Social Games Harvard Case Solution & Analysis

This case study profiles the high-increase social games sector where users played games on social networks like MySpace and Facebook like Farmville and Mafia Wars, with the aim of socializing with friends and/or meeting new people. In the year 2009, the social games business anticipated to grow to 250 million people playing, up from only 50 million.

By the conclusion of 2009, social gaming had gone from being considered the "wild west" of gaming in the U.S. to one that was a bright spot in the gaming industry (where video game and console sales were declining at a rate of 20 percent a year), taken seriously by all of the business players, including traditional publishers like Electronic Arts. By the end of 2009, the world of social gaming was an exciting business, and one with an open-ended future. As the business continued to grow and develop, U.S. social games players had all eyes on Asia where firms had innovated in terms of monetization models, new platforms like mobile and game content.

Social Games case study solution

PUBLICATION DATE: September 15, 2010 PRODUCT #: EC39-HCB-ENG

This is just an excerpt. This case is about TECHNOLOGY & OPERATIONS

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