Sonntag, 4. April 2010

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A new study from DFC Intelligence and Live Gamer shows that gamers in North America and Europe are now “largely comfortable” with purchasing digital content such as virtual currency and in-game goods.
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According to the survey of roughly 5,000 gamers, 60 percent of respondents said that “they had purchased an in-game good that was not a full game.” (It should be noted that Live Gamer provides a product to conduct microtransactions in places like games, so factor that into the overall assessment of the data.) Last July, a Magid study commissioned by PlaySpan found that roughly 12 percent of Americans had purchased a virtual item.

Flash gaming community site Kongregate said this week that its revenues are rising 30 percent per month thanks to virtual goods sales, and some of the indie game developers who populate the site are sharing in the wealth.

The privately-held San Francisco-based company did not reveal any dollar figures, but Kongregate said the growth is driven by the Konduit Application Platform, launched in December. The platform allows Kongregate's large pool of indie game developers to integrate the ability to sell virtual goods into their games.

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