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Recent Reports

Inside Virtual Goods: The Future of Social Gaming 2011

2010 will be remembered as the year that games on social networks became a billion dollar business and transformed the way millions more people socialized with friends online. With an up-to-$750 million acquisition of Playdom by Disney, Playfish's integration across Electronic Arts, the continued growth of Zynga, the rise of CrowdStar and Kabam, and continued venture investments, social games are impacting businesses across the media landscape. Despite the challenges facing the market, it's become clear that there are still substantial opportunities for social game developers with virtual goods revenue models, but the market is still evolving rapidly. read more

Inside Virtual Goods: The US Virtual Goods Market 2010-2011

With an up-to-$750 million acquisition of Playdom by Disney, an up-to-$400 million acquisition of Playfish by Electronic Arts, the acquisition of Tapulous by Disney, and hundreds of millions of dollars in venture investments, virtual goods are impacting businesses across the media landscape. Virtual goods, and the companies that create them, may be bringing the largest disruption entertainment, communication, and e-commerce infrastructure businesses have seen in years... read more

Research
Inside Facebook Gold is Inside Network’s‚¿ comprehensive business intelligence service providing global data and analysis on Facebook. Facebook is today the foundation of a vibrant, dynamic startup ecosystem, and yet it remains a private company that reveals little on its own performance and growth, and still less on risks and new opportunities facing related businesses. Inside Facebook Gold presents comprehensive business intelligence on the Facebook ecosystem for top analysts whose responsibility is to understand and interpret opportunities, not to hunt down data. The full Inside Facebook Gold suite includes:
  • Global Data Feed Service, a regular, up-to-date data csv covering Facebook audience size, demographics, advertising rates, and language use.
  • Facebook Monthly Growth Report, a detailed review of audience change by country markets, and demographic and linguistic groups, with special focus on one key region each month.
  • Facebook Global Monitor, 100 pages of leaderboards and charts covering audience change in 160 Facebook country markets.
  • DealWatch, a summary and analysis of all the funding and acquisition events, major hires, and partnerships that have taken place in the Facebook business ecosystem, and in social games and payments.


The Facebook Marketing Bible is the comprehensive reference for marketers on Facebook, whether your business is running your first test, or you're ready to maximize your existing campaigns. Since the launch of its first version in 2007, the Facebook Marketing Bible has been a powerful resource behind many of today’s‚¿ strongest Facebook marketing campaigns by providing specific methods companies can use to launch or improve their campaigns. The Facebook Marketing Bible is a regularly updated online guide that includes:

  • Resource Pages covering every corner of Facebook’s‚¿ marketing and advertising offerings, including new features that bring Facebook’s‚¿ social graph and communication functionality off Facebook and even offline.
  • How-To Guides focused on showcasing the most effective ways to use Facebook today.
  • Case Studies examining strategies, implementation techniques, and results of successful campaigns on Facebook.
  • The Facebook Marketing Service Provider Directory is a detailed catalog of the Facebook Preferred Developer Consultants who are helping brands get the most out of their Facebook spend. The Facebook Marketing Service Provider Directory includes areas of expertise, verticals covered, client lists, portfolio samples, news updates dating back to 2008 (where applicable), and detailed contact information.


Inside Virtual Goods: The Future of Social Gaming 2011 by Justin Smith and Charles Hudson

2010 will be remembered as the year that games on social networks became a billion dollar business and transformed the way millions more people socialized with friends online. With an up-to-$750 million acquisition of Playdom by Disney, Playfish's integration across Electronic Arts, the continued growth of Zynga, the rise of CrowdStar and Kabam, and continued venture investments, social games are impacting businesses across the media landscape. Despite the challenges facing the market, it's become clear that there are still substantial opportunities for social game developers with virtual goods revenue models, but the market is still evolving rapidly.

Inside Network is proud to announce a new exclusive original research report exclusively focused on the future of the social gaming market, entitled Inside Virtual Goods: The Future of Social Gaming 2011.

How big is the market, and where will social gaming go in 2011? How will existing players fare as Facebook shifts the social gaming landscape, and larger and more sophisticated players enter the market? Inside Virtual Goods: The Future of Social Gaming 2010 provides deeper insight into social game monetization, development, customer acquisition, and the key questions facing the space in 2010 than you'll find anywhere else - giving you an inside view of the future at this critical juncture in the intersection of social networking and online games.

We have compiled months of original research from dozens of top executives and entrepreneurs from all parts of the social gaming ecosystem to produce eye-opening source data and analysis that is not available anywhere else. Inside Virtual Goods: The Future of Social Gaming 2010 takes the closest look at the present state of social games and the future of what's shaping up to be a very fundamentally strong and profitable industry.

