Online Games: What’s The Future Of Games Online?

Web games are being played for more than sixty minutes a day by over 500 million individuals worldwide, says Jane McGonigal.

In the United States alone, that number is 183 million.

Ninety-nine % of boys under eighteen and 94 % of girls under 18 say they play online games on a consistent time frame.

On an average, people that are young are going to rack up ten 1000 hours of gaming by time they achieve the age of twenty one.

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

more than 5 million Americans are now spending over 40 many hours a week playing online video games, which is the equivalent of the time spent at a full time job.

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

The top ten best selling games of 2012 were:

Call of Duty: Black Ops II (360, PC, PS3, Wii U)
Madden NFL thirteen (360, PSV, Wii, PS3, Wii U)
Halo 4 (360)
Assassin’s Creed III (360, PC, PS3, Wii U)
Just Dance four (Wii, 360, Wii U, PS3)
NBA 2K13 (360, PS3, Wii, PSP, Wii U, PC)
Borderlands two (360, , PS3 PC)
Call of Duty: Modern Warfare three (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 social network game prepared by Zynga in 2009.

FarmVille two was introduced in September 2012.

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

A popular game is Clash of Clans, which is certainly a battle strategy game.

games that are Free, frequently called freemium (free premium) video games, is a business model where game is given out for free, although the purchaser has the alternative of investing in a variety of game enhancements.

This version has become famous on both iPads and smartphones.

games which are Totally free are downloaded a great deal more effortlessly than paid games.

The freemium version appears to be the pattern of the future because many are becoming reluctant to spend on a game before they put it to use.

As soon as a person works with a game, they will usually be prepared to invest cash within that game if they find engaging and it interesting.

As an example of the way the freemium version works, consider the no cost game Clash of Clans.

The objective of this specific game is creating a clan, create a village of the clan, now teach the soldiers of yours to guard your village from invaders.

You are able to download the game to the smartphone of yours for totally free. Next, once this particular game fun is found by you and engaging, you will discover a number of kinds of available upgrades.

Sure, you can start playing for free as long as you love and gradually earn virtual “gems” so that you can fund your clan project. or perhaps you are able to make a purchase over your smartphone to quicken the pace of acquiring gems.

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

And then if you feel really ambitious, and also in case you wish to buy some additional swords and sling-shots to deal with barbarian invaders, just touch your shartphone display and also purchase a “chest of Gems” for only $99.99.

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

Many from people who downloaded a totally free Clash of Clans game to the smartphone of theirs.

Apple gets aproximatelly 30 % of that, or $300,000 a day.

When the capacity to buy things is made easier through the use of technology, wealth is created faster as well as more abundantly than ever before.

Also think about that when individuals enjoy Clash of Clans, they’re urged to merely press a button to invite each one of the buddies of theirs from Facebook to join them, that brings Supercell even more money.

However, Clash of Clans is simply one of numerous cases.

The owners, the fans, and the players of Clash of Clans (and any other freemium online games) generate millions of dollars for businesses as Apple and Supercell.

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

Does that seem fair?

Shouldn’t the users get rewarded?

We believe rewarding users of online video games is a concept whose time has come about.

Would not it be wonderful in case the owners, the fans, in addition to the players of online games got some of the funds which comes from internet games? Wouldn’t it be terrific if the drivers of online video games might actually generate profits for playing games online?

That’s the thought behind a brand new game business that will be coming soon.

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