The annual market for “premium” casual games will exceed $1 billion by 2013.
That was the summary of a report offered by international research firm Parks Associates.
“Gaming has proven remarkably recession-proof,” says Parks Associates company president Stuart Sikes, who adds that social networks and game communities should been seen as marketing and distribution channels. Such community features, says the firm, can help companies in the casual gaming sector expand beyond their traditional target demographic of women aged 35-54.
Sikes says that “a persistent identity and integration with social network sites” will allow casual game companies to maintain their core audience and broden their appeal. “As companies try to capture subscriber dollars, these offerings will serve as differentiators in a very competitive market,” he adds.
The firm did not attempt to define casual game in its report summary.