This case study profiles the fast-growing social games industry, where users played games like Farmville and Mafia Wars to meet on social networks such as Facebook and MySpace, with the aim of socializing with friends and / or new people. By 2009, the social games industry was expected to grow to 250 million people play, compared to only 50 million a year ago. Until the end of 2009 social gaming had considered from the “Wild West” of gambling in the United States, one that a light in the was gone … Read more »

This case study profiles the fast-growing social games industry, where users played games like Farmville and Mafia Wars to meet on social networks such as Facebook and MySpace, with the aim of socializing with friends and / or new people. By 2009, the social games industry was expected to grow to 250 million people play, compared to only 50 million a year ago. Until the end of 2009 social gaming from had considered the “Wild West” of gambling in the United States, one that a bright spot in the gaming industry (where video game and console sales were at a rate of 20 percent a shrinking disappeared years) seriously adopted by all companies in the industry, including traditional publishers such as Electronic Arts. By the end of 2009, the world of social gaming industry has been an exciting and with an open future. As the industry continues to grow and develop, had U.S. social games players all eyes on Asia, where companies had renewed with respect to the monetization models, new platforms such as mobile and game content.
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from
Victoria Chang
Source: Stanford Graduate School of Business
29 pages.
Publication Date: Sep 15, 2010. Prod #: EC39-PDF-ENG
Social Games HBR case solution