In 2010, most experts expect the social gaming industry to reach global sales of around $ 10 billion, with almost 70% attributed to Asia. Most of this income comes from the sale of virtual goods, that is, 100% replicable pixels with zero variable cost. Basically a beautiful model if you can get the huge distribution required, because only a small percentage of the total gaming user base ends up spending real cash.
Yet those same experts are now wondering aloud when the mechanics and features inherent in the gaming industry are starting to make their way into more mainstream applications and services. It’s probably fair to say that the corporate world is already in the water. Ad stocks are placed within games, giving users the option to choose what they would otherwise have had to pay for. Brands have also found ways to appear within games. The best example is the brand stores within Second Life, one of the pioneering communities of the virtual world.
The bigger question, however, is whether the big brands will start doing something bolder than playing on the peripheral of other people’s games. In my opinion, there is no shortage of opportunities. Especially now that all the major virtual currency, virtual trading and payment www.ufabet.com platforms have been built, though, to serve the gaming industry. For example, it wouldn’t be that hard to say that an insurance company will give its clients a refund if they join a gym a certain number of times a month. Some health plans already do this, but they need specific agreements with the clubs, they need the clubs to turn over the data, and they generally only care about those plans when they are tied to large corporate agreements.
As users become more and more accustomed to the concept of gaming that enters their daily online and mobile interactions, there will be more opportunities for the corporate world to start executing more creative interactions with their customers, offering them virtual rewards, and knowing and serving. . them better.