Before seeing this graphic, I thought I was in the majority. Apparently, Facebook gaming is grabbing more than just the geeks in their mothers’ basement with no significant other in the real world.
The growing phenomenon of social gaming has created 3 camps: those who do it and love it, those who hate it and want it killed with fire, and those who are able to ignore it or don’t even know it exists. This graphic shows that there are a lot more people than most would imagine playing Ravenwood Fair.
LOLapps, the creators of the wildly popular game, has gone through much adversity on their road to success. It appears that their troubles are starting to pay off as millions of people play their games daily and 100 million people are active at least once a month. Is this a trend that can continue? Love it or hate it, social gaming is apparently here to stay.
Facebook Gaming: Love It Or Kill It With Fire?

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As much as it in this form, it’s a true fact that social gaming is here to stay.
I think it’s certainly matured over the past 2-3 years as it’s having to compete with mobile gaming but in general the games don’t really appeal to me as they appear mostly as cutesy, create a world sim-like games. With the ever growing popularity of facebook and the amount of users on board, it’s no wonder that there will be plenty of users playing for hours at a time.
I don’t even bother with Facebook games. I’m barely keeping up with Facebook sometimes . . .
i know my friends working at Zynga absolutely love the new wave…
I, personally, think they are almost all awful games.
Kill it with FIRE!
yeah facebook games are pointless because as soon as you get far with one everybody drops it and moves on to the next.
Only game i play on facebook is Snake.
Social gaming is here to stay. It’s been evolving for years through casual online flash games and it’s growing into a giant industry with extremely high revenues for high exposure games.
This new surge in popularity for casual gaming is positive for both developers; with the lower development costs, and players; who benefit from having more competition in the games market, leading to (possibly) more innovative content.