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Online Games: What Is The Future Of Games Online?

Gaming

Online Games: What Is The Future Of Games Online?

Online games are now being played for over 60 minutes a day by over half a billion people globally, says Jane McGonigal. In the United States alone, that number is 183 million. Ninety-nine percent of boys under 18 and 94 percent of girls under 18 say they play online games regularly. On average, young people will rack up 10 thousand hours of gaming by reaching 21. That is about the same amount of time that they will spend in their classrooms. Over 5 million Americans spend over 40 hours a week playing online games, equivalent to the time spent at a full-time job. The NPD Group, a financial-analysis firm that tracks the sales of video games, says the U.S. games industry sold $6.71 billion worth of new games in 2012.

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The top 10 best-selling games of 2012 were:

Call of Duty: Black Ops II (360, PS3, PC, Wii U)
Madden NFL 13 (360, PS3, Wii, PSV, Wii U)
Halo 4 (360)
Assassin’s Creed III (360, PS3, PC, Wii U)
Just Dance 4 (Wii, 360, Wii U, PS3)
NBA 2K13 (360, PS3, Wii, PSP, Wii U, PC)
Borderlands 2 (360, PS3, PC)
Call of Duty: Modern Warfare 3 (360, PS3, Wii, PC)
Lego Batman 2: DC Super Heroes (Wii, 360, NDS, PS3, 3DS, PSV, PC)
FIFA Soccer 13 (360, PS3, Wii, PSV, 3DS, Wii U, PSP)
FarmVille is a highly popular farming simulation social network game developed by Zynga in 2009.

Games

FarmVille 2 was released in September 2012. World of Warcraft holds the Guinness World Record for the most popular MMORPG (Massively Multiplayer Online Role-Playing Game), with over 8 million subscribers as of March 2013 (Wikipedia). Another popular game is Clash of Clans, which is a combat strategy game. Free games, often called freemium (free + premium) games, are a business model that is given away for free. Still, the customer has the option of spending money on a variety of game enhancements.

This model has become popular on both smartphones and iPads. Free games are downloaded much more readily than paid games. The freemium model seems to be the future trend because many are becoming reluctant to pay for a game before using it. Once a customer uses a game, they will usually be willing to spend money if they find it fun and engaging. As an example of how the freemium model works, consider the free game Clash of Clans.

The objective of this game is to create a clan, build a village for the family, then train your warriors to protect your town from invaders. You can download the game to your smartphone for free. Then, once you find this game fun and engaging, there are all kinds of available upgrades. Sure, you can go on playing for free for as long as you like and slowly earn virtual “gems” to help you fund your clan project. Or you can purchase your smartphone to speed up the pace of acquiring gems. With the touch of a finger, players can buy a “pile of Gems” for $4.99, a “bag of Gems” for $9.99, or a “box of Gems” for $49.99.

And if you feel ambitious and wish to get a few extra swords and slingshots to fight off barbarian invaders, touch your smartphone screen and buy a “chest of Gems” for only $99.99. The company that makes Clash of Clans (Supercell) rakes in over 1 million dollars... a day! All from people who downloaded a free Clash of Clans game on their smartphone. Apple gets about 30% of that, or $300,000 a day.

When the ability to buy things is made more accessible through technology, wealth is created faster and more abundantly than ever before. Also, consider that when people play Clash of Clans, they are encouraged to press a button to invite all of their friends from Facebook to join them, which brings Supercell even more money. Of course, Clash of Clans is only one of many examples. The users, the fans, and the players of Clash of Clans (and other freemium online games) generate millions of dollars for companies like Supercell and Apple. Meanwhile, the users get zilch… an incredible big goose egg.

Does that seem fair?

Shouldn’t the users get rewarded?

We believe rewarding users of online games is an idea whose time has come. Wouldn’t it be great if the users, the fans, and the players of online games got some of the money that comes from online games? Wouldn’t it be great if the users of online games could earn money for playing games online? That’s the idea behind a brand new game company that will be coming soon.

Susan M. Davis

Tv expert. Proud web nerd. Friend of animals everywhere. Hipster-friendly coffee trailblazer. Spent college summers short selling clip-on ties in Hanford, CA. Spent two years developing jack-in-the-boxes for fun and profit. At the moment I'm merchandising human growth hormone in Prescott, AZ. Spent several years implementing birdhouses for the underprivileged. Had some great experience lecturing about spit-takes worldwide. What gets me going now is building chess sets in the aftermarket.

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