2011 PopCap Social Gaming Research
Transcription
2011 PopCap Social Gaming Research
TABLE OF CONTENTS Research Overview Research Highlights Social Gamer Profile Social Gameplay Behavior Virtual Currency and Special Offers Social Network Usage and Activities Social Games Played Social Gaming Relationships Segmentation Analysis Research Methodology 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 2 Research Overview RESEARCH OVERVIEW Research Overview Research Objectives Determine the percentage of US and UK Internet users who play social games more than 15 minutes per week. Identify changes in social gameplay that have occurred since the previous social game player survey including gameplay behavior, preferences and the purchase of virtual currency with real-world money. Update the profile of the typical social game player. Examine the differences between social game players and avid social game players (those playing six or more hours a week). Benchmark to the January 2010 social gaming survey as applicable. Data Collection Overview Methodology: Web survey (ePanel) Audience (US and UK Internet users) Survey length: 38 questions Survey period: September 15, 2011 - September 22, 2011 1,201 qualified responses (801 US, 400 UK) Survey Qualifications Live in the United States or United Kingdom Play social games more than 15 minutes per week 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 4 Research Overview RESEARCH OVERVIEW - MARKET SIZING Significantly more Internet users in both the US and UK are playing social games than in January 2010. • 41% of Internet users in the US and UK have played a social game in the past three months AND play more than 15 minutes per week compared to only 24% in January 2010. • The number of Avid social game players (those who play at least six hours a week) has more than doubled. US 100% 100% 100% 90% 2010 2011 80% UK 2010 2011 2010 2011 Played in the past 3 months 28% 42% 29% 42% Play at least 15 minutes/week 24% 41% 25% 41% Play at least 6 hours/week 8% 16% 6% 13% 70% Played in the past 3 months 60% Plays more than 15 minutes per week 50% 42% 41% 40% 28% 30% Plays at least 6 hours per week 24% 20% 15% 7% 10% Based upon a total of 289MM Internet users in the US and UK (240MM US, 49MM UK), there are approximately 118.5MM social gamers in the US and UK combined (98MM US, 20MM UK). 0% Internet Users (2,904) Social Game Players (1,220) Social Game Players (1,201) Avid Social Game Players (427) 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 5 Research Highlights RESEARCH HIGHLIGHTS Research Highlights Significantly more people in both the US and UK are playing social games now compared to January 2010 (41% vs. 24%). • This equates to a 71% increase or nearly 120 million people playing social games. Social gaming continues to grow in terms of frequency and hours per week played. •The number of Avid social game players (those who play at least six hours a week) more than doubled from 7% to 15%. • Two-thirds or 81 million people play at least once a day, while 41% or 49 million people play multiple times a day. • 42% said their social gameplay has increased over the past three months. Desktop and laptop computers continue to be the primary device used when playing social games but use of game consoles and handheld devices (mobile phones and tablets) is increasing. 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 7 Research Highlights RESEARCH HIGHLIGHTS 30% or 35 million people are considered new to the category, playing for the first time in the past year. Social gaming is slower to catch on in the UK, with 38% having played for two or more years compared to 51% in the US. 17% of current social gamers are “new game players” who have not played games on other platforms prior to trying social games. • These new gamers, the majority of whom are 50+ year-old females, play social games less often than veteran gamers and are less likely to purchase virtual gifts. The number of social gamers who purchased virtual currency with realworld money increased sharply compared to January 2010 (26% vs. 14%). This equates to a 86% increase and 31 million people. •The likelihood of social gamers to purchase virtual items in the future increased. • Avid social game players earn/spend, purchase and give more virtual currency and are more likely to purchase virtual items in the future. • Males are more likely to purchase virtual currency. 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 8 Research Highlights RESEARCH HIGHLIGHTS More people between the ages of 18 – 29 are playing social games and, as a result, the average age of a social game player has declined from 43 to 39 years. Ads promoting games on social networking sites and word of mouth (recommendation from friend, relative, colleague or receipt of an alert from an online friend) continue to be primary ways Internet users hear about new social games. The average number of social games played increased, with current social gamers playing an average of 7.8 different social games compared to 6.1 in January 2010. Avid social gamers have played an average of 11.4 social games. Based upon weekly gameplay, FarmVille and Bejeweled Blitz continue to be two of the most popular social games in both the US and UK, followed by Mafia Wars. While the majority (82%) have never used a hack, bot or cheat to gain an advantage in a social game, 8% use them regularly or occasionally. 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 9 Social Gamer Profile For the purposes of this survey a social gamer is defined as someone who has played an online social game on a social networking site in the past three months and plays more than 15 minutes per week. Social Gamer Profile GENDER The proportion of male and female social gamers remained stable over the past 20 months with females continuing to outnumber males (55% vs. 45%). The gender difference continues to be slightly greater in the UK, where female social gamers outnumber males 58% to 42%. US 60% 2010 Social Gamers 2011 Social Gamers 2011 Avid Social Gamers 55% 55% 56% UK 2010 2011 2010 2011 Male 46% 46% 42% 42% Female 54% 54% 58% 58% 50% 45% 45% 44% 40% 30% 20% 10% 0% Male Female Q31 Gender 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 11 AGE 35% Social Gamer Profile 30% 25% Average Age All 2010: All 2011: All Avid: US Avid: UK Avid: 2010 Social Gamers 2011 Social Gamers 2011 Avid Social Gamers 43.0 38.6 39.0 42.2 37.2 22% 21% 20% 23% 21% 20% 22% 20% 18% 16% 17% 16% 14% 15% 16%16% 15% 9% 10% 6% 6% 5% 0% 18-21 22-29 30-39 US 40-49 50-59 60+ Social gaming has experienced an influx of younger game players. • The average age of a social game player has declined since January 2010 from 43 to 39 years. • The number of social game players who are under 30 increased from 19% to 30%, while those 50 years and older declined from 38% to 32%. Social game players from the UK continue to be younger than those in the US. UK 2010 2011 2010 2011 Average Age 45 41.2 38 35.5 21 and under 4% 9% 9% 9% 22 - 29 11% 21% 22% 25% 30 - 39 20% 17% 25% 26% 40 - 49 20% 14% 22% 21% 50 - 59 26% 18% 15% 13% 60 + 20% 20% 8% 7% Q32 Age 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 12 GEOGRAPHIC LOCATION (STATE/REGION - US ONLY) Social Gamer Profile One-fourth (26%) of the US respondents live in the Southeast region, while 17% each live in the East or West regions. 