Can tens of millions of people around the world be wrong? Is calculating the growth time of a turnip fun? Are farm simulators and virtual gang wars real games? Who said hours of virtual ploughing, planting, and harvesting isn't worthwhile?
By now it seems that social games are not just a passing trend. Given the term "social gaming" didn't even exist until three years ago, it's hard to believe these games can now make millions in their first month on the market. The overnight success of Facebook applications like FarmVille, Mafia Wars, and Restaurant City has brought with it a spate of social game developers keen to capitalise on the public's newfound love of virtual interaction. According to these developers, social games are neither a trend nor a concrete form of interactive entertainment--they are a catalyst for something deeper and much less volatile: a new genre of inherently social video games. The question of whether social games are here to stay has already been answered; the new question is will the social boom change the way we play video games? Could shooting bad guys in postapocalyptic wastelands be one day replaced by milking cattle on a farm? Will big-name game publishers swap consoles and PCs for Facebook and other social media platforms?
In this GameSpot feature we take a look behind the scenes of social games and talk to the developers and publishers of some of the most popular social games on the market. We also look at the appeal of social games, the intricacies behind their successful business model, the size and scope of the market, and the role social networks play in providing a home ground for these titles. Finally, we talk to game publishers to find out what plans the global video game industry has for integrating, acquiring, and learning from the success of social games and those who make them.

The social gaming market
What turns social games into overnight sensations? What fuels millions of people to get out of bed every morning and plough their virtual farms? Social games allow users to develop a virtual identity--be it as a farmer, a mafia leader, or a restaurant owner, for instance--and expand on this identity through other user interaction; this keeps users coming back to interact not just with the game itself but also with other users within it. As more and more users sign up, the phenomenon becomes viral. Suddenly, everyone's a constant gardener.
A March 2010 report by European investment bank GP Bullhound, titled Social Gaming: The Fastest Growing Segment of the Games Market, found that the global social gaming sector made $1 billion in revenue in 2009, representing 2 percent of the $50 billion global games market. This number is expected to rise to $3 billion by 2012. The key players in this rapidly rising industry are social game developers like Zynga, Playfish, Crowdstar, and PopCap, whose games have become viral sensations on Facebook. Titles like FarmVille, Mafia Wars, Café World, PetVille, Pet Society, and Restaurant City are consistent record-breakers, reeling in more and more users each day. Zynga is currently the dominant force in the social games sector, with more than 66.4 million active daily users and 42 social games available on Facebook (FarmVille alone boasts more than 30 million daily active users). Trailing Zynga are Playfish/EA, with 10.3 million active daily users and 30 Facebook games, and Crowdstar, with 9.4 million active daily users and 12 Facebook games.
The proverbial cash cow--the farm puns will end soon, promise--is fed through microtransactions: a free-to-play business model that relies on users paying small amounts of money for virtual goods and in-game items. Social games also use other forms of revenue, such as advertising and subscription models; however, according to the GP Bullhound report, microtransactions account for approximately 80 to 90 percent of revenue for social game developers. The more popular social games can generate between $2,000 to $5,000 in revenue per day. For example, in 2009, Zynga made around $150 million in revenue from its Facebook applications.

The decline of MySpace has led to Facebook becoming the dominant platform for social gaming, with some 400 million active users expected to grow to 800 million in the next few years. Dedicated social gaming platforms are also popular, with sites like Club Penguin in the children's category and Gaia Online and Hi5 in the teen space growing rapidly in the past three years. According to a recent study by the Information Services Group in conjunction with PopCap Games, the average social gamer is a 43-year-old female. The study surveyed 1,200 respondents from the US and UK and showed that more than 24 percent of Internet users said they play social games while 68 percent of US players said they played daily for an average of half an hour or more.
With such money to be made, it's not surprising that social gaming has attracted the interest of video game publishers looking to enter into--and undoubtedly capitalise on--the social boom. The idea is simple: social games cost significantly less time and money to develop than console and PC games and present a much lower risk to developers who are working on new intellectual property. Where a AAA title can cost anywhere up to $100 million to develop, an average social game costs $100,000 to $200,000 and can be ready to go in less than six months. Like most video game market analysts, GP Bullhound expects that in the next few years more and more publishers will look into spending an increasing amount of development time and money on making games for lower-cost platforms like the iPhone and social networks such as Facebook.
What this will inevitably lead to is a significant consolidation in both the global and social games markets. Key players emerging within the social game sphere will slowly do away with smaller developers, while game publishers will take EA's lead and look to acquire social developers or begin making their own titles. Click on the Next Page link to see the rest of the feature!

