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Social Networking Stats: 24% More Gamers Will Pay To Play on Facebook, #RLTM Scoreboard

Facebook user growth worldwide

A recently emailed statement from Facebook said the number of people paying to play games on the platform is up 24% from a year ago. Read →

Social and Mobile Gaming Ads See Engagement Near 20%

Mobile, Social Gaming Ads Outperform Traditional Ads

A new study by MediaBrix reveals that advertisers receive engagement rates of around 20% (on average) from social and mobile gaming ads – much higher than engagement rates for Facebook brand pages or pre-roll online video ads. Read →

Mobile Gaming To Grow Faster Than Social, Online Gaming

Mobile Gaming Growth Will Top Social, Online Gaming

Mobile gaming is growing more rapidly in the US than either social or online casual gaming, according to a new eMarketer report. With its rapidly expanding audience, mobile gaming will also lead in advertising growth. Read →

Century 21 Targets First-time Home Buyers With Social Gaming

Century 21 Embraces Social Gaming with SimCity Social

Last week, Century 21 became the third major brand integrated into EA’s SimCity Social. Following in the footsteps of Dunkin’ Donuts and Mercedes-Benz, the real-estate brand is embracing social gaming in a big way — with the largest game provider (EA), on the most popular social network (Facebook). Read →

One-Third of US Gamers Play Social, Mobile Games

One-third of US Gamers Play Mobile, Social Games

While US video game sales revenues grew slightly between 2009 and 2011, the revenues for computer and console games shrank over the same time period. Why? The increasingly popularity of games delivered via mobile apps, social networks and other downloads, according to recent data from the Entertainment Software Association. Read →

Mobile Gaming To Rise 26%, Social Gaming Up 10% in 2012

Mobile Gaming To Grow 26%, Social Gaming 10% in 2012

In the last few years, gaming has moved rapidly in the direction of shorter, simpler games played via social networks and mobile devices. Mobile gaming has more users and is growing more rapidly than any other gaming platform in the US, according to new data from eMarketer. And social gaming is growing more rapidly than social networking use. Read →

Smartphone Gaming Increases 55% in EU5

Mobile and Social Gaming in the EU5

According to comScore’s newly released overview of mobile gaming across the five leading European markets – France, Germany, Italy, Spain and the UK – the number of smartphone users in these countries playing games (at least once per month) increased 55% since last year. The number of mobile social gamers increased 42% in the last six months. Read →

Older Gamers Buy 2X More Virtual Goods

Older Gamers More Likely To Spend on Virtual Goods via MocoSpace study

A new study by mobile gaming community MocoSpace looks at virtual goods consumption and engagement by age, through a survey of nearly 500,000 gamers on MocoSpace’s network of 22 million users. While the report confirmed that younger gamers (ages 25-35) spend more time playing social games, it also revealed that older gamers (ages 45 and up) spend significantly more on virtual goods than younger gamers. Read →

Will Social Gaming For Social Good Make A Difference?

WeTopia Social Game For Social Good

WeTopia is a new online social game designed to raise money for children’s charities in the real world. A first effort from Sojo Studios, it is a free-to-play Facebook game (meant to be part of a series) where players “create villages and help their neighbors.” Designed to be fun for users while at the same time helping solve real-world issues, it’s the latest effort to turn social gaming into social good. Read →

Mobile Gaming Sees 4X Increase Among U.S. Kids

Mobile Games For Kids On The Rise in US

Gaming growth for children under 17 is speeding up, and mobile games in particular are on the rise in this age group, according to new research from The NPD Group. While gaming has always been for kids, the number of kids playing mobile games has more than quadrupled in the last two years as more children are using smartphones and other mobile devices (theirs or their parents). Read →

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