Posts tagged Online games
Internet: The Most Influential Medium For Reaching Gamers
Sep 16th
According to a recent UK survey conducted in July 2011 by YouGov, the Internet is the most important channel for users keen to learn about, research and purchase new game titles.
Some of the key findings from this report are highlighted below. At every stage, Internet plays the starring role:
1. To learn about new games:
Internet is the biggest source of information about new game releases
» 53% cited that they heard about new games online, versus 15% citing TV.
2. To research new games:
Internet is the main source used for researching games to purchase
» 73% of gamers interviewed put online as the top source for game research before making a purchase decision.
3. To purchase games
Internet is also the dominant purchase channel
» 56% of gamers said that buying physical copies online is their most common method of purchasing games, compared to only 32% who do so from high street retailers.
Live Conferences from Web Game Conference Paris
May 18th
Hi-media Payments, Allopass & Hipay are Gold Sponsors for this event on May 19th.
As gold sponsors, we offer you live conferences. Watch the video below !
Hi-media Payments, Gold Sponsor at Web Game Conference
May 16th
The Web Game Conference is the conference for leaders and innovators of the web game industry, organized by the SNJV, the French Videogame Association. This annual conference hosted at the Pole Leonard de Vinci in Paris – La Defense, brings together european industry leaders to discuss, collaborate, and share advancements about design, business, community and legal areas of social and browser based game development.
The Web Game Conference features one day of web game development lectures, roundtables, renowned local and international industry speakers and meetings. It is the sole place to enhance your knowledge of the social and browser games european market.
If social, mobile and browser games matter to your business, the Web Game Conference is the conference to attend. We look forward to seeing you there!
The Web Game Conference will be moderated by Roxanne Varza from Techcrunch France !
Hi-media Payments is Gold Sponsor at this event on May 19th. For this occasion, Hi-media CEO, Cyril Zimmermann, will be participate to 10am roundtable on Customer Acquisition.
Check the Web Game Conference Agenda
Already booked or not able to join the conference ?
Don’t worry, you’ll find on our blog live streaming of all conferences.
Stay tuned !
Europe’s Digital Gaming Revenue to Nearly Double by 2015 to Reach €3.3 billion
May 4th
According to the market research firm DFC Intelligence report titled “Monetizing the European Market for Virtual Currency”* released in March 2011, 88% of European PC gamers have bought digital gaming content in 2010 for an amount totalling €1.7 billion ($2.2 million).

Europe’s digital gaming revenue from PC gamers is expected to nearly double between 2010 and 2015 and will be worth €3.3 billion ($4.2 billion) by 2015.
Varied types of digital gaming content were purchased. For instance, 33% of European PC gamers who have bought digital game have purchased a full game and 32% of them have purchased game add-on levels.
*Methodology of the survey: 2,800+ PC gamers in Europe were surveyed and transaction data from 300,000+ consumers in 27 countries in Europe was analyzed in 2010.
About 70% of all European Gamers Play Some Type of Casual Game
Feb 10th
According to Newzoo’s National Gamers Surveys 2010, about 70% of all European gamers and about 90% of US gamers play casual games on a gaming portal, social network or mobile device.
On average, online casual game destinations reach two-thirds of the online audience. For instance, in the US, 66% of online users play casual games.
This study shows, as many reports, the impact of gaming on social networks and mobile devices on the total number of “casual” gamers. It also highlights a significant overlap between the individual platforms. Consumers choose their platform depending on time of day, location and social setting. People who play on all three platforms are becoming more numerous and are now about a third of all casual gamers.
For more info, please click on the following link: http://www.newzoo.com/ENG/1577-Casual_Gaming_(2010).html
Hi-media Payments: Allopass, compliant with all virtual currencies
Feb 8th
A proprietary technology dedicated to the online video game market
Hi-media Payments, the leading ePayment business unit of Paris based Hi-media Group announced that it has launched a new Allopass script dedicated to virtual currencies.
Virtual currencies, a growing market!
Virtual currencies usage recently strongly grew on Asian, US and European gaming platforms. They allow these platforms to manage with high flexibility their community and to implement “freemium” business models which mix a free user experience and a premium part inside the game scenario.
This market, which already worth several billions of dollars worldwide, represents a huge market opportunity and Hi-media Payments intends to continue to accompany its clients in this specific segment.
A “plug and play” proprietary technology
Thanks to its new optimization algorithm, Allopass is now able to automatically generate the most accurate price points and method of payments in a given geographical area and targeted audience in order to optimize the purchase of virtual currencies on online gaming platforms.
Hi-media Payments also implemented a set of key performance indicators (KPIs) in its solution to enable the publishers to closely monitor the users gaming habits and thus optimize their client relationships.
- Hi-media Payments will launch its VCS solution (Virtual Currency Script) during the Casual Connect Conference in Hamburg from 8th to 10th
Germans are the biggest spenders on Games
Dec 30th
The report titled “Total Consumer Spend 2010” published by games industry market research Newzoo estimates that, amoung European countries, German consumers are the biggest spenders on games with software spending totaling €4.9 billion in 2010.
Newzoo’s report also reveals big changes in consumer spending with a drop in total spend on console games which has been almost completely compensated for the growth across all online and mobile game platforms. Whether the country, more than half of consumer spending on games software were spent in 2010 on computer and mobile devices. German consumers lead the way by spending 66% of their games budget on computer and mobile devices.
For more information, please click here: www.newzoo.com/press/NewzooTotalConsumerSpend2010.pdf
43% of US teens using social sites have spent money within a social network
Jul 15th
Online gaming site Roiworld surveyed 600 teens ages 13 to 17 in late April and found that 43% Social Net Teens have spent money on/in a social network.
This study reveals that Games garner most of the Social Net Spending among teens. In fact, they have purchased items such as currency for virtual items in a game (35%) followed by music (33%), avatar accessories in a game (30%) and points to level up in a game (23%).
For some key highlights, please click here: Hi-media Blog Roiworld study April 2010
For more on how teens are spending their time and money online, check out a portion of The Teens and Social Networks study embedded below: www.scribd.com/doc/33751159/Teens-Study-June-2010




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