

550% growth in spontaneous awareness for advertisers on social games on average!.60% growth in ad spend on social games since 2009 ( Mashable 6).$124 million (5%) in advertising revenues.$868 million (40%) by users through indirect payments (opt to fill out a survey or offer themselves as a sales lead for partners such as Netflix, Blockbuster.).$1,191 million (55%) by users through direct payments (buying virtual goods or points).$2,183 million = social gaming industry revenues projected in the US for 2012 ( ThinkEquity 2009/10), vs $726 million in 2009, 200% growth in 3 years.40% of time spent on Facebook is specifically on social games ( Playdom 0).$1M sold daily in virtual farm equipment (DBA Worldwide).50-59 year olds are the most active in the US ( eMarketer 6) followed by 30-39 year olds, 40-49 year olds and 60+ with 20%. The average American player's age is 48.30-39 year olds is the most active group (25%) in social games in the UK ( eMarketer 6) followed by 22-29 year olds (22%) and 40-49 year olds (22%).71% are white, 17% are African Americans.168 index for household income below $30k.142 index for household income between $60-100k.33% between 18-34 years old ( Mashable 7).70 million hours spend on Farmville monthly.60 million Farmville users is approximately 1% of the world's population, 2% of the world population that actually works in or near agriculture, 3% of Internet users worldwide, 3000% the number of actual farmers in the US,.The average Farmville user is a woman aged 43 and earning $50,000 or more, vs men 57years old that are the average farmer earning an average $35,500$ ( Mashable 2010/09).25% of Americans users are between 16-24 years old.Farms : Sugar Cane, Corn, Wheat, Rice, Potatoes, Beats, Soya, Palm Oil, Barley, Tomatoes.Farmville : Strawberries, Wheat, Grapes, Rice, Pumpkins, Cranberries, Soyo, Peas and Sunflowers.Top crops on Farmville vs actual farms worldwide ( Mashable 2010/09):.There are more virtual tractors sold daily in FarmVille than are sold in the US per year.North Americans spend an average $258 in 4 months.7% of users spend real money for virtual goods or points in game and continue doing so after 4 months of play ( Mashable 2010/06).The top 3 social game makers (used on Facebook) are Playfish (49 million active month players), Crowdstar (49M) and Zynga (230M) ( Social Media Today).

Petville game online update#
This post is part of a major update to a host of previous ones published in 20 on this blog. We talk a lot about the digital revolution that traditional media is being put through: upheaval, readership and audience shrinkage, bankruptcy, pay walls.
