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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 →

Lexus Uses Mobile Game ‘Draw Something’ To Target Younger Audience

Lexus Uses Mobile Game 'Draw Something' To Target Younger Audience

Last week Lexus added to the brand’s ongoing campaign for the 2013 Lexus ES by integrating ads into popular mobile game Draw Something. The aim was to draw a young adult audience (under 45 years old) and to “engage this game’s huge fan base,” Teri Hill, media manager at Lexus, told Adweek. 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 →

Zynga, Pizza Hut Use Social Games To Fight World Hunger

Zynga, Pizza Hut Use Social Games for World Hunger Relief

Zynga and Pizza Hut are teaming up to offer social good through social gaming. Exclusive in-game items can be purchased for $5 on four popular Zynga games: FarmVille, CityVille, Empire & Allies and The Pioneer Trail. The items help players in-game but also support the World Food Programme in real life. According to Mashable, it’s the first time Zynga has partnered with a brand in this way. Read →

U.S. Social Gamers to Reach 68.7 Million in 2012

eMarketer: U.S. Social Gamers To Reach 69.1 Million in 2011

‘Social gaming exploded in 2010′, according to a report by eMarketer.  53 million US internet users, or 24% of the online audience, played social games such as Zynga’s FarmVille and CityVille at least once a month in 2010. The social gaming audience will continue to grow over the next two years, reaching an expected 68.7 million social […] Read →

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