30% 2011 US Social 2011 Avid Social 27% 26% 25% Northeast (CT, MA, ME, NJ, NH, NY, RI, VT) East (DC, DE, IN, MD, MI, OH, PA, WV) Southeast (AL, FL, GA, IN, KY, NC, SC, VA) Midwest (IL, KS, IA, MN, MO, ND, NE, SD, WI) South (AR, LA, MS, NM, OK, TX) Northwest (AK, ID, MT, OR, WA, WY) West (AZ, CA, CO, HI, NV, UT) 20% 15% 16% 15% 18% 17% 17% 16% 12% 11% 10% 9% 8% 5% 5% 4% 0% Northeast East Southeast Midwest South Northwest West Q38 Region 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 13 Social Gameplay Behavior DEVICES USED TO ACCESS SOCIAL GAMES 100% 95% 96% 2011 Social Gamers Social Gameplay Behavior 90% 2011 Avid Social Gamers 80% 70% 60% 50% 40% 33% 28% 30% 27% 20% 20% 10% 10% 14% 16% 10% 0% Desktop/laptop Std/Web-enabled phone Smartphone Game console iPad or tablet device In addition to playing social games on a desktop or laptop computer, more than one-third (38%) play on a mobile phone, 20% use a game console and 10% play on a tablet. iPads or other tablet devices are more popular among US social gamers, while gameplay on a mobile phone is higher among those in the UK. Avid social gamers use a mobile phone, tablet or game console more to play social games. NOTE: Although a direct comparison cannot be made to the January 2010 data due to changes in the question elements, the prior study results are provided below as a reference. In addition, the majority (63%) continue to play social games on only one device, although use of three or more devices increased from only 5% in January 2010 to 12%. US UK Desktop/laptop 96% 92% Standard or web-enabled phone 8% 13% Smartphone 28% 29% Game console 20% 19% 2010 iPad or other tablet 12% 8% Overall US UK Desktop computer 71% 76% 61% Laptop computer 50% 45% 60% Mobile phone 9% 8% 12% Q5 Which devices do you use to access games on social networking sites? 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 15 Social Gameplay Behavior CHANGES IN GAMEPLAY OVER THE PAST THREE MONTHS As previously indicated, social gaming continues to grow in terms of frequency and hours per week played and as a result 42% said their social gameplay has increased over the past three months compared to 35% in January 2010. More than half (56%) of the Avid players have increased their social gameplay in the past three months. US UK 60% 56% 50% 2010 Social Gamers 2011 Social Gamers 2011 Avid Social Gamers 55% 46% 2010 2011 2010 2011 Increased 34% 41% 35% 43% Decreased 10% 12% 12% 14% About the same 56% 48% 53% 43% 42% 39% 40% 35% 30% 20% 10% 10% 12% 5% 0% Increased Decreased About the same Q9 How has your gameplay on social networking sites changed over the past three months? 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 16 LENGTH OF TIME PLAYING SOCIAL GAMES 50% Social Gameplay Behavior 45% 44% 2010 Social Gamers 2011 Social Gamers 2011 Avid Social Gamers 40% 35% 30% 28% 25% 20% 20% 17% 14% 15% 10% 10% 5% 25% 23% 2%2% 1% 17% 13% 10% 18% 11% 8% 6% 5% 3% 21% 0% < 1 mth 1 - 3 mths 4 - 6 mths 7 - 12 mths US UK 2010 2011 2010 2011 < 1 month 2% 2% 2% 4% 1 - 3 months 9% 4% 13% 6% 4 - 6 months 14% 8% 13% 14% 7 - 12 months 16% 12% 18% 15% 1 - 2 years 18% 23% 23% 24% 2 - 3 years 11% 18% 12% 19% > 3 years 29% 33% 19% 19% 1 - 2 yrs 2 - 3 yrs > 3 yrs More than two-thirds (69%) of the social gamers surveyed have been playing social games for at least one year, with almost half (46%) playing for two or more years. • This represents a significant increase compared to the 2010 survey where 56% played for at least one year and 36% played for two or more years. 82% of the Avid social gamers have been playing social games for at least one year, of which 44% have played for more than three years. Those in the UK are newer to social gaming, with 38% playing two or more years compared to 51% in the US. Q1 How long have you been playing social games? 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 17 FREQUENCY OF SOCIAL GAMEPLAY Social Gameplay Behavior 80% 70% 70% The frequency of social gameplay has increased slightly compared to January 2010, with a total of 68% playing at least once a day, of which 41% play several times a day. 70% of the Avid social gamers play several times a day. 2010 Social Gamers 2011 Social Gamers 2011 Avid Social Gamers 60% 50% 41% 40% 34% 30% 30% 31% 27% 26% 21% 20% 10% 7% 5% 5% 2% 0% Several times a day Once a day 2 - 3 times a week US UK 2010 2011 2010 2011 Several times/day 36% 44% 30% 36% Once a day 32% 26% 25% 31% 2 - 3 times/week 28% 25% 36% 30% Once a week or less 4% 6% 9% 4% Once a week or less US social gamers play more frequently than UK social gamers, with 44% playing several times a day compared to 36% of those in the UK. Q2 How often do you typically play social games? 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 18 HOURS PER WEEK PLAYING SOCIAL GAMES Social Gameplay Behavior 60% 51% 49% 50% 2010 Social Gamers 2011 Social Gamers 2011 Avid Social Gamers 40% 30% 23% 21% 20% 18% 20% 18% 17% 16% 15% 12% 18% 12% 9% 10% 0% 0% 16 - 30 min 0% 31 min - 1 hour 0% 0% 1 - 2 hours 3 - 5 hours US UK 2010 2011 2010 2011 16 - 30 min 12% 8% 21% 10% 31 - 59 min 17% 10% 21% 16% 1 - 2 hrs 16% 18% 22% 25% 3 - 5 hrs 23% 25% 14% 17% 6 - 10 hrs 18% 18% 13% 17% > 10 hrs 14% 20% 9% 15% 6 - 10 hours As expected, the number of hours spent playing social games on a weekly basis has increased. • More than half (58%) spend more than two hours a week playing social games, of which 35% are identified as Avid social gamers who play six or more hours a week. In January 2010 only 28% would have been classified as Avid social gamers. > 10 hours US social gamers continue to be more active, with 38% classified as Avid social gamers compared to 32% in the UK. S3 How many hours a week do you play social games? 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 19 LENGTH OF TYPICAL GAMEPLAY SESSION 40% 2010 Social Gamers 2011 Social Gamers 2011 Avid Social Gamers Social Gameplay Behavior 35% 35% 30% 27% 27% 25% 25% 23% 23% 22% 20% 20% 15% 14% 13% 12% 13% 10% 10% 7% 6%6% 5% 5% 3% 3% 5% 3% 0% < 11 min 11 - 15 min 16 - 30 min 31 - 60 min US 1 - 2 hrs UK 2010 2011 2010 2011 < 11 min 8% 5% 8% 5% 11 - 15 min 10% 8% 15% 13% 16 - 30 min 22% 24% 26% 26% 31 - 60 min 27% 27% 25% 26% 1 - 2 hrs 24% 23% 19% 21% 3 - 4 hrs 6% 7% 5% 5% 5 hrs + 4% 5% 2% 4% 3 - 4 hrs 5+ hrs While the frequency of social gameplay has increased in the past 20 months, session length has remained fairly stable. • One-fourth (25%) play between 16 to 30 minutes at a time, 27% play for 31 to 60 minutes and 23% play for 1 to 2 hours per session. Avid social gamers have significantly longer gameplay sessions, with 35% playing 1 to 2 hours and another 27% playing 3 or more hours per session. The session length of those in the US is slightly longer compared to UK social gamers. Q3 How long is your typical social gameplay session? 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 20 Social Gameplay Behavior GAMEPLAY ON OTHER PLATFORMS PRIOR TO PLAYING SOCIAL GAMES 83% have played games on other platforms, e.g., computer, game console, etc., before they began playing games on social networking sites. • 86% of the Avid social game players have played games on other platforms. 