The Virtual Land Rush ~ What’s Big Deal?
Working on an appraisal for a recent company acquisition, we researched the value of “Virtual Assets”, in particular, “Virtual Land”.
Here’s what we found: “Fueled by the rise of metaverses or parallel worlds where people are spending more and more of their time and money. Blockchain-powered metaverses are becoming more of a thing” *Source
You might ask what is Virtual Land?
The answer might surprise you…
To help you understand, we offer the following article:
June 2018: People Are Paying Insane Amounts of Real Money for “Virtual Real Estate”
Genesis City is a plot of virtual land, roughly the size of Washington, D.C., that investors can buy slices of for obscene amounts of money. Even a simple 1,100 square foot plot can go for as much as $200,000, according to Bloomberg.
When buyers were offered a chance to exchange their own cryptocurrency for virtual “LAND”. The ICO raised a whopping $26 million in just 30 seconds from private investors, enthusiasts, and VR companies.
So, Virtual Land is a Thing..!
Time to get this figured, there’s a land rush online and everything “Virtual” is exploding.
Instantly, online experiences from games and museums, the shopping have exploded in popularity.
Expected to exceed $196 billion in revenue by 2022, now considered to be one of the fastest-growing industries on the planet.
Let’s look at just the headlines…
They read like a list of…
100 ways to say “Virtual Land” is HOT..!
VIDEO NEWS STORIES
Feb 04, 2021 |
Walk Through DECENTRALAND – Blockchain Virtual World |
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Jan 30, 2021 |
MANA 2021 Target Price Prediction |
Jan 19, 2021 |
Earth2.io – Can I Quit My Job & Play Earth 2 Full Time? |
Jan 18, 2021 |
Earth2.io Review | Legit Virtual Real Estate Investment or Big Scam? |
Jan 18, 2021 |
Earth2.io – Virtual land will never be worth anything… |
Jan 12, 2021 |
Decentraland – Virtual Blockchain World |
Jan 12, 2021 |
Why I Spent $10,000 on Virtual Real Estate |
Jan 11, 2021 |
How to Invest in Virtual Land in Decentraland in 2021. |
Jan 7, 2021 |
Turn Earth 2 into a Virtual Land Business |
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Dec 31, 2020 |
Earth2.io – Virtual Real Estate Now Available |
Dec 27, 2020 |
What is Earth2? New Investment In Virtual Land | Everything You Need To Know About Earth2.io |
Dec 21, 2020 |
Earth2.io tips and ideas, where to buy, what to buy and why. |
Dec 12, 2020 |
Earth2 – Top 5 Strategy Tips for Buying Virtual Land |
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Oct 06, 2019 |
How To Buy Virtual Land In The Somnium Space Initial Land Offering |
Sep 05, 2019 |
Future of Virtual Land & Property Ownership |
Nov 06, 2018 |
Why Did someone just Buy a Virtual Land for $215,000? |
Aug 27, 2018 |
Decentraland: The virtual land selling for millions |
Jun 19, 2018 |
I Just Bought My First Piece Of Virtual Land..! |
Dec 03, 2017 |
Star Citizen Sells Virtual Land |
2020 ARTICLES
Dec 21, 2020 |
Upland – Virtual Land Will Be the Next Big Thing |
Dec 13, 2020 |
Virtual Gaming Worlds: NFTs Creating New Cross-Chain Gaming Monetization |
Dec 11, 2020 |
Top Digital Entrepreneurs Launch Metaverse Property
Two North American serial entrepreneurs with an extensive portfolio of successful startups have launched the first virtual real estate company called Metaverse Property. The ambitious project focuses exclusively on the virtual housing market within the Metaverses. |
Dec 08, 2020 |
Survey Finds Gamers Want to Sell Virtual Items |
Dec 04, 2020 |
Why Crypto Land Sales are Going Interstellar |
Dec 02, 2020 |
NFT representing 5% of Monaco F1 Delta Time track auctioned for $220K |
