Social Games Case Solution

This Case is about NETWORKING, SOCIAL PLATFORMS

PUBLICATION DATE: September 15, 2010 PRODUCT #: EC39-HCB-ENG

This case study profiles the high-increase social games sector where users and games played like Mafia and Farmville Wars on social networks like MySpace and Facebook, with the intention of socializing with friends or meeting with new folks. In the year 2009, the social games sector anticipated to grow to 250 million people playing, up from only 50 million.

By the end of 2009, social gaming had gone from being considered the “wild west” of gaming in the U.S. to one that was a bright spot in the gaming industry (where video game and console sales were falling at a speed of 20 percent a year), taken seriously by all of the business players, including conventional publishers like Electronic Arts. By the end of 2009, the world of social gaming was an exciting business, and one with an open ended future. As the business continued to grow and develop, U.S. social games players had all eyes on Asia where businesses had innovated in terms of monetization versions, new platforms like mobile and game content.

Social Games Case Solution
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