100% 90% 83% 80% 86% US UK 84% 81% 70% 60% 50% 40% 30% 20% 10% 0% 2011 Social Gamers 2011 Avid Social Gamers Q10 Before you began playing games on social networking sites, did you play games on other platforms? 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 21 Social Gameplay Behavior SOCIAL GAMEPLAY’S EFFECT ON OTHER GAMEPLAY - PAST THREE MONTHS One-third (33%) of the social game players who played on other gaming platforms said their gameplay on those other platforms has declined since they began playing games on social networking sites. More than half (55%) said it has remained about the same. Avid social game players have reduced their gameplay on other platforms even more. 60% 2011 Social Gamers 2011 Avid Social Gamers 50% 55% 47% 40% Gameplay on other platforms has .. US UK Declined 35% 31% Remained about the same 52% 61% Increased 13% 8% 38% 33% 30% 20% 15% 12% 10% 0% Declined About the same Increased Q11 How has your gameplay on social networking sites changed your gameplay on other gaming platforms over the past three months? 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 22 WHY PLAY SOCIAL GAMES Social Gameplay Behavior Overall 2010 2011 Avid I like the fun and excitement 53% 57% 60% I enjoy the competitive spirit 43% 43% 50% It is a stress-reliever 45% 42% 42% I like the mental workout 32% 32% 34% I like the sense of accomplishment 20% 24% 28% It allows me to connect w/others in social network(s) 24% 24% 26% It improves my hand-eye coordination 10% 9% 9% It lets me express my personality 7% 7% 8% Preferred way of interacting with social networking contacts 5% 6% 6% US UK 2010 2011 2010 2011 I like the fun and excitement 53% 59% 53% 52% I enjoy the competitive spirit 43% 43% 43% 42% It is a stress-reliever 47% 44% 43% 38% I like the mental workout 33% 32% 31% 32% I like the sense of accomplishment 18% 25% 23% 24% It allows me to connect w/others in social network(s) 28% 25% 17% 22% It improves my hand-eye coordination 10% 10% 10% 8% It lets me express my personality 8% 8% 6% 6% Preferred way of interacting with social networking contacts 6% 5% 3% 7% Fun and excitement (57%), competitive spirit (43%) and stress relief (42%) continue to be the top three reasons people play social games. One-third (32%) also like the mental workout, while one-fourth (24%) play because they like the sense of accomplishment or connecting with others in their social network. Avid social gamers are more interested in the competitive aspects of social games. Q18 Why do you play social games? 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 23 USE OF HACKS, BOTS AND CHEATS IN SOCIAL GAMES 90% Social Gameplay Behavior 2011 Social Gamers 82% 82% 2011 Avid Social 80% 70% 60% 50% 40% 30% 20% 10% 10% 3% 5% 5% While the majority (82%) have never used a hack, bot or cheat to gain an advantage in a social game, 8% use them regularly or occasionally. Social gamers in the UK are more likely to use hacks and bots, with 11% using them regularly or occasionally, compared to 7% in the US. 9% 4% 0% Use regularly Use occasionally Considered using but never have US UK Use regularly 3% 4% Use occasionally 4% 7% Considered using but never have 9% 11% Never used 84% 79% Never used Q28 Which of the following best describes your use of hacks, bots and cheats in online social games? 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 24 Virtual Currency and Special Offers EARNING/SPENDING, PURCHASING AND GIVING VIRTUAL CURRENCY The number of social gamers who purchased virtual currency with real-world money increased sharply compared to January 2010 (26% vs. 14%). • As expected, Avid social game players earn/spend, purchase and give more virtual currency. 80% 74% 2010 Social Gamers 2011 Social Gamers 2011 Avid Social Gamers Virtual Currency and Special Offers 70% 59% 60% 53% 50% 42% 40% 40% 32% 30% 32% 26% 20% 14% 10% 0% Earn or spend virtual currency Purchased virtual currency with actual (real-world) money Purchased a virtual gift for someone US UK 2010 2011 2010 2011 Earn or spend virtual currency 55% 62% 48% 53% Purchased virtual currency with actual money (% of total) 16% 27% 12% 25% Purchased a virtual gift for someone 35% 31% 28% 34% Q21 Do you earn or spend virtual currency when playing social games? Q22 Have you ever purchased virtual currency with actual (real-world) money? Q23 Have you ever purchased a virtual gift for someone when playing social games? 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 26 Virtual Currency and Special Offers LIKELY TO PURCHASE VIRTUAL ITEMS WITH REAL MONEY The likelihood of social gamers to purchase virtual items with real money increased, with almost half (46%) Somewhat or Very Likely compared to 32% in January 2010. Avid social gamers are more likely, with 26% Very Likely and 27% Somewhat Likely. US 50% 40% 2010 2011 2010 2011 Very likely 9% 17% 7% 15% Somewhat likely 25% 30% 20% 30% Somewhat unlikely 20% 19% 23% 26% Very unlikely 46% 35% 49% 29% 47% 2010 Social Gamers 2011 Social Gamers 2011 Avid Social Gamers 45% 35% UK 33% 30% 30% 25% 28% 27% 26% 23% 20% 21% 21% 19% 16% 15% 10% 9% 5% 0% Very likely Somewhat likely Somewhat unlikely Very unlikely Q24 How likely would you be to purchase a virtual item with (real-world) money if it gave you a modest short-lived advantage in a game, e.g., power up special, bonus multiplier or special weapon or tool? 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 27 Social Network Usage and Activities Social Network Site Usage SOCIAL NETWORKING SITES WHERE SOCIAL GAMES ARE PLAYED At 91%, Facebook is the social networking website where most social gamers go to play social games, followed by Google+ (17%), MySpace (15%) and Bebo (7%). The introduction of Google+ has negatively affected the use of MySpace, especially in the US, while playing games on Bebo has increased in the UK. Google+ and MySpace are slightly more popular among Avid social game players. 83% Facebook Google+ 0% 17% MySpace 15% 23% 24% 2010 Social Gamers 2011 Social Gamers 2011 Avid Social Gamers 21% 7% 7% 9% Bebo 5% 5% 8% Friendster 4% 4% 7% Hi5 2% 2% 3% Netlog 2% 2% 4% Orkut 0% 20% 91% 91% 40% 60% 80% US UK 2010 2011 2010 2011 Facebook 79% 89% 90% 95% Google+ N/A 18% N/A 17% MySpace 30% 16% 12% 12% Bebo 6% 4% 9% 12% Friendster 6% 5% 2% 4% Hi5 4% 4% 3% 4% Netlog 3% 2% 1% 2% Orkut 3% 2% 1% 3% 100% Q6 Which social networking website(s) do you visit to play social games? 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 29 LOG-IN SPECIFICALLY TO PLAY SOCIAL GAMES 70% Social Network Site Usage US 60% 50% UK 2010 2011 2010 2011 51% 51% 44% 47% 49% 50% 2010 Social Gamers 2011 Social Gamers 62% 40% 30% 20% 10% 0% 2011 Avid Social Gamers Half (50%) of the time a social gamer logs into Facebook or another social networking website, they do so with the specific intention of playing games. Those in the US continue to be more likely to log into a social networking website just to play games (51%) compared to 47% in the UK. At 62%, Avid social game players log into a social networking website more often, specifically to play games. Q7 When logging into a social networking site, what percent of the time do you log in with the specific intention of playing games? 