer program tiers (Levels)
  • Weight Watchers group (Team)
  • Free coffee after 10 purchases at Starbucks (Reward)
  • American Express platinum card (Badge)
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