Online Games: What Is The Future Of Games Online?


Online flash games are now being played over 60 minutes every day by over half a billion people internationally, ” says Jane McGonigalsaid

At the United States alone, this number is 183 million.

Ninety nine percentage of boys under 18 and 94 percent of girls under 18 say that they play online games on an everyday basis.

On an average, young men and women will endure up 10 million hours of gambling by the time that they reach age 2 1.

That is about precisely the identical quantity of time that they’ll spend in their classrooms.

Over 5 million Americans are now spending over 40 hours per week playing online games, which is the equivalent of their period spent at the full time occupation.

The best 10 best-selling matches of 2012 were:

FarmVille is an highly-popular farming simulation societal media game developed by Zynga at ’09.

FarmVille 2 was released in September 2012.

Yet another popular game is Clash of all Clans, which is actually a combat strategy match.

Free games, usually called freemium (complimentary + premium) games, is a business model where the game is given out for free, but the customer has the option of spending money on a variety of game advances.

This model has become popular on both telephones and I-pads.

Free games are downloaded much more readily compared to paid matches.

The freemium model seems to become the tendency for the near future because most are getting to be reluctant to pay for a match before they make use of it.

Once a customer uses a match, they will usually be inclined to shell out money within that match should they believe it is fun and engaging.

As a typical instance of how the freemium model works, consider that the free game Clash of all Clans.

The purpose of this game is always to create a clan, develop a village to get the clan, then train your warriors to guard your village out of invaders.

It is possible to download the game on your own smartphone at no cost. Afterward, as soon as you will find this game fun and engaging, you will find all kinds of upgrades that are available.

It’s true that you can go on playing for free for as long as you like and slowly earn virtual “jewels” to assist you to fund your clan undertaking. Or you may create a purchase over your own smartphone to speed up the pace of acquiring jewels.

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

Of course if you are feeling very ambitious, of course if you wish to find a few added swords and sling-shots to fight off barbarian invaders, only touch with your shartphone screen and buy a “torso of Gems” for only $99.99.

The company that makes Clash of Clans (Supercell) rakes in about 1million dollars… a day!

All from people who downloaded a free Clash of all Clans game for your own smartphone.

Apple earns about 30% of that , or $300,000 each day.

When the power to purchase things is made easier through the use of technology, wealth has been created faster and much more than ever before.

Also consider that if people play Clash of all Clans, they have been invited to simply press a button to automatically encourage all the friends from Facebook to combine them, which brings Supercell even more income.

Of course, Clash of Clans is but one of many examples.

The users, both the fansas well as the players of Clash of all Clans (and other freemium online flash games) generate millions of dollars for businesses such as Supercell and Apple.

Meanwhile, the users receive zilch… a fantastic big goose egg.

Does that seem logical?

We believe profitable users of internet flash games is a concept whose time has come.