On-line Games: What Is Typically the Future Of Video games On-line?

Web games are being played for more than sixty minutes 1 day by over 50 % a billion individuals globally, states Jane McGonigal.

In the United States alone, that number is 183 million.

Ninety-nine percent of boys under eighteen and ninety four percent of females under 18 say they play internet games on a consistent schedule.

On an average, people which are young will rack up ten 1000 hours of gaming by the point they achieve the age of 21.

That is about the identical volume of time that they are going to spend in their classrooms.

more than five million Americans are currently spending over 40 hours weekly playing online games, and that is the equivalent of the time spent at a regular job.

The NPD Group, a financial analysis firm which tracks the sales of online games, claims the U.S. games industry sold $6.71 billion worth of completely new games in 2012.

The top ten 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, PC, PS3, Wii U)
Just Dance 4 (Wii, Wii U, 360, 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 two: DC Super Heroes (Wii, PSV, 3DS, PS3, NDS, 360, PC)
FIFA Soccer 13 (360, PS3, Wii, PSV, 3DS, Wii U, PSP) FarmVille is a highly-popular farming simulation social network game prepared by Zynga in 2009.

FarmVille two was launched in September 2012.

World of Warcraft holds the Guinness World Record for the most well-liked MMORPG (Massively Multiplayer Online Role-Playing Game), with over eight million members as of March 2013 (Wikipedia).

Another popular game is Clash of Clans, which happens to be a combat strategy game.

games that are Free, often referred to as freemium (no-cost premium) games, is a business model in which the game is given out free of charge, but the customer has the choice of spending money on a variety of game enhancements.

This model is becoming popular on both smartphones and iPads.

games that are Free are downloaded far more readily than paid games.

The freemium model seems to be the trend of the future because many are starting to be reluctant to pay for a game before they utilize it.

Once a customer uses a game, they will usually be ready to spend money within that game in case they find it fun and engaging.

As an example of the way the freemium model works, look at the free of charge game Clash of Clans.

The aim of this game is almost always to develop a clan, establish a village for the clan, then coach your warriors to protect your village from invaders.

You are able to download the game to your smartphone for free. Then, as soon as this game fun is found by you and engaging, there are all forms of upgrades that are available.

Sure, you are able to go on playing gratis for as long as you want and slowly pull in virtual “gems” to help you fund your clan project. Or perhaps you are able to buy over your smartphone to quicken the pace of acquiring gems.

With all the touch of a finger, players can invest in 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 really ambitious, and in case you would like to buy a couple of extra swords and sling shots to fight off barbarian invaders, simply touch your shartphone screen and purchase a “chest of Gems” for just $99.99.

The business which sells Clash of Clans (Supercell) rakes in over one million dollars… 1 day!

All from people who downloaded a totally free Clash of Clans game to their smartphone.

Apple gets aproximatelly thirty % of that, or $300,000 one day.

When the capacity to buy things is a lot easier through the usage of technology, money is created faster as well as more abundantly than ever before.

Also consider that when people play Clash of Clans, they are encouraged to merely press a button to invite each one of the friends of theirs from Facebook to join them, that typically brings Supercell a lot more dollars.

Obviously, Clash of Clans is only one of many examples.

The users, the fans, in addition to the players of Clash of Clans (and remaining freemium online games) create millions of dollars for companies as Apple and Supercell.

Meanwhile, the computer users get zilch… a good big goose egg.

Does that seem fair?

Shouldn’t the users get rewarded?


We believe rewarding users of online video games is a concept whose time has arrived.

Would not it be wonderful in case the users, the fans, and the players of web based games obtained several of the money which comes from online games? Would not it be fantastic in case the users of online video games could actually earn money for playing video games online?

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