Online Games What Is The Future Of Games Online2

Online Games: What’s the Future Of Games Online?

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).

In the USA alone, that number is 183 million.

It’s true that you can go on playing for free for as long as you enjoy and slowly earn virtual «jewels » to help you fund your clan undertaking. Or you can make a purchase over your smart phone to accelerate the speed of obtaining gems.

The NPD Group, a financial-analysis company that tracks the sales of video games, says the U.S. games industry sold $6.71 billion worth of new games in 2012.

This version is now popular on both smartphones and iPads.

Shouldn’t the consumers get rewarded?

As an example of how the freemium model works, consider the free game Clash of Clans.

Wouldn’Can it be good if the consumers, the fans, and the players of online games got some of the money that comes from online games? Wouldn’Can it be great if the consumers of online games could actually earn money for playing games online?

For more information in regards to ผลบอลล่าสุด look at our webpage. Another popular game is Clash of Clans, which will be a battle strategy game.

With the touch of a finger, players may purchase a «pile of Gems» for ข่าวฟุตบอล $4.99, a «bag of Stone » for $9.99, or a «box of Gems» for $49.99.

That is about the same amount of time that they will spend in their classrooms.

Just Dance 4 (Wii, 360, Wii U, PS3)

Call of Duty: Black Ops II (360, PS3, PC, Wii U)

Lego Batman 2: DC Super Heroes (Wii, 360, NDS, PS3, 3DS, PSV, PC)

Call of Duty: Modern Warfare 3 (360, PS3, Wii, PC)

On an average, young people will endure up 10 thousand hours of gambling by the time they reach age 21.

The freemium model appears to be the tendency of the future because most are becoming reluctant to pay for a match before they use it.

And if you feel really rough, and if you wish to acquire a couple extra swords and sling-shots to fight barbarian invaders, simply touch with your shartphone display and buy a «chest of Gems» for just $99.99.

It is possible to download the game to your smartphone at no cost. Then, as soon as you find this game fun and engaging, there are all types of available upgrades.

NBA 2K13 (360, PS3, Wii, PSP, Wii U, PC)

Borderlands two (360, PS3, PC)

FarmVille is a highly-popular farming simulation social network game manufactured by Zynga in 2009.

FarmVille 2 was released in September 2012.

Ninety-nine percentage of boys under 18 and 94 percent of women under 18 say they play online games on a regular basis.

Once a customer employs a game, they will usually be inclined to shell out money within that game if they find it enjoyable and engaging.

Apple gets about 30% of that, or $300,000 per day.

FIFA Soccer 13 (360, PS3, Wii, PSV, 3DS, Wii U, ฟุตบอลวันนี้ PSP)

The company which makes Clash of Clans (Supercell) rakes in more than 1 million bucks… a day!

Online games are currently being played over 60 minutes each day by over half a billion people worldwide, says Jane McGonigal.

The users, the fans, and the players of Clash of Clans (and other freemium online games) create millions of dollars for businesses like Supercell and Apple.

Halo 4 (360)

The top 10 best-selling games of 2012 were:

That’s the notion behind a brand new game company that is going to be coming soon.

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

Totally free games have been downloaded much more readily than compensated games.

Totally free games, often known as freemium (free premium) games, is a business model where the game is given away free of charge, but the customer has the option of spending cash on an assortment of game improvements.

When the ability to buy things is made simpler through the use of technology, wealth is created faster and more significantly than ever before.

Obviously, Clash of Clans is only one of several cases.

Meanwhile, the consumers get zilch… a great big goose egg.

Over 5 million Americans are now spending over 40 hours each week playing online games, that’s the equivalent of their time spent in a complete time occupation.

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

Also consider that if people play with Clash of all Clans, they are encouraged to simply press a button to invite all of their friends from Facebook to combine them, which attracts Supercell even more money.

The objective of this game is to create a clan, build a village to the clan, then train your warriors to secure your village from invaders.

Does that seem fair?