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

Online activities are now being played for more than sixty minutes one day by over 500 million people around the world, says Jane McGonigal.

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

Ninety-nine % of boys under 18 and 94 percent of females under eighteen say they participate in internet games on a routine time frame.

On an average, people that are young will rack up 10 1000 hours of gaming by time they meet the age of twenty one.

That is about the identical volume of time that they will spend in the classrooms of theirs.

more than 5 million Americans now are investing over forty several hours weekly playing online games, and that is the equivalent of the time spent at a full time work.

The NPD Group, a financial analysis firm which monitors the sales of video games, claims 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 13 (360, PSV, Wii, PS3, Wii U)
Halo four (360)
Assassin’s Creed III (360, PC, PS3, Wii U)
Just Dance 4 (Wii, 360, Wii U, PS3)
NBA 2K13 (360, PS3, Wii, PSP, Wii U, PC)
Borderlands two (360, , PS3 PC)
Call of Duty: Modern Warfare 3 (360, Wii, PS3, PC)
Lego Batman 2: DC Super Heroes (Wii, 360, NDS, PS3, 3DS, PSV, PC)
FIFA Soccer 13 (360, PS3, Wii, PSV, 3DS, Wii U, PSP) FarmVille is a highly popular farming simulation social network game developed by Zynga in 2009.

FarmVille two 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 subscribers as of March 2013 (Wikipedia).

Another popular game is Clash of Clans, which is certainly a combat strategy game.

Free games, generally referred to as freemium (free premium) online games, is a business model where the game is given away for free, although the customer has the option of investing in a variety of game enhancements.

This model has become famous on both iPads and smartphones.

games that are Free are downloaded a lot more easily than paid games.

The freemium version appears to be the trend of the future since many are becoming reluctant to pay for a game before they put it to use.

When a customer uses a game, they will normally be ready to invest money within that game if they find getting and it interesting.

As an example of the way the freemium version works, think about the free of charge game Clash of Clans.

The goal of this game is creating a clan, establish a village of the clan, now teach your soldiers to protect the village of yours from invaders.

You can download the game to the smartphone of yours for free of charge. After that, when this particular game fun is found by you and engaging, you will discover a number of forms of available upgrades.

Sure, you are able to start playing for free as long as you love and gradually make virtual “gems” so that you can fund your clan project. or perhaps you are able to buy over your smartphone to accelerate the pace of acquiring gems.

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

Plus in case you feel seriously ambitious, and if you want to buy a couple of extra swords and sling shots to deal with barbarian invaders, just touch your shartphone display and purchase a “chest of Gems” for only $99.99.

The company that makes Clash of Clans (Supercell) rakes in more than one million dollars… a day!

Most from those that downloaded a free Clash of Clans game to their smartphone.

Apple gets about 30 % of that, and $300,000 a day.

When the potential to purchase things is a lot easier through the usage of technology, money is created more quickly and more abundantly than ever before.

In addition, think about that when people enjoy Clash of Clans, they’re urged to simply press a button to invite all of the friends of theirs from Facebook to join them, that brings Supercell a lot more cash.

However, Clash of Clans is just one of many cases.

The users, the fans, and the players of Clash of Clans (and some other freemium online games) make millions of dollars for companies as Apple and Supercell.

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

Does that look agen poker deposit pulsa ?

Shouldn’t the consumers get rewarded?

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

Wouldn’t it be wonderful if the users, the fans, in addition to the players of online games obtained some of the money which comes from online games? Wouldn’t it be terrific in case the users of online games could in fact make money for playing video games online?

That is the thought behind a new game organization designed to be coming shortly.

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Dharmesh Jahah

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