Most the users are suburban moms!
Companies hoping to cash in big on micropayments and virtual goods in games may be interested in this item, though: while just over half of social gamers (53 percent) say they have earned or spent virtual goods in a game, only 28 percent say they have spent real-world money on virtual goods and 32 percent have bought a virtual gift.
via CNET News.
Educational games, as the name implies, attempt to teach the user using the game as a vehicle. Most of these types of games target young user from the ages of about three years to mid-teens; past the mid-teens, subjects become so complex e.g. Calculus that teaching via a game is impractical.
via Video game genres – Wikipedia, the free encyclopedia.
Interesting. I know some who would contend teaching complex subjects with games is doable and profitable. Not surprisingly, a citation is missing.
But one thing that hasnt changed is the Tiny Speck founders determination that no matter what, they will be able to update and modify the contents of the live game–once its live, that is–very quickly and not have to take it offline in order to do so, as is often the case with large-scale massively multiplayer online games like World of Warcraft.
via The technology and platforms of Tiny Specks Glitch | Geek Gestalt – CNET News.
Cool! And we do that how?