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  <title>The Spootnic’s blog : The online games events - Youtube</title>
  <link>http://blog.spootnic.com/en/</link>
  <description>The Spootnic's Blog objective is to share and discuss about free new online skill games, new technology and game industry development.</description>
  <language>en</language>
  <pubDate>Thu, 20 Nov 2008 21:57:43 +0100</pubDate>
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    <title>Casual gaming drives the &quot;fun market&quot; of the Web 2.0</title>
    <link>http://blog.spootnic.com/en/post/2007/08/20/hhhh</link>
    <guid isPermaLink="false">urn:md5:1619e506c321b05f006a6ed16a68df82</guid>
    <pubDate>Mon, 20 Aug 2007 17:48:00 +0200</pubDate>
    <dc:creator>UserAdmin</dc:creator>
        <category>Market</category>
        <category>casual</category><category>Facebook</category><category>gaming</category><category>play</category><category>Web 2.0</category><category>Youtube</category>    
    <description>    &lt;p&gt;According to a recent study from &lt;a href=&quot;http://www.parksassociates.com/&quot; hreflang=&quot;en&quot;&gt;Park Associates&lt;/a&gt; called &quot;Casual Gaming Market Update&quot;&amp;nbsp;: &quot;34% of US internet users play games online on a weekly basis, compared to 29% who visit online video sites and 19% interested in social networking &quot;&lt;/p&gt;


&lt;p&gt;&quot;Despite the growing popularity of YouTube, MySpace, and Facebook, gaming remains the king of online entertainment, driven largely by casual gaming activities,&quot; commented James Kuai, analyst at Park Associates.&lt;/p&gt;


&lt;p&gt;&quot;Gaming also has business advantages. Unlike sites for social networking and video streaming, which rely solely on advertising revenue, casual gaming has more mature and heterogeneous revenue models, including web-based and &lt;a href=&quot;http://blog.spootnic.com/en/post/2007/08/10/1-game-1-ad-1&quot; hreflang=&quot;en&quot;&gt;in-game advertising&lt;/a&gt;, try-before-you-buy, subscriptions, and micro-transactions,&quot; detailed Kuai.
Year-on-year growth rates show that gaming has seen a 79% rise in frequent online players, compared to 46% using social networking sites.
But the biggest growth rate is for users of video sharing sites such as YouTube, which leapt by 123%, according to Park Associates.
&quot;The casual gaming industry cannot rest on its laurels,&quot; said Kuai.
&quot;In order to counter the growing competition from other online activities, the industry needs to continue to grow its fan base and find ways to better monetize its existing audience.&quot;&lt;/p&gt;


&lt;p&gt;I totally agree with Mister Kuai. But I was wondering if the casual gaming industry is ready for that change&amp;nbsp;?&lt;/p&gt;


&lt;p&gt;In comparaison with universe and clouds like Facebook, what about the chance of the actual casual gaming to challenge these&amp;nbsp;?&lt;/p&gt;


&lt;p&gt;For example, the &quot;ajax&quot; abilities of these social network sites are not present in most the actual casual gaming portal. So if you have a clue to see forward and imagine what is the exact solution, tell me&amp;nbsp;!&lt;/p&gt;</description>
    
    
    
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