Last Week to Pre-Order Inside Virtual Goods: Profiling the Social Gaming Middle Market 2011

Games on social networks became a billion dollar business in 2010, enabling the market’s big developers to secure significant investments and pursue sizable exits. Now that Zynga has clearly established itself as the 800 pound gorilla, EA/Playfish are bringing more IP to market, and Playdom is being integrated across Disney, what opportunities remain for other small and medium sized social game developers in 2011?

Inside Network is proud to announce a new original research report by Justin Smith and Charles Hudson profiling social gaming developers outside the largest, most established companies, entitled Inside Virtual Goods: Profiling the Social Gaming Middle Market 2011. This report presents direct interview results from today’s most influential small and mid-sized developers aside from larger players Zynga, Playfish, Playdom, CrowdStar, and Kabam.

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Get Annual Membership (Includes Report + 3 Additional Quarterly Issues): $2,495 $1,995 USD*

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* Pre-order discount ends March 28, 2011. All pre-ordered reports will be delivered on March 29, 2011.

Inside Virtual Goods: Profiling the Social Gaming Middle Market 2011 is available for discount pre-order now, and will be released to the public on March 29.

What are top mid-sized developers’ expectations for the social gaming space in 2011? How will existing players fare as Facebook shifts the social gaming landscape through the rollout of Facebook Credits and continued changes to the platform? Inside Virtual Goods: Profiling the Social Gaming Middle Market 2011 shares insights directly from the front lines on social game monetization, development, and customer acquisition and growth.

About the Report

Inside Virtual Goods: Profiling the Social Gaming Middle Market 2011 shares insights from over two-dozen developers into key questions facing social gaming in 2011.

As with previous editions of Inside Virtual Goods, researchers Justin Smith and Charles Hudson have conducted several months of original research comprising interviews with developers and entrepreneurs in social gaming. This edition of Inside Virtual Goods will present exclusive interview results from the developers themselves, preceded by original profiles of all companies included in the survey. Social gaming is among today’s most competitive areas in technology; specific responses have been anonymized to encourage authentic, critical response.

What We Cover

  1. Overview of the competitive landscape – Over the past year, the social gaming industry has been shaped and reshaped by enormous growth, market consolidation, and changes to payments and monetization brought on by the spread of Facebook Credits. What kind of competitive landscape and new opportunities should today’s developers anticipate in the year ahead?
  2. Profiles of key players – Companies like Zynga, EA / Playfish, and Disney / Playdom are regular topics in business news, but social gaming is an industry with dozens more key players whose rivalry and innovation are determining what the industry will look like in six and nine months. This section presents detailed, original profiles of the middle market companies to watch in 2011.
  3. Developer perspectives on the key issues – The responses in this section have been curated to reflect the diversity of viewpoints in today’s vibrant social gaming industry, and cover the following areas:
    • Distribution
    • Monetization and credits
    • Game design and development
    • Fundraising

See the full table of contents below:

Table of Contents

I. Introduction

II. Company Profiles

  1. 50 Cubes
  2. 6waves
  3. A Bit Lucky
  4. Casual Collective
  5. Cie Games
  6. Digital Chocolate
  7. Five Minutes
  8. Funzio
  9. Gaia Online
  10. GameHouse
  11. GSN
  12. Happy Elements
  13. iWin/Backstage
  14. Lionside
  15. Lolapps
  16. Metrogames
  17. MindJolt
  18. Omgpop
  19. Popcap
  20. RockYou
  21. Social Point
  22. TheBroth
  23. Ubisoft
  24. Wooga
  25. ZipZapPlay

III. Developer Perspectives

  1. Distribution
    • Viral Channels
    • Paid Acquisition
    • Off-Facebook Channels
  2. Monetization
    • Credits Integration
    • Results with Credits
    • Credits Issues
  3. Game Design & Development
    • Projected Budgets and Timelines
    • Target Audience
    • Genre Innovation
  4. Financing Landscape
    • Fundraising Plans
    • Perspective on M&A

IV. Conclusion