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Nov 23, 2020 |
The NFT Revolution in The World of Augmented Reality |
Nov 20, 2020 |
Top Crypto Gifts for the 2020 Holiday Season |
Nov 12, 2020 |
Age of ILCoin Retribution: VR is Disrupting the Blockchain and Gaming Industries |
Nov 10, 2020 |
Real Estate vs Virtual Lands: New Verticals of a Global Economy |
Nov 10, 2020 |
Virtual Lands: New Verticals of a Global Economy |
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Oct 31, 2020 |
Gotta collect ’em all: An overview of NFT marketplaces |
Oct 23, 2020 |
Big Land Sales Ahead of Axie Infinity Token |
Oct 08, 2020 |
NFTs take on DeFi? Nonfungible tokens push to be the next crypto craze |
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Sep 30, 2020 |
Art world moves in and out of the virtual realm |
Sep 20, 2020 |
Breaking virtual ground: Blockchain-secured land entices real estate investors |
Sep 18, 2020 |
Fantasy authors turn the VulcanVerse NFT game into a trilogy of books |
Sep 17, 2020 |
LAND Rush: Why Crypto Whales Are Buying Up Virtual Real Estate |
Sep 14, 2020 |
You can now only buy LAND for $SAND |
Sep 10, 2020 |
How Does Fortnite Make Money? |
Sep 10, 2020 |
Whale vault gobbles up virtual real estate for development in The Sandbox |
Sep 08, 2020 |
Binance acquired virtual space in The Sandbox by buying 4k LAND |
Sep 02, 2020 |
The Care Bears’ Care-a-Lot Kingdom is coming to The Sandbox Metaverse |
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Aug 24, 2020 |
Avoya Travel Pivots to Online Platform for 2020 Avoya Conference |
Aug 23, 2020 |
Decentraland, Dragon City and the rise of NFTs in China |
Aug 14, 2020 |
The Fascinating Web Of Entropia Universe, The World’s Only ‘Cash-Based’ MMO |
Aug 09, 2020 |
Crypto Artists and Investors Trusts NFTs to Transform the Art Industry |
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Jul 25, 2020 |
The pandemic is causing the rise of making real money from virtual worlds |
Jul 21, 2020 |
Samsung Blockchain Wallet has added support for Decentraland |
Jul 17, 2020 |
Atari Partners with WAX For NFTs, Joins Board Alongside Shatner and Marvel |
Jul 15, 2020 |
The Rise of a Multi-Billion Dollar Industry |
Jul 06, 2020 |
The Tokenized Metaverse: Non-Fungible Token Sales to Surpass $100 Million |
Jul 06, 2020 |
Tomorrowland reveals images of its virtual stages |
Jul 06, 2020 |
Virtual Land: Digital game technology contributes |
Jul 02, 2020 |
Avoya Travel Hosts First-Ever Virtual Land Forum Event |
Jul 02, 2020 |
NFT token sales hit $100 million as virtual economy booms |
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Jun 30, 2020 |
Billions and Billions: How Brands Take Blockchain From Niche to Normal
“The value we create inside of our virtual worlds will become indistinguishable from the value we’ve historically created outside of them.” |
Jun 03, 2020 |
Upland.Me: A Virtual Property Trading Game Mapped to Real-World Addresses |
Jun 01, 2020 |
Top 30 enterprise-friendly VR spaces |
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May 26, 2020 |
Recently Listed Parcels of Virtual Land Going Through the Virtual Roof |
May 26, 2020 |
Virtual land sales going through the (virtual) roof
Virtual land in Somnium Space is selling like digital hot cakes. In the past ten weeks, hundreds of land parcels in the virtual world have sold for a total of $470,000. Users can buy land and build on it, manage, rent and sell land parcels. The platform aims to monetize communication, e-commerce, entertainment and more in the virtual space. |
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Apr 23, 2020 |
