Game Industry News
Gaming companies go after the whales
Thursday, 24, June, 2010
For some time now I've been hoping Hollywood will take another whack at "Moby Dick." Just imagine the computer-generated special effects backing up an all-star cast as Ahab, Ishmael and the rest of the Pequod crew pursue the great white whale. The first mate, you may recall, is named Starbuck. Artistically correct product placement!But now I'm thinking that Mobydickville is bound to come first, given a new marketing report that highlights the value of "whales" in the online social gaming business.
"To be a whale on a social game, we say you need to spend more than $20 per month," said Justin Smith, co-author of "Inside Virtual Goods: Spending and Usage Patterns of the Social Game Audience." Thar she blows!It's these hard-core players — willing to pay extra to enhance games like "FarmVille" or "Mobsters" that the vast majority of users play for free — who are expected to push online social game revenue to $835 million in 2010, about half of the $1.6 billion spent on all "virtual goods," according to Smith.