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

Online games are being played for over sixty minutes one day by over half a billion people globally, says Jane McGonigal.

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

Ninety-nine percent of boys under eighteen and 94 % of females under eighteen say they play web based games on a regular basis.

On an average, people that are young will rack up ten thousand hours of gaming by time they meet the age of 21.


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

more than 5 million Americans are currently shelling out over 40 hours weekly playing online video games, which is the equivalent of the time spent at a full time job.

The NPD Group, a financial-analysis firm that tracks 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, PS3, Wii, PSV, Wii U)
Halo 4 (360)
Assassin’s Creed III (360, PS3, PC, 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, PS3, Wii, PC)
Lego Batman 2: DC Super Heroes (Wii, 360, NDS, PS3, 3DS, PSV, PC)
FIFA Soccer thirteen (360, Wii U, 3DS, PSV, Wii, PS3, PSP) FarmVille is a highly-popular farming simulation personal network game produced by Zynga in 2009.

FarmVille 2 was released in September 2012.

World of Warcraft holds the Guinness World Record for the most desired MMORPG (Massively Multiplayer Online Role-Playing Game), with more than 8 million members as of March 2013 (Wikipedia).

R6S Cheats -known game is Clash of Clans, which is a combat strategy game.

Totally free games, oftentimes referred to as freemium (free premium) online games, is a business model in which the game is given out for free, but the purchaser has the option of investing in an assortment of game enhancements.

This particular unit is becoming well-liked on both smartphones and iPads.

Free games are downloaded much more easily than paid games.

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

When a person uses a game, they will normally be ready to invest cash within that game in case they find it exciting and engaging.

As an illustration of how the freemium model works, look at the free of charge game Clash of Clans.

The aim of this game is creating a clan, create a village of the clan, teach the fighters of yours to shield your village from invaders.

You are able to download the game to the smartphone of yours for totally free. After that, when you find this game fun and engaging, you will discover a number of kinds of upgrades which are available.

Without a doubt, you can go on playing for free for as long as you want and little by little earn virtual “gems” so that you can fund your clan project. or perhaps you can buy over your smartphone to facilitate the pace of acquiring gems.

With the touch of a finger, players are able to purchase a “pile of Gems” for $4.99, a “bag of Gems” for $9.99, or maybe a “box of Gems” for $49.99.

And in case you feel truly ambitious, and also if you wish to buy some extra swords and sling-shots to fight off barbarian invaders, just touch your shartphone display screen and also buy a “chest of Gems” only for $99.99.

The business enterprise which creates Clash of Clans (Supercell) rakes in over 1 million dollars… one day!

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

Apple gets about thirty % of that, or $300,000 a day.

When the capability to use things is much easier through the use of technology, wealth is created more quickly and also more abundantly than ever before.

Furthermore , consider that when folks enjoy Clash of Clans, they’re encouraged to just press a button to invite every one of their buddies from Facebook to join them, that typically brings Supercell a lot more dollars.

Of course, Clash of Clans is only one of many examples.

The owners, the fans, in addition to the players of Clash of Clans (and various other freemium online games) produce large numbers of dollars for companies like Supercell and Apple.

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

Does that look fair?

Shouldn’t the consumers get rewarded?

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

Wouldn’t it be fantastic if the users, the fans, together with the players of online games obtained some of the funds coming from internet games? Wouldn’t it be fantastic in case the drivers of online games could actually earn money for playing games online?

That is the idea behind a brand new game business that is going to be coming shortly.

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