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 30 Social Network Site Usage TOP SOCIAL NETWORKING ACTIVITIES Social gamers spend more than half (56%) of their time on social networking sites playing games, with 39% of the time spent playing social games with others. In addition to playing games, social gamers chat/message with friends and post/read comments. As expected, Avid social game players dedicate more of their time on social networks to playing games, especially social games. Overall US UK 2010 2011 2010 2011 Play social games with others 40% 39% 36% 37% 14% Play non-social (single-player) games 16% 18% 13% 14% 15% 12% Chat/message with friends 15% 14% 19% 16% 11% 11% 9% Post comments on friends' wall 11% 11% 11% 11% Read comments on friends’ wall 10% 10% 8% Read comments on friends’ wall 11% 10% 9% 9% Read news 9% 9% 8% Read news 9% 9% 8% 8% Post/look at photos 10% 8% 7% Post/look at photos 10% 9% 9% 8% Watch videos 8% 8% 8% Watch videos 8% 8% 7% 8% Invite/add new friends 7% 7% 7% Invite/add new friends 7% 7% 7% 6% Poke/nudge friends 7% 7% 6% Poke/nudge friends 7% 7% 7% 6% Post links 7% 7% 6% Post links 7% 7% 7% 7% Take quizzes 8% 7% 6% Take quizzes 8% 7% 7% 7% Update personal profile/status 7% 7% 6% Update personal profile/status 7% 7% 7% 7% 2010 2011 Avid Play social games with others 39% 39% 46% Play non-social (single-player) games 15% 17% Chat/message with friends 17% Post comments on friends' wall Q8 When on social networking sites, what percent of your time do you spend participating in the following activities? 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 31 Social Games Played Social Games Played WHERE HEAR ABOUT NEW SOCIAL GAMES Advertised or promoted on a social networking site 38% Recommended by a friend, relative or colleague 38% 37% 39% 35% 37% Receive alert from an online friend playing a game 27% Online search 18% Advertised on a site other than a social networking site 58% 47% 35% 38% 30% 12% 17% 22% Read about it on a blog or a website 10% Mentioned in a newspaper/magazine or on TV 2010 Social Gamers 2011 Social Gamers 2011 Avid Social Gamers 24% 50% Ads promoting games on social networking sites (50%) and word of mouth, including a recommendation from friend, relative, colleague (37%), or receipt of an alert from an online friend (37%) are the primary ways Internet users hear about new social games. • One-third (35%) hear about new games from online searches. Avid social game players rely primarily on ads on social networking sites and alerts from online friends. 16% 19% 0% 20% 40% 60% US UK 2010 2011 2010 2011 Advertised or promoted on a social networking site 36% 50% 44% 50% Recommended by a friend, relative or colleague 40% 40% 33% 31% Receive alert from an online friend playing a game 36% 37% 33% 37% Online search 27% 36% 26% 34% Ad on a site other than a social networking site 20% 26% 14% 20% Read about it on a blog or a website 12% 17% 11% 17% 11% 16% 8% 15% Mentioned in a newspaper/magazine or on TV Social gamers in the US receive direct recommendations more often than those in the UK (40% vs. 31%). Q4 How do you typically hear about new social games? 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 33 Social Games Played NUMBER OF DIFFERENT SOCIAL GAMES PLAYED The average number of social games played has increased, with current social gamers having played an average of 7.8 different social games compared to 6.1 in January 2010. • Those in the UK continue to try/play slightly more games than those in the US. At 11.4 games, Avid social gamers have played significantly more social games. 45% 40% Overall 2010 6.1 Overall 2011 7.8 Avid 2011 11.4 2010 Social Gamers 2011 Social Gamers 2011 Avid Social Gamers 40% 39% US 35% 30% 30% 25% 22% 20% 20% 15% 10% 29% 19% 16% 14% 12% 11%11% 7% 6% 10% 6% 5% 5% UK 2010 2011 2010 2011 Average 6.0 7.7 6.5 8.0 1 12% 9% 12% 5% 2 17% 12% 14% 17% 3-5 40% 40% 38% 40% 6 - 10 19% 22% 22% 21% 11 - 15 5% 6% 5% 6% 16 - 20 4% 4% 5% 5% 21 - 25 2% 2% 2% 1% > 25 2% 4% 2% 6% 2% 0% 1 2 3- 5 6 - 10 11 - 25 > 25 Q12 How many different social games have you played? 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 34 GAMES CURRENTLY PLAYING AT LEAST ONCE A WEEK Overall US Social Games Played 2010 2011 Avid UK 2010 2011 2010 2011 FarmVille 30% 51% 52% FarmVille 30% 52% 30% 48% Bejeweled Blitz 33% 44% 49% Bejeweled Blitz 30% 42% 38% 47% Mafia Wars 19% 29% 35% Mafia Wars 19% 29% 17% 28% CityVille N/A 24% 34% CityVille N/A 24% N/A 25% Café World 14% 23% 31% Café World 15% 23% 13% 22% Texas HoldEm Poker 18% 20% 24% Texas HoldEm Poker 20% 21% 14% 18% The Sims Social N/A 19% 25% The Sims Social N/A 18% N/A 22% Gardens of Time N/A 18% 29% Gardens of Time N/A 18% N/A 20% Farm Town 14% 17% 26% Farm Town 15% 14% 11% 22% PetVille 6% 16% 23% PetVille 7% 17% 6% 15% Treasure Isle N/A 15% 23% Treasure Isle N/A 15% N/A 15% Age of Empires N/A 14% 21% Age of Empires N/A 14% N/A 14% FishVille 8% 14% 19% FishVille 9% 13% 7% 16% Collapse! 5% 11% 15% Collapse! 6% 11% 4% 11% Empires and Allies N/A 11% 18% Empires and Allies N/A 10% N/A 13% Happy Aquarium 8% 11% 15% Happy Aquarium 8% 10% 7% 11% Pet Society 6% 11% 15% Pet Society 6% 9% 8% 14% Restaurant City 4% 11% 18% Restaurant City 4% 12% 5% 11% YoVille 7% 10% 17% YoVille 8% 11% 5% 8% Zuma Blitz 4% 10% 15% Zuma Blitz 4% 10% 4% 11% Based upon weekly gameplay, FarmVille and Bejeweled Blitz continue to be two of the most popular social games in both the US and UK followed by Mafia Wars. • The popularity of Farm Town is higher in the UK and has increased sharply since January 2010. CityVille and Gardens of Time are more popular among Avid social gamers. Q13 Which of the following games are you currently playing at least once a week? 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 35 WEEKLY GAMEPLAY BY TITLE (OVERALL) 2010 Social Games Played Overall < 30 min 31 - 60 1 - 2 min hours 2011 3+ hours < 30 min 31 - 60 1 - 2 min hours 3+ hours Age of Empires N/A N/A N/A N/A 42% 25% 20% 13% Bejeweled Blitz 30% 30% 21% 20% 44% 25% 16% 15% Café World 27% 24% 19% 29% 45% 23% 18% 13% CityVille N/A N/A N/A N/A 44% 25% 16% 14% Collapse! 41% 31% 11% 16% 44% 25% 20% 11% Empires and Allies N/A N/A N/A N/A 33% 23% 23% 21% Farm Town 27% 27% 25% 20% 44% 20% 23% 15% FarmVille 29% 21% 20% 30% 41% 25% 19% 16% FishVille 36% 26% 21% 16% 51% 18% 17% 14% Gardens of Time N/A N/A N/A N/A 26% 19% 21% 33% Happy Aquarium 34% 31% 20% 15% 44% 26% 15% 15% Mafia Wars 28% 26% 20% 26% 43% 28% 16% 14% Pet Society 32% 39% 11% 19% 35% 27% 21% 18% PetVille 30% 25% 25% 20% 47% 21% 16% 16% Restaurant City 31% 23% 21% 27% 44% 23% 17% 17% Texas HoldEm Poker 20% 26% 30% 24% 29% 28% 21% 23% The Sims Social N/A N/A N/A N/A 28% 21% 24% 27% Treasure Isle N/A N/A N/A N/A 44% 25% 16% 14% YoVille 39% 19% 20% 22% 46% 19% 18% 17% Zuma Blitz 32% 28% 22% 18% 40% 21% 18% 23% In terms of total hours of gameplay per week, Gardens of Time and The Sims Social topped the list, with more than half playing at least one hour a week. Q14 Of the games you are currently playing at least once a week, how much time do you play each week? 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 36 WEEKLY GAMEPLAY BY TITLE (AVID) Social Games Played Gardens of Time, Texas HoldEm Poker, The Sims Social and Zuma Blitz topped the list of games played most frequently by Avid social gamers. < 30 min 31 - 60 1 - 2 min hours 3+ hours Age of Empires 35% 22% 23% 19% Bejeweled Blitz 33% 21% 21% 24% Café World 34% 20% 25% 21% CityVille 32% 25% 20% 23% Collapse! 