One of the reasons for the increase in gaming market is that the crisis is not so strongly affected the capacity to pay of ordinary users of online games. Now they refuse from major purchases (car, house), but continue to spend money on micropayments online. According to analysts, the average user spends for buying virtual goods and services up to $ 30 a month.
Friday, August 21, 2009
Casual Gaming in near future
According to CASUAL CONNECT Seattle 2009 Conference, the crisis has interesting effect on the Casual Games market. The market has grown, many companies have made great strides. In crisis times vendors become more actively to position their products as bringing happiness, a need in which for many has become even more relevant.
One of the reasons for the increase in gaming market is that the crisis is not so strongly affected the capacity to pay of ordinary users of online games. Now they refuse from major purchases (car, house), but continue to spend money on micropayments online. According to analysts, the average user spends for buying virtual goods and services up to $ 30 a month.
One of the reasons for the increase in gaming market is that the crisis is not so strongly affected the capacity to pay of ordinary users of online games. Now they refuse from major purchases (car, house), but continue to spend money on micropayments online. According to analysts, the average user spends for buying virtual goods and services up to $ 30 a month.
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