If you were in any doubt that the social gaming scene and virtual goods was not a huge and growing market, statistics released by EA might re-enforce it a little for you.
Sebastien de Galleux, co-founder of Playfish, which was purchased by EA for $400 million, and now the VP of business development and strategic partnerships for EA Interactive, has revealed a few stats about EA’s social games at the LeWeb Conference in Paris.
The Phenomenal Growth of Pet Society
As well as the Pet Society EA social game having 20 million users, which is nearly double that of WoW, the daily sales of virtual goods in the game Pet Society hit 90 million a day. This adds up to an astonishing 32.85 billion virtual goods sold per year, selling more items than even eBay. This remarkable achievement highlights the massive appeal and engagement that social games can generate among users.
Pet Society allows players to create and care for their own virtual pets, decorating their homes, and interacting with friends’ pets. The game’s success can be attributed to its engaging gameplay, social interaction features, and the continuous addition of new content and virtual goods that keep players coming back for more. The ability to personalize and customize the gaming experience has proven to be a significant draw for players, leading to high levels of user retention and monetization.
Understanding the Impact of Virtual Goods
The sale of virtual goods in games like Pet Society represents a significant revenue stream for game developers. Virtual goods can range from decorative items and clothing for avatars to functional items that enhance gameplay. The willingness of players to spend real money on these virtual items underscores the value they place on their in-game experiences and the social status that comes with owning rare or exclusive items.
This trend is not limited to Pet Society alone. Other popular social games, such as FarmVille and Candy Crush Saga, have also seen tremendous success with the sale of virtual goods. These games leverage the power of social networks to reach a broad audience, encouraging players to invite friends and share their achievements, further driving engagement and sales.
The success of virtual goods sales has also led to the development of new business models in the gaming industry. Many games now adopt a free-to-play model, where the game itself is free to download and play, but players can purchase virtual goods to enhance their experience. This model has proven to be highly effective, as it lowers the barrier to entry for new players while providing a steady stream of revenue from those who choose to make in-game purchases.
If you have never seen or heard of the game Pet Society, check out the video below for a guided tour in 90 seconds.
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