What We Cover

  1. Social Game Development and Studio Models - There is an emerging consensus around how social game developers are choosing to organize themselves for game development. How do small, medium, and large developers organize their teams? What do development cycle times for original titles and "expansion packs" look like? What is the role of testing and metrics in the development process?
  2. Social Game Design and Mechanics - The emergence of a few key game genres with proven mechanics and monetization have spawned dozens of fast followers. Understand how publishers are continuing to innovate as we head into 2011.
  3. Monetization Data and Payment Trends - Now that developers have proven the virtual goods model, what are ARPUs, ARPPUs, and LTVs really like for different game genres? What is the lifetime value of users, and how long do players stick around? We take an in depth look at monetization methods and rates, and shed light on where payments are headed in the coming quarters. One more note on monetization - you may be wondering about everything you've heard about the rollout of Facebook Credits. We cover:
    • Both the goals and benefits, and challenges and costs, of Facebook Credits for developers
    • Changes that developers have - and haven't - made
    • Where and how both direct and alternate payment methods are most likely to grow or contract in the coming year.
  4. Customer Acquisition and Marketing Trends - As the social gaming landscape has evolved over the past two and a half years, so have the ways that developers acquire and retain new users. How have user acquisition costs changed, and what do Facebook's changes spell for the future of the marketing funnel? We take an in depth look at data and trends.
  5. Facebook's Platform Changes, Credits, and What's In Store for the Future - Just when social game developers were settling in, Facebook announced major adjustments that will dramatically alter the way social games reach users through Facebook. Continued change is likely - what will it be, and how will it impact the industry? In addition, as Facebook rolls out its much-discussed Credits currency, how will monetization and the payments landscape be affected? Finally, will we see another dominant platform emerge? Our overview covers these developments, their impact on the industry, and what else is in store.

What you get

In addition to our deep dive into key aspects of the social gaming ecosystem, the report also offers extended coverage on:

  • A brief history on the evolution and growth of this space in the US, including a description of all key players and how they rose to the top.
  • Total social gaming market size estimates for 2011, including estimates on the "big five" developers.
  • Our take on the key issues facing the growth of social gaming, including our outlook and projections for 2011.
For more details, check out the full table of contents below.

The price of the report is US $995. In addition, we will be releasing quarterly research and updates on key developments in the space. A one-year subscription is now available for US $2,495.

>> Read more and purchase


Inside Virtual Goods: The US Virtual Goods Market 2010-2011 by Justin Smith and Charles Hudson

With an up-to-$750 million acquisition of Playdom by Disney, an up-to-$400 million acquisition of Playfish by Electronic Arts, the acquisition of Tapulous by Disney, and hundreds of millions of dollars in venture investments, virtual goods are impacting businesses across the media landscape. Virtual goods, and the companies that create them, may be bringing the largest disruption entertainment, communication, and e-commerce infrastructure businesses have seen in years.

Inside Network is proud to announce a new original research report by Justin Smith and Charles Hudson that presents a comprehensive examination of the size and future of the virtual goods market in the United States, entitled Inside Virtual Goods: The US Virtual Goods Market 2010 - 2011. This is Inside Network's second annual edition of the US Virtual Good Market report. The big picture? The US virtual goods market will reach $2.1 billion overall in 2011.

Where will the virtual goods market go in 2011 and what are the biggest opportunities left unclaimed? How will existing players fare as Facebook continues to reshape the social gaming landscape, and larger and more sophisticated players enter the market? Inside Virtual Goods: The US Virtual Goods Market 2010 - 2011 provides deeper insight into monetization, development, and the key questions facing the space in 2011 than you'll find anywhere else.

We focused and organized the report around the following areas:

  1. Social Networks, Applications, and Games - The explosion of the virtual goods market on social networks is one of the biggest stories of 2010. We delve deeply into the trends, stats, key players, opportunities, and challenges facing the space this year and next.
  2. Casual MMOs and Virtual Worlds - Virtual worlds and casual MMOs continue to grow as a meaningful share of the virtual goods opportunity in the United States. Our study breaks down the key drivers for success in this segment, trends in monetization and engagement, and the prospects for the future.
  3. MMOs and Free-to-Play Online Games - Developers in the MMO / MMORPG space have been among the earliest adopters of the free-to-play model. We explore why free-to-play MMOs are succeeding, revenue and user trends, and the key issues facing this space as we head into 2011.
  4. Console Games - The console market is one of the most interesting new areas where microtransactions are beginning to establish a meaningful foothold in the market. Our study looks at the key opportunities and challenges facing this emerging space going into 2011.
  5. Mobile Games - Mobile application developers that have been early adopters of the free-to-play model are now seeing significant growth in 2010. Our study breaks down the key opportunities and challenges facing this emerging space going into 2011.
Each section contains:
  1. A brief history on the evolution and growth of this space in the US, including a description of key players.
  2. Estimates on the size of the US virtual goods market in 2010 in that area.
  3. A diagnosis of the key opportunities and issues facing the growth of that space, including our outlook and projections for 2011.
In addition, prior to delving more deeply into each market segment, we've provided an overview of the emerging payments ecosystem that is growing to serve these new businesses. Traditional e-commerce infrastructure providers only offer a partial solution, and the virtual goods payments layer is currently in a major state of flux. In the report, we describe the variety of solutions that have been brought to market to date, and the key challenges facing the industry from a payments perspective as a whole.

For more details, check out the full table of contents below.

The annual membership, which includes the report and three additional quarterly updates, is USD $2,495. Alternatively, you can obtain just this report for USD $995. The annual subscription brings you a total of four comprehensive reports comprising months of original research.

>> Read more and purchase

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