Furthermore,
the popularity of social games due to the widespread use of smartphones is enabling games to reach more user segments and enlarging the entire game market.
The popularity of social games like LittleBigPlanet, which allow players to design their own puzzles, have shown that gamers enjoy manipulating virtual environments and like to share their creations.
Not exact matches
By adding
games to Messenger, Facebook (fb) is hoping to rejuvenate the boom in
social gaming that occurred around 2010 with the
popularity of games like Farmville.
The problems facing each company are unique — Groupon is suffering from high marketing costs, while the
popularity of Zynga's
games is waning — but it became painfully apparent this year that
social - media hype isn't selling like it once did.
The huge growth in the market is due to the
popularity of social networking and with more video
games adding virtual goods to their online components.
With the proliferation
of social networks and the increasing
popularity of virtual video
games like Second Life, living vicariously online is more
of an option than ever.
As Pokemon Go continues to take over
social media and
gamers» lives — in all the best ways,
of course — industrious authors and booksellers alike have found ways to capitalize on the
game's
popularity and online clickability in order to entice new customers to give them a look.
To me,
social media is an awesome way
of connecting with our readers but apart from that, I'm not interested in playing the
popularity game.
One
of the major reasons behind the growing
popularity of game developers is the
social media revolution.
While initially aimed at Japanese manga fans, the
popularity of the
game quickly scaled up, aided by ample praise for the
game on
social media and in video streaming communities.
Social casino
games have seen an incredible increase in
popularity in the last few years, especially in the United States, where they are the only option for the majority
of players to play their favorite
games — slot machines, blackjack, and their likes — on their smartphones.
What concerns me, and has for a while now, is not so much whether this is licit or illicit conduct — that is, what the law has to say about violent video
games — but the prevalence
of violence in video
games and their immense
popularity as
social facts.
If the Platform apps that currently generate revenue fail to grow or maintain their users and engagement, if Platform developers do not continue to introduce new apps that attract users and create engagement, if Platform developers reduce their advertising on Facebook, if we fail to maintain good relationships with Platform developers or attract new developers, or if Platform apps outside
of social games do not gain
popularity and generate significant revenue, our financial performance and ability to grow revenue could be adversely affected.
Social media apps and some hit
games were the only mobile properties to really thrive at scale in spite
of messaging's
popularity with consumers.