Web Users Welcome Brands to Social Games

Players want discounts, loyalty program points as gaming rewards

Social gaming has become a mass phenomenon for Generation X and millennial adults, according to research from Saatchi & Saatchi and Ipsos OTX MediaCT. eMarketer believes US social gaming revenues will pass $1 billion this year, and a May 2011 survey of US internet users ages 18 to 44 found that half play social games every day.

Those daily players include 54% of men and 46% of women in the studied age group. Among tablet owners, two-thirds reported gaming each day; more than half of smartphone owners said the same. Read More »