Monday, November 14 Build a game, and they will play–and pay. Of the 62 million Americans who will log game time on a social network this year, some 10% will open their real-world wallets to buy virtual goods. That small percentage is nothing to scoff at, says Paul Verna, analyst at eMarketer.
Visit link:
Social Gaming Summit
If you enjoyed this post, make sure you subscribe to my RSS feed!