43% 16% 22% 19% Empires and Allies 25% 17% 29% 28% Farm Town 34% 15% 29% 22% FarmVille 26% 22% 22% 32% FishVille 38% 19% 24% 19% Gardens of Time 16% 19% 21% 44% Happy Aquarium 43% 20% 15% 22% Mafia Wars 33% 25% 19% 23% Pet Society 28% 21% 27% 24% PetVille 38% 15% 21% 27% Restaurant City 35% 19% 21% 24% Texas HoldEm Poker 16% 22% 25% 38% The Sims Social 15% 18% 26% 42% Treasure Isle 35% 24% 21% 20% YoVille 39% 19% 22% 20% Zuma Blitz 23% 18% 23% 36% Q14 Of the games you are currently playing at least once a week, how much time do you play each week? 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 37 WEEKLY GAMEPLAY BY TITLE (US ONLY) In the US, more than half play Gardens of Time and The Sims Social one hour or more a week. Social Games Played 2010 Overall < 30 min 2011 31 - 60 1 - 2 min hours 3+ hours < 30 min 31 - 60 1 - 2 min hours 3+ hours Age of Empires N/A N/A N/A N/A 41% 23% 22% 14% Bejeweled Blitz 31% 28% 22% 19% 41% 26% 18% 15% Café World 24% 26% 21% 29% 46% 22% 19% 12% CityVille N/A N/A N/A N/A 47% 23% 15% 15% Collapse! 39% 33% 11% 18% 41% 21% 27% 11% Empires and Allies N/A N/A N/A N/A 31% 22% 23% 24% Farm Town 27% 27% 26% 19% 39% 20% 24% 18% FarmVille 27% 20% 20% 32% 40% 24% 19% 17% FishVille 37% 19% 29% 14% 50% 17% 19% 14% Gardens of Time N/A N/A N/A N/A 26% 20% 20% 34% Happy Aquarium 34% 24% 25% 16% 44% 23% 15% 19% Mafia Wars 27% 27% 21% 25% 42% 28% 16% 14% Pet Society 29% 42% 7% 22% 36% 22% 25% 18% PetVille 31% 21% 33% 16% 46% 20% 17% 16% Restaurant City 30% 21% 21% 27% 44% 20% 17% 20% Texas HoldEm Poker 19% 25% 30% 25% 24% 30% 22% 24% The Sims Social N/A N/A N/A N/A 23% 18% 26% 32% Treasure Isle N/A N/A N/A N/A 41% 27% 16% 16% YoVille 40% 20% 20% 20% 46% 17% 18% 19% Zuma Blitz 32% 26% 23% 20% 37% 16% 20% 26% Q14 Of the games you are currently playing at least once a week, how much time do you play each week? 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 38 WEEKLY GAMEPLAY BY TITLE (UK ONLY) In the UK, more than half play Gardens of Time one hour or more a week. Social Games Played 2010 Overall < 30 min 2011 31 - 60 1 - 2 min hours 3+ hours < 30 min 31 - 60 1 - 2 min hours 3+ hours Age of Empires N/A N/A N/A N/A 44% 28% 18% 11% Bejeweled Blitz 27% 32% 19% 21% 51% 23% 12% 13% Café World 34% 21% 15% 30% 45% 23% 17% 14% CityVille N/A N/A N/A N/A 40% 29% 20% 10% Collapse! 47% 27% 13% 13% 51% 34% 5% 9% Empires and Allies N/A N/A N/A N/A 36% 26% 24% 14% Farm Town 28% 26% 22% 24% 51% 19% 21% 10% FarmVille 35% 22% 20% 24% 44% 26% 18% 12% FishVille 35% 41% 3% 21% 55% 19% 13% 14% Gardens of Time N/A N/A N/A N/A 27% 18% 24% 31% Happy Aquarium 31% 48% 7% 14% 44% 31% 16% 9% Mafia Wars 31% 24% 18% 27% 46% 28% 17% 11% Pet Society 36% 35% 16% 12% 33% 35% 16% 16% PetVille 30% 33% 8% 29% 50% 22% 12% 16% Restaurant City 30% 25% 20% 25% 43% 31% 17% 10% Texas HoldEm Poker 24% 28% 28% 21% 39% 24% 19% 18% The Sims Social N/A N/A N/A N/A 36% 26% 20% 18% Treasure Isle N/A N/A N/A N/A 51% 22% 17% 9% YoVille 35% 15% 20% 30% 45% 26% 19% 10% Zuma Blitz 33% 33% 20% 14% 43% 30% 13% 15% Q14 Of the games you are currently playing at least once a week, how much time do you play each week? 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 39 Social Gaming Relationships Social Gaming Relationships RELATIONSHIP TO FELLOW SOCIAL GAME PLAYERS Who social gamers play games with has not significantly changed with 63% playing with personal (real-world) friends, 57% playing with online friends, and 37% playing with online strangers. • A combined 43% play with someone who would be classified as a relative. • Social gamers in the US tend to play more with online strangers than those in the UK (40% vs. 31%). Avid social gamers play more with online friends and online strangers. Overall US 2010 2011 Avid Personal (real-world) friends 62% 63% 68% Online friends 56% 57% Online strangers 37% Other relatives UK 2010 2011 2010 2011 Personal (real-world) friends 61% 64% 66% 60% 69% Online friends 56% 57% 54% 58% 37% 46% Online strangers 41% 40% 29% 31% 30% 26% 31% Other relatives 30% 28% 29% 23% Former classmates 20% 20% 26% Former classmates 20% 20% 20% 21% Co-workers 15% 15% 19% Co-workers 14% 14% 16% 17% Spouse 13% 14% 21% Spouse 13% 15% 13% 14% My children (under 18) 8% 11% 16% My children (under 18) 7% 11% 9% 10% My adult children (18+) 13% 10% 12% My adult children (18+) 14% 12% 11% 7% Current classmates 6% 9% 11% Current classmates 6% 9% 5% 9% Q15 What is your relationship to the people you play social games with? 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 41 AGE OF FELLOW SOCIAL GAME PLAYERS 90% 80% 2010 Social Gamers 2011 Social Gamers 2011 Avid Social Gamers 81% 79% 76% Social Gaming Relationships 70% 60% 50% 40% 30% 20% 27% 21% 18% The majority (79%) of social gamers continue to play social games primarily with people their own age (+/- 10 years). Due to the higher percentage of younger players, an increasing number of social gamers said they play with people their parents’ age. 25% 22% 19% 15% 11%11% 10% 6% 8% 11% 0% People my own People my parents’ People my adult age (+/- 10 years) age children’s age Children (< 18 years old) US People my grandparents’ age UK 2010 2011 2010 2011 People my own age (+/- 10 years) 75% 81% 77% 76% People my parents’ age 19% 21% 15% 22% People my adult children’s age 24% 22% 20% 15% Children (less than 18 years old) 11% 13% 11% 8% People my grandparents’ age 7% 8% 4% 8% Q16 Which of the following represents the age group of the people that you play social games with? 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 42 INFLUENCE OF SOCIAL GAMING ON PERSONAL RELATIONSHIPS Social gaming has enhanced the relationships with other game players. • More than half (56%) said social gaming makes them feel more connected with members of their social network, and that they have made new friends while playing social games (52%). • Half (50%) correspond more with friends and family now, while 48% have reconnected with old friends, etc., as a result of their social gameplay. % Agree (5, 6 7 Ratings) 45% Social Gaming Relationships Social gaming makes me feel more connected with members of my social network 56% 66% 45% I have made new friends as a result of playing social games 52% 63% 47% I spend more time corresponding with friends and family 50% 56% 42% Social games have allowed me to reconnect with old friends, colleagues, classmates, etc. 2010 Social Gamers 2011 Social Gamers 2011 Avid Social Gamers 48% 56% 0% 10% 20% 30% % Agree (5, 6 & 7) 40% 50% 60% 70% US 7 = Strongly agree 1 = Strongly disagree UK 2010 2011 2010 2011 Social gaming makes me feel more connected with members of my social network 51% 55% 38% 57% I have made new friends as a result of playing social games 50% 53% 36% 50% I spend more time corresponding with friends and family 50% 52% 42% 49% Social games have allowed me to reconnect with old friends, colleagues, classmates, etc. 44% 49% 38% 45% Q17 How much do you agree or disagree with the following statements about how your involvement in social games has influenced your relationship with others? 