Exponential growth for mobile gaming

infraphic_mobile_game

 

The mobile game market has realized a significant growth during these twelve years,  incrementing its revenue from 20 to 211 billions of dollars on US market. From insidesocialgames, this infographic about a growing market.

 

First of all, the infographic analyzes the imposing growth: mobile phone is now used daily, according to data for almost the half for relax playing. An app for any device (tablets are not so different from mobile phones) is used at least once a day, surpassing the use of television.

From the graphic, another interesting data: almost the half of places where people uses mobile games are the own bed or on public transport; this data can be explained by another phenomenon, interesting app games: the game sessions are short, based on applications that can engage users with fast and little sessions.

The common user of mobile game is part of  a varied public: is true that the leading segment is men until 35 years, but from 35 to 65 the women are the majority. The apps reflect these detections: Farmville and Monopoly are applications used mainly by women (over 26), Texas hold’em poker is used for 75% by males.

The infographic gives some hints to evaluate this massive growth of mobile market, that are been successful for companies involved, like Ruzzle or other applications used every day by milion of persons

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Multiscreen app for a multiscreen world

Changes emerge, from a Google’s study, about the use customers make of the devices they own. The direct effects from this study concern a new use of television and the “Cross-Platform”. Here’s some hints about the uses on new technologies related to gamification, through reprocessing data.

Google inc., has recently published a study about multi-screening, the use of a multiplicity of monitors in our life. The focus on this research is to define a profile of this new tecnique, and try to track new guidelines to report it for the final consumer.

The research took account about the fact that people spend like 4.40 hours on monitors for activities not related to work, and that the role of TV has been declining facing smartphone and tablets.

The results are interesting: every device (the research compare smartphone, tablet and PC) got a precise destination for his utilization (PC is used for work or to seek information, Tablet to play, smartphone to make connections), but it’s common to multiscreening the platforms. This can be horizontal (changing the device to complete the task) or simultaneous using a plurality of devices, for the same operation (complementary) or more tasks (multitasking).

As written above, the role of TV has changed: the media is still the first for utilization, but now is not dominating the market. In the study, the TV is used like a start point for the research we will made on other devices.

A fact that the research don’t consider is the advent of “Smart-TV”, that can connect to Internet and manage apps and interact with the world.

The cross platform presents himself like an exellent opportunity to develop Gamified applications, using the devices to expand the gamified experience to a large amount of users, and to allow a continuos relation with the customer (think about the possibility to switch from a smartphone to a tablet, without losing your progress or interrupt the application). This would allow a better retain of customer (provided you’ll have a great design) or allow for more usability experience, since the user can carry it with him.

In conclusion, Google’s research print a photo of a grounded reality, that can give us some hints to develop some app shared on multiple devices

If you would take a look on the complete research, you can download it

World’s games market will grow to 86.1$ bilion in 2016

Global_games_market_increase_1

Newzoo has released a new report on his site, focusing on the big growth about the mobile games and the general expansion of the games market, estimating a compound annual growth rate (CAGR) of 6.7% per year, until 86.1 bilion of dollars in 2016.

 

The data posted on Newzoo describe an expected growth for the games market, revealing that the videogamers in the world will raise from 1.21 billion this year to 1.55 billion. These gamers will play on different platform according to their tastes, and the most important data is about mobile platforms, that will increase its share from 13.8% to 27.8% of the global market, with a CAGR for smartphones of 19% and 48% for tablets, generating profits for 23.9$ bilion in 2016. The highest share will remain the console games, but the CAGR will be minor than the mobile platforms. The handhelds share will suffer the worst annual growth rate, with an estimated CAGR of -15.0%.
The report offers also a detailed analysis about the condition of the market this year, focusing on the compositions of gamers (dividing them by their geographical location) and the typology of game played, from casual/social to consoles games; in these analisys, is interesting seeing compound data about casual/social and mobile games, getting the 27% of the whole market, growing from past years

Below you will find some of the images that compose the entire report. If you would learn more, you can download the entire report from Newzoo.com

 

Game_segment_2013