Kids and Casual Gaming Around The World: Casual Games Sector Report 2013
This report covers when, where and how children play video games, as well as collaborative gameplay and kids games monetization.
Digital Collectible Card Games: Casual Games Sector Report 2013
What advantages do digital card games have over physical card games? What are the key demographics? How digital collectible cards are monetized?
Contents include: Growth of digital collectible card games, a typical gamer portrait, notable developers and publishers.
Social Casino Gaming: Casual Games Sector Report 2012
What are social casino games? What make social casino games special? This report describes the social casino market and how it compares to social and mobile games.
Contents include: Growth of casino games on social networks, demographics, audience size, ARPPU & ARPU of casino games and revenue projections.
Freemium Gaming Metrics: Casual Games Sector Report 2012
What are freemium games? What metrics should be used to calculate your free-to-play game success? This report explains basic metrics, such as MAU, ARPU and Conversion Rate and highly recommended to everyone, who makes or plans on making freemium games.
Contents include: ARPPU & ARPU, Conversion Rate, MAU, Stickiness: What these metrics mean, what questions they answer and what success looks like.
Mobile Gaming: Casual Games Sector Report 2012
What makes mobile games special?
1. Mobile games can integrate GPS, camera, microphone, position sensors and video.
2. Mobile devices are always on and always within arms reach.
3. Potential audience is enormous with nearly one mobile device per person.
Contents include: Smartphone penetration, device market share, the players, the payers, notable content providers, revenue projections and terminology.
Social Network Games: Casual Games Sector Report 2012
Social Network Games run on a Social Network. They typically require the player be online, run embedded in the social network’s pages, and use social features as deeply integrated gameplay elements.
Contents include: The players, the payers, notable content providers, revenue per user, revenue projections, emerging markets and terminology.
Casual Games Market Report 2007
This report is focused on presenting the inner workings of the casual games industry as a central place for key information with existing CGA educational materials cross referenced throughout the report. For the purpose of this report, primary emphasis is placed on the online and connected markets of PC, with secondary focus on Xbox LIVE and Mobile. Detailed workings of emerging Wii and PS3 casual console markets and handhelds will be addressed in later reports. Research data from the online casual games market has been collected directly from a variety of large casual game portals, publishers and developers by the Casual Games Association through Pearl Research and Screen Digest.