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 43 LEVEL OF INTERACTION WITH FELLOW SOCIAL GAME PLAYERS 42% Social Gaming Relationships Social gameplay is only a small part of my overall interaction with them 36% 25% 23% Social gameplay is the primary form of interaction with them 25% 30% 22% Social gameplay is the only interaction with them 22% 25% 13% Social gameplay is my preferred form of interaction, but I also interact with them in other ways 2010 Social Gamers 2011 Social Gamers 2011 Avid Social Gamers 18% 20% 0% 5% 10% 15% 20% 25% 30% 35% 40% 45% The majority of social gamers also interact with fellow gamers outside the gaming environment, with only 22% indicating gameplay is their only form of interaction with fellow social game players. For 36%, social gameplay is only a small part of their overall interaction with those they play games with compared to 42% in 2010. Avid social gamers interact slightly differently with other social gamers, with 30% indicating social gameplay is their primary form of interaction with other game players. US UK 2010 2011 2010 2011 Social gameplay is only a small part of my overall interaction with them 38% 37% 48% 33% Social gameplay is the primary form of interaction with them 22% 24% 24% 27% Social gameplay is the only interaction with them 24% 22% 19% 21% Social gameplay is my preferred form of interaction, but I also interact with them in other ways 15% 17% 10% 19% Q19 How would you describe the level of interaction you have with the people you play games with on social networking sites? 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 44 APPEAL OF SOCIAL GAMES BEYOND SOCIAL INTERACTION 59% Friendly competition (leader boards & achievements) 49% 55% Social Gaming Relationships Interactive gameplay 66% Beyond the social interaction, social game players are increasingly drawn to the friendly competition (66%) and interactive gameplay (55%). Avid social gamers are more attracted to the interactive gameplay as well as playing in tournaments. Those in the UK are significantly less attracted to winning prizes while playing social games. 73% 65% 31% 37% 43% Cooperative gameplay 35% 26% 30% Opportunity to win prizes 15% 14% 21% Regularly scheduled tournaments 2010 Social Gamers 2011 Social Gamers 2011 Avid Social Gamers 13% 11% 15% Trial offers & specials (to advance in game) 0% 10% 20% 30% 40% 50% 60% 70% US 80% UK 2010 2011 2010 2011 Friendly competition (leader boards & achievements) 58% 67% 61% 65% Interactive gameplay 53% 57% 41% 51% Cooperative gameplay 34% 38% 25% 34% Opportunity to win prizes 40% 31% 24% 16% Regularly scheduled tournaments 15% 12% 15% 17% Trial offers & specials (to advance in game) 14% 12% 12% 8% Q20 Beyond the social interaction and the camaraderie that social games offer, what features and functions of the games appeal to you most? 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 45 Segmentation Analysis Q31: Gender GENDER Overall (1,201) Male (535) Female (666) < 6 months 17% 16% 18% 7 - 12 months 13% 13% 13% 1 - 2 years 23% 23% 23% > 2 years 46% 48% 46% Several times a day 41% 39% 43% Once a day 27% 28% 27% 2- 3 times a week 26% 27% 26% Once a week or less 5% 6% 4% < 1 hour 21% 21% 21% 1 - 5 hours 44% 44% 43% 6 + hours 35% 35% 36% Desktop/laptop computer (PC or MAC) 95% 93% 96% Smartphone 28% 36% 22% Game console 20% 24% 16% iPad or other tablet device 10% 14% 7% Standard or Web-enabled mobile phone 10% 11% 8% Number of years playing social games Frequency of social gameplay Number of hours per week playing social games Devices used to play social games 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 48 GENDER Overall (1,201) Male (535) Female (666) 7.8 7.5 8.1 Farmville 51% 53% 49% Bejeweled Blitz 44% 36% 50% Mafia Wars 29% 39% 20% Texas HoldEm Poker 20% 26% 15% The Sims Social 19% 19% 20% Gardens of Time 18% 11% 24% Empires and Allies 11% 16% 8% Personal (real-world) friends 63% 60% 65% Online friends 57% 61% 54% Online strangers 37% 42% 32% Other relatives 26% 18% 33% Fun and excitement 57% 57% 56% Competitive spirit 43% 52% 35% Stress-reliever 42% 31% 50% Mental workout 32% 28% 35% Connect with others in social network 24% 22% 25% Number of social games played (in total) Games played at least once a week Relationship to those playing social games with Why play social games 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 49 GENDER Overall (1,201) Male (535) Female (666) Facebook 91% 91% 91% Google+ 17% 22% 14% MySpace 15% 21% 10% Bebo 7% 9% 5% Advertised or promoted on a social networking site 50% 50% 50% Receive alert from an online friend playing a game 37% 32% 41% Recommended by a friend, relative or colleague 37% 34% 39% Online search 35% 41% 30% 83% 89% 78% Increased 42% 43% 41% Decreased 12% 11% 13% About the same 46% 46% 46% Social networking websites where play social games How hear about new social games Played games on other platforms prior to social games Yes Change in social gameplay over past three months 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 50 GENDER Overall (1,201) Male (535) Female (666) 26% 33% 21% 31% 36% 28% Very likely 16% 22% 11% Somewhat likely 30% 33% 27% Somewhat or very unlikely 54% 45% 62% 46% 53% 39% Regularly 3% 5% 3% Occasionally 5% 6% 4% Considered, but never used 10% 13% 7% Never used 82% 77% 86% Purchase virtual currency with real-world money (% of total) Yes Purchase virtual gifts for others Yes Likeliness of purchasing virtual item for short-lived advantage Aware of hacks, bots and cheats Yes Use of hacks, bots and cheats (% of total) Should game producers monitor online games for cheaters and ban rule breakers? (% of total) 40% 47% 33% US 67% 69% 65% UK 33% 37% 35% Yes Country 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 51 GENDER Overall (1,201) Male (535) Female (666) Southeast (AL, FL, GA, IN, KY, NC, SC, VA) 26% 23% 29% East (DC, DE, IN, MD, MI, OH, PA, WV) 17% 15% 19% West (AZ, CA, CO, HI, NV, UT) 17% 22% 13% Northeast (CT, MA, ME, NJ, NH, NY, RI, VT) 15% 19% 12% Midwest (IL, KS, IA, MN, MO, ND, NE, SD, WI) 11% 8% 12% South (AR, LA, MS, NM, OK, TX) 9% 8% 9% Northwest (AK, ID, MT, OR, WA, WY) 5% 4% 5% < 29 31% 34% 29% 30 - 39 20% 23% 18% 40 - 49 16% 15% 17% 50 + 32% 28% 36% Full-time/self-employed 47% 62% 35% Retired 12% 12% 12% Homemaker 11% 1% 20% Unemployed 10% 9% 10% Part-time 9% 7% 12% Student 8% 11% 8% US Region Age Employment 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 52 Social Gamers vs. Avid Social Gamers ALL VS. AVID Overall (1,201) Avid (427) US All (801) US Avid (300) UK All (400) UK Avid (127) < 6 months 17% 10% 14% 10% 24% 11% 7 - 12 months 13% 8% 12% 8% 15% 10% 1 - 2 years 23% 17% 23% 16% 24% 18% > 2 years 46% 65% 51% 66% 38% 61% Several times a day 41% 70% 44% 70% 36% 72% Once a day 27% 21% 26% 22% 31% 20% 2- 3 times a week 26% 7% 25% 6% 30% 7% Once a week or less 5% 2% 6% 2% 4% 2% < 1 hour 21% 0% 18% 0% 26% 0% 1 - 5 hours 44% 0% 43% 0% 42% 0% 6 - 10 hours 17% 49% 18% 47% 17% 52% > 10 hours 18% 51% 20% 53% 15% 48% Desktop/laptop computer (PC or MAC) 95% 96% 96% 96% 92% 97% Smartphone 28% 33% 28% 33% 29% 35% Game console 20% 27% 20% 27% 19% 28% iPad or other tablet device 10% 16% 12% 18% 8% 11% Standard or Web-enabled mobile phone 10% 14% 8% 13% 13% 17% Number of years playing social games Frequency of social gameplay Number of