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by Erik Sass
, Staff Writer,
January 12, 2011

They may be casual, but social games are serious business, according to the latest report from
eMarketer, which predicts total revenues for social gaming will increase 27.7% from $856 million in 2010 to $1.09 billion in 2011. In terms of players, the number of U.S. Internet users who play at
least one game a month on a social network will increase from 53 million in 2010 to 62 million in 2011 -- roughly 27% of the total online audience.
As expected, revenue growth will be spread
across the main social gaming revenue sources, with sales of "virtual goods" leading the way, at least in terms of total dollars; however, advertising is the fastest-growing category in percentage
terms. Total revenues from virtual goods will increase 28% from $510 million to $653 million, while advertising revenues will grow 60% from $120 million in 2010 to $192 million in 2011. Lead
generation offers will show more modest growth, increasing 10% from $225 million to $248 million over the same period.
Peering further into the future, eMarketer sees advertising revenues
jumping another 41% to $271 million in 2012, as virtual goods sales grow 21.3% to $792 million. By this point advertising revenues will have eclipsed lead generation, which will grow just 4.8% to $260
million, for total social gaming revenues of over $1.3 billion in 2012.
Indeed, the eMarketer forecast paints a picture of business models in transition, with advertising playing an
increasingly important role and lead generation's share diminishing. Advertising's share of total social gaming revenues is set to increase from 14.1% in 2010 to 20.5% in 2012, while virtual goods
will hold steady at 60% of the market.
The social gaming virtual goods business has tapped into a small but avid group of consumers. Interestingly, while virtual goods make up the bulk of
social gaming revenues, only 6% of U.S. social gamers actually spend money on them.