Online gaming is fun, that I wrote in announcing the partnership with MarketingProfs , and in the first case with Universal I hope we have a little show that online casual gaming environments also can be effectively used for online advertising. There is confusion, cold feet and there are a number of persistent prejudice. I've written below in random order and try per statement / prejudice to present our vision, occasionally supported by figures, research and facts.
Gaming is addictive
Yes, gaming, which may well be addictive. But for online casual gaming, we think different rules apply, so I mention it here anyway. For there he is again, casual social gaming is a different ball game. It is not addictive in the classical sense. If people find fifteen minutes a day to spend on our site, are the games we offer more than addictive, I wonder aloud at this. The games on the social gaming platforms Games are fun to play and work is more frustrating than relaxing. We hope and we're working on.
Gaming is a waste of time: it will not contribute to the development of children
Thoroughly hard! My Child Online Foundation recommends ( see this broadcast on the website of RTL 4) children 3years n no longer than 10 minutes online and children 6 years, no longer than 30 minutes per day online. Besides outdoor games and online social gaming build huts can certainly complement the development of children. In our view there is a creative and educational layer in many of our games. There is much to learn, one of the most successful games is Professor Purse, which lets you play only once a day. You learn together, and you're building your confidence because things 'work'. Consider also the aspect of care for such animals or maintaining a farm in Farmville.
Online gaming is not suitable for serious advertisers
Online gaming is increasingly becoming one of the largest forms of entertainment in the media. There were over 28 million visitors to the cinema in the Netherlands alone and 300 million game players were on social gaming sites, for the year 2010. Do not shoot me, of course this is a bit of comparing apples and pears. But it gives an idea and no, it's not just about numbers. The activity and commitment on our portals is big and we are dealing with an audience quite receptive to online advertising (83 percent).The more relevant the better course: innovations as branded games, sponsored items, advertainment communities and improve the gaming experience rather than interrupt. And this will increasingly be used in the future.
Online gaming is big only in Western countries
On the portals we have players from all over the world except I think two in Africa. China is probably the largest economy in 2014 for online gaming. You do not have a fast broadband connection for online games to play. At Pivot, we have the platforms available in 19 different countries. And we isolate in India have played more cricket than the U.S… Online gaming is global and breaks through borders and cultures. Like everything on the Internet.
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