hours per week playing social games Devices used to play social games 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 54 ALL VS. AVID Overall (1,201) Avid (427) US All (801) US Avid (300) UK All (400) UK Avid (127) 7.8 11.4 7.7 11.1 8.0 12.1 Farmville 51% 52% 52% 53% 48% 48% Bejeweled Blitz 44% 49% 42% 48% 47% 52% Mafia Wars 29% 35% 29% 34% 28% 37% Texas HoldEm Poker 20% 24% 21% 25% 18% 20% The Sims Social 19% 25% 18% 25% 22% 25% Gardens of Time 18% 29% 18% 28% 20% 32% Empires and Allies 11% 18% 10% 17% 13% 20% Personal (real-world) friends 63% 68% 64% 69% 60% 65% Online friends 57% 69% 57% 69% 58% 69% Online strangers 37% 46% 40% 47% 31% 43% Other relatives 26% 31% 28% 30% 23% 31% Fun and excitement 57% 60% 59% 66% 52% 48% Competitive spirit 43% 50% 43% 50% 42% 50% Stress-reliever 42% 42% 44% 43% 38% 39% Mental workout 32% 34% 32% 36% 32% 31% Connect with others in social network 24% 26% 25% 26% 22% 27% Number of social games played (in total) Games played at least once a week Relationship to those playing social games with Why play social games 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 55 ALL VS. AVID Overall (1,201) Avid (427) US All (801) US Avid (300) UK All (400) UK Avid (127) Facebook 91% 91% 89% 89% 95% 96% Google+ 17% 23% 18% 25% 17% 19% MySpace 15% 21% 16% 23% 12% 17% Bebo 7% 9% 4% 7% 12% 16% Advertised or promoted on a social networking site 50% 58% 50% 58% 50% 57% Receive alert from an online friend playing a game 37% 47% 37% 46% 37% 50% Recommended by a friend, relative or colleague 37% 39% 40% 41% 31% 35% Online search 35% 38% 36% 39% 34% 37% 83% 86% 84% 86% 81% 85% Increased 42% 56% 41% 54% 43% 61% Decreased 12% 5% 12% 5% 14% 5% About the same 46% 39% 48% 41% 43% 35% Social networking websites where play social games How hear about new social games Played games on other platforms prior to social games Yes Change in social gameplay over past three months 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 56 ALL VS. AVID Overall (1,201) Avid (427) US All (801) US Avid (300) UK All (400) UK Avid (127) 26% 40% 27% 41% 25% 37% 32% 42% 31% 43% 34% 40% Purchase virtual currency with real-world money (% of total) Yes Purchase virtual gifts for others Yes Likeliness of purchasing virtual item for short-lived advantage Very likely 16% 26% 17% 27% 15% 24% Somewhat likely 30% 27% 30% 27% 30% 27% Somewhat or very unlikely 54% 47% 54% 46% 55% 49% 46% 52% 46% 52% 44% 52% Regularly or occasionally 3% 5% 3% 4% 4% 8% Occasionally 5% 4% 4% 4% 7% 4% Considered, but never used 10% 9% 9% 9% 11% 10% Never used 82% 82% 84% 84% 79% 78% Aware of hacks, bots and cheats Yes Use of hacks, bots and cheats (% of total) Should game producers monitor online games for cheaters and ban rule breakers? (% of total) 40% 47% 40% 48% 38% 47% US 67% 70% 100% 100% 0% 0% UK 33% 30% 0% 0% 100% 100% Yes Country 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 57 ALL VS. AVID Overall (1,201) Avid (427) US All (801) US Avid (300) UK All (400) UK Avid (127) Southeast (AL, FL, GA, IN, KY, NC, SC, VA) 26% 27% 26% 27% N/A N/A East (DC, DE, IN, MD, MI, OH, PA, WV) 17% 16% 17% 16% N/A N/A West (AZ, CA, CO, HI, NV, UT) 17% 18% 17% 18% N/A N/A Northeast (CT, MA, ME, NJ, NH, NY, RI, VT) 15% 16% 15% 16% N/A N/A Midwest (IL, KS, IA, MN, MO, ND, NE, SD, WI) 11% 12% 11% 12% N/A N/A South (AR, LA, MS, NM, OK, TX) 9% 8% 9% 8% N/A N/A Northwest (AK, ID, MT, OR, WA, WY) 5% 4% 5% 4% N/A N/A Male 45% 44% 46% 46% 42% 40% Female 55% 56% 54% 54% 58% 60% < 29 31% 27% 30% 28% 34% 27% 30 - 39 20% 23% 17% 19% 26% 31% 40 - 49 16% 18% 14% 17% 21% 20% 50 + 32% 32% 38% 35% 20% 23% Fulltime/self-employed 47% 48% 45% 47% 52% 50% Retired 12% 13% 15% 16% 6% 7% Homemaker 11% 11% 10% 9% 15% 17% Unemployed 10% 11% 11% 11% 7% 10% Part-time 9% 10% 9% 10% 11% 11% Student 8% 5% 10% 7% 8% 4% US Region Gender Age Employment 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 58 Q22: Purchased Virtual Currency with Real Money PURCHASED VIRTUAL CURRENCY WITH REAL MONEY Overall (1,201) Purchased Virtual Currency (313) Have Not Purchased Virtual Currency (888) < 6 months 17% 13% 19% 7 - 12 months 13% 11% 14% 1 - 2 years 23% 21% 24% > 2 years 46% 54% 44% Several times a day 41% 61% 34% Once a day 27% 23% 29% 2- 3 times a week 26% 14% 31% Once a week or less 5% 1% 6% < 1 hour 21% 8% 26% 1 - 5 hours 44% 27% 46% 6 + hours 35% 55% 29% Desktop/laptop computer (PC or MAC) 95% 93% 95% Smartphone 28% 46% 22% Game console 20% 34% 15% iPad or other tablet device 10% 23% 6% Standard or Web-enabled mobile phone 10% 20% 6% Number of years playing social games Frequency of social gameplay Number of hours per week playing social games Devices used to play social games 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 60 PURCHASED VIRTUAL CURRENCY WITH REAL MONEY Overall (1,201) Purchased Virtual Currency (313) Have Not Purchased Virtual Currency (888) 7.8 10.8 6.7 Farmville 51% 60% 48% Bejeweled Blitz 44% 50% 42% Mafia Wars 29% 44% 23% Texas HoldEm Poker 20% 29% 17% The Sims Social 19% 31% 15% Gardens of Time 18% 26% 16% Empires and Allies 11% 23% 7% Personal (real-world) friends 63% 70% 60% Online friends 57% 70% 53% Online strangers 37% 48% 33% Other relatives 26% 27% 26% Fun and excitement 57% 58% 56% Competitive spirit 43% 54% 39% Stress-reliever 42% 35% 44% Mental workout 32% 33% 32% Connect with others in social network 24% 28% 22% Number of social games played (in total) Games played at least once a week Relationship to those playing social games with Why play social games 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 61 PURCHASED VIRTUAL CURRENCY WITH REAL MONEY Overall (1,201) Purchased Virtual Currency (313) Have Not Purchased Virtual Currency (888) Facebook 91% 96% 89% Google+ 17% 34% 12% MySpace 15% 29% 10% Bebo 7% 14% 4% Advertised or promoted on a social networking site 50% 64% 45% Receive alert from an online friend playing a game 37% 46% 34% Recommended by a friend, relative or colleague 37% 37% 37% Online search 35% 48% 31% 83% 91% 80% Increased 42% 66% 33% Decreased 12% 7% 14% About the same 46% 27% 53% Social networking websites where play social games How hear about new social games Played games on other platforms prior to social games Yes Change in social gameplay over past three months 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 62 PURCHASED VIRTUAL CURRENCY WITH REAL MONEY Overall (1,201) Purchased Virtual Currency (313) Have Not Purchased Virtual Currency (888) 26% 100% 0% 32% 61% 21% Very likely 16% 41% 8% Somewhat likely 30% 38% 27% Somewhat or very unlikely 54% 21% 65% 46% 59% 41% Regularly 3% 10% 1% Occasionally 5% 8% 4% Considered, but never used 10% 12% 9% Never used 82% 70% 86% Purchase virtual currency with real-world money (% of total) Yes Purchase virtual gifts for others Yes Likeliness of purchasing virtual item for short-lived advantage Aware of hacks, bots and cheats Yes Use of hacks, bots and cheats (% of total) Should game producers monitor online games for cheaters and ban rule breakers? (% of total) 40% 53% 34% US 67% 69% 66% UK 33% 31% 34% Yes Country 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 63 PURCHASED VIRTUAL CURRENCY WITH REAL MONEY Overall (1,201) Purchased Virtual Currency (313) Have Not Purchased Virtual Currency (888) Southeast (AL, FL, GA, IN, KY, NC, SC, VA) 26% 23% 14% East (DC, DE, IN, MD, MI, OH, PA, WV) 17% 18% 17% West (AZ, CA, CO, HI, NV, UT) 17% 9% 28% Northeast (CT, MA, ME, NJ, NH, NY, RI, VT) 15% 17% 11% Midwest (IL, KS, IA, MN, MO, ND, NE, SD, WI) 11% 20% 9% South (AR, LA, MS, NM, OK, TX) 9% 9% 5% Northwest (AK, ID, MT, OR, WA, WY) 5% 4% 16% Male 44% 56% 41% Female 55% 44% 59% < 29 31% 40% 28% 30 - 39 20% 26% 18% 40 - 49 16% 13% 17% 50 + 32% 21% 36% Full-time/self-employed 47% 60% 43% Retired 12% 6% 14% Homemaker 11% 8% 13% Unemployed 10% 9% 10% Part-time 9% 11% 10% Student 8% 8% 9% US Region Gender Age Employment 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 64 Q10: Played vs. not Played on other Platforms PLAYED VS. NOT PLAYED ON OTHER PLATFORMS Overall (1,201) Played on Other Platforms (993) Not Played on Other Platforms (208) < 6 months 17% 16% 25% 7 - 12 months 13% 12% 15% 1 - 2 years 23% 23% 22% > 2 years 46% 49% 38% Several times a day 41% 42% 37% Once a day 27% 28% 24% 2- 3 times a week 26% 25% 31% Once a week or less 5% 5% 8% < 1 hour 21% 19% 31% 1 - 5 hours 44% 45% 40% 6 + hours 35% 37% 29% Desktop/laptop computer (PC or MAC) 95% 94% 96% Smartphone 28% 32% 9% Game console 20% 23% 6% iPad or other tablet device 10% 12% 3% Standard or Web-enabled mobile phone 10% 11% 3% Number of years playing social games Frequency of social gameplay Number of hours per week playing social games Devices used to play social games 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 66 PLAYED VS. NOT PLAYED ON OTHER PLATFORMS Overall (1,201) Played on Other Platforms (993) Not Played on Other Platforms (208) 7.8 8.1 6.2 Farmville 51% 57% 48% Bejeweled Blitz 44% 47% 31% Mafia Wars 29% 32% 14% Texas HoldEm Poker 20% 22% 12% The Sims Social 19% 20% 13% Gardens of Time 18% 18% 22% Empires and Allies 11% 13% 3% Personal (real-world) friends 63% 65% 52% Online friends 57% 59% 51% Online strangers 37% 38% 30% Other relatives 26% 26% 25% Fun and excitement 57% 59% 48% Competitive spirit 43% 46% 27% Stress-reliever 42% 41% 45% Mental workout 32% 31% 39% Connect with others in social network 24% 24% 25% Number of social games played (in total) Games played at least once a week Relationship to those playing social games with Why play social games 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 67 PLAYED VS. NOT PLAYED ON OTHER PLATFORMS Overall (1,201) Played on Other Platforms (993) Not Played on Other Platforms (208) Facebook 91% 92% 87% Google+ 17% 20% 7% MySpace 15% 17% 2% Bebo 7% 8% 2% Advertised or promoted on a social networking site 50% 51% 45% Receive alert from an online friend playing a game 37% 38% 31% Recommended by a friend, relative or colleague 37% 38% 31% Online search 35% 38% 21% 83% 100% 0% Increased 42% 45% 27% Decreased 12% 11% 17% About the same 46% 44% 56% Social networking websites where play social games How hear about new social games Played games on other platforms prior to social games Yes Change in social gameplay over past three months 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 68 PLAYED VS. NOT PLAYED ON OTHER PLATFORMS Overall (1,201) Played on Other Platforms (993) Not Played on Other Platforms (208) 26% 29% 14% 32% 34% 21% Very likely 16% 19% 5% Somewhat likely 30% 31% 23% Somewhat or very unlikely 54% 50% 72% 46% 49% 31% Regularly 3% 4% 0% Occasionally 5% 5% 3% Considered, but never used 10% 10% 5% Never used 82% 81% 92% Purchase virtual currency with real-world money (% of total) Yes Purchase virtual gifts for others Yes Likeliness of purchasing virtual item for short-lived advantage Aware of hacks, bots and cheats Yes Use of hacks, bots and cheats (% of total) Should game producers monitor online games for cheaters and ban rule breakers? (% of total) 40% 43% 26% US 67% 68% 63% UK 33% 32% 38% Yes Country 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 69 PLAYED VS. NOT PLAYED ON OTHER PLATFORMS Overall (1,201) Played on Other Platforms (993) Not Played on Other Platforms (208) Southeast (AL, FL, GA, IN, KY, NC, SC, VA) 26% 26% 29% East (DC, DE, IN, MD, MI, OH, PA, WV) 17% 17% 16% West (AZ, CA, CO, HI, NV, UT) 17% 18% 15% Northeast (CT, MA, ME, NJ, NH, NY, RI, VT) 15% 15% 13% Midwest (IL, KS, IA, MN, MO, ND, NE, SD, WI) 11% 10% 14% South (AR, LA, MS, NM, OK, TX) 9% 9% 8% Northwest (AK, ID, MT, OR, WA, WY) 5% 4% 5% Male 44% 48% 29% Female 55% 52% 71% < 29 31% 34% 15% 30 - 39 20% 21% 16% 40 - 49 16% 16% 18% 50 + 32% 28% 50% Full-time/self-employed 47% 49% 34% Retired 12% 10% 21% Homemaker 11% 11% 14% Unemployed 10% 9% 12% Part-time 9% 9% 11% Student 8% 9% 5% US Region Gender Age Employment 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 70 Research Methodology This research was conducted by Information Solutions Group (ISG; www.infosolutionsgroup.com) exclusively for PopCap Games. The results are based on 1,201 online surveys completed by members of Toluna’s Internet ePanel in the United States and United Kingdom between September 15 and September 22, 2011. Of the 1,201 respondents, 801 (67%) are from the US, while 400 (33%) are from the UK. To qualify for participation, individuals must play social games for more than 15 minutes a week. This social game playing audience consisted of 535 men and 666 women. In theory, in 19 cases out of 20, the results will differ by no more than 2.5 percentage points from what would have been obtained by seeking out and polling all US and UK Internet users age 18 and over. Smaller subgroups reflect larger margins of sampling error. Other sources of error, such as variations in the order of questions or the wording within the questionnaire, may also contribute to different results. 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 72 About ISG Information Solutions Group (ISG) specializes in providing its clients with full-service market research programs designed to enable businesses to make sound strategic decisions. Its services include a wide range of custom research and analysis solutions for both consumer and business-to-business product and service companies. ISG’s services include market segmentation, customer satisfaction measurement, product development, public relations, competitive performance and pricing research. ISG uses online, telephone and mail survey methodologies and provides design, implementation and analysis services in the North American, EMEA and Asia Pacific markets. Examples of the type of information an ISG program can deliver can be obtained at www.infosolutionsgroup.com 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 74 About Toluna Toluna Online is the world’s leading independent online panel and survey technology provider to the global market research industry. The company provides online sample and survey technology solutions to the world’s leading market research agencies, media agencies and corporations from its 17 offices in Europe, North America and Asia Pacific. In 2009, Toluna welcomed Greenfield Online and Ciao Surveys into the group – complementing its traditional strengths in Europe and increasing its online sample and delivery capacity in the US, Canada and Asia Pacific. Additional information on Toluna can be obtained at http://www.tolunagroup.com/en/ 2011 PopCap Games Social Gaming Research - Confidential - Prepared by Information Solutions Group 76