Virtual entertainment picks: Land of 10,000 Streams |
Apr 19, 2020 |
Virtual Land Based on Blockchain – Huge Popularity |
Apr 15, 2020 |
Second Life Revisited: Using a Virtual World to Escape the Isolation of Social Distancing |
Apr 13, 2020 |
Some Museums are Pivoting to Virtual Engagement |
Apr 05, 2020 |
Virtual Worlds: The next frontier for businesses |
Apr 02, 2020 |
The Sandbox Sells 3400 Ether Worth of Virtual Land in Five Hours |
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Mar 26, 2020 |
Somnium Space Sells 110 ETH of Virtual Land |
Mar 24, 2020 |
Forte gaming blockchain signs partnership with big developers Netmarble and Hi-Rez Studios |
Mar 22, 2020 |
Ethereum-Based Game to Enhance User Experience with Matic Scaling Solution |
Mar 19, 2020 |
The Sandbox raises $2 million more to build out blockchain-based game world |
Mar 18, 2020 |
‘The Sandbox’ Game on Ethereum Announces Third LAND Presale |
Mar 18, 2020 |
12 historic sites you can virtually tour from the couch |
Mar 12, 2020 |
MetaFactory: Digi-Physical Limited Edition Goods Unlocked |
Mar 11, 2020 |
Real Life Monopoly Thanks to Cryptocurrencies |
Mar 09, 2020 |
Axie Infinity Exclusive Interview – DeFi + Gaming |
Mar 05, 2020 |
Fungible Tokens Turn Monopoly Money Into Cryptocurrency |
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Feb 23, 2020 |
Rocket Lauches Virtual Mortgages on Decentraland – NFT |
Feb 22, 2020 |
VR world turns digital currency into cold cash |
Feb 21, 2020 |
Gaming Currency Surges In Real Cash; Airline Allows Passengers To Pay In Crypto |
Feb 19, 2020 |
HikeLand: A new Virtual Hangout for Hike users |
Feb 18, 2020 |
The Sandbox Game on Ethereum Sells $206,000 Worth of LAND |
Feb 17, 2020 |
Ethereum-based Sandbox sells out another virtual LAND presale |
Feb 16, 2020 |
Gamers Invested $1 Million in Virtual Real Estate |
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Jan 30, 2020 |
Rocket Genesis NFT Loan |
Jan 02, 2020 |
Will 2020 be the year of Crypto Art and Virtual Land |
2018 ARTICLES
Dec 10, 2018 |
The Daily: Virtual Land Auction Goes Live, How the Crypto Crash Affects Miners |
Nov 12, 2018 |
Virtual Reality Real-Estate – A Billion Dollar Business? |
Nov 09, 2018 |
Do Not Take out a Crypto-Mortgage |
Nov 07, 2018 |
Why Did Someone Buy a Virtual Land for $215,000? |
Nov 05, 2018 |
$1500 Average price of virtual land on Decentraland |
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Sep 12, 2018 |
The future of virtual land & property ownership |
Sep 07, 2018 |
The future of virtual reality is here, as blockchain restores internet freedom |
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Aug 26, 2018 |
The virtual land selling for millions |
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Jun 27, 2018 |
Demystifying the Blockchain |
Jun 12, 2018 |
Making a Killing in Virtual Real Estate |
Jun 06, 2018 |
People Paying Insane $$$ for “Virtual Real Estate” ** |
2000-2017 ARTICLES
Dec 14, 2017 |
Decentraland shows the potential of blockchain and VR combined |
Nov 29, 2017 |
Star Citizen is selling virtual plots of land for up to £96 a pop |
Sep 4, 2017 |
MetaWorld’ Wants You to Buy Virtual Land for Real Money, and It’s Not Clear Why |
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Jan 29, 2014 |
Spaceships worth more than $200,000 destroyed |
Aug 23, 2011 |
Entrepreneur Anshe Chung Makes A Fortune Selling Virtual Land, Banking and Fashion |
Dec 15, 2010 |
Virtual World, Virtual Land, But Real Property |
May 10, 2010 |
Can people actually ‘own’ virtual land? |
Why Our Game and Virtual Land are Different?
Unlike other games, the specific focus for “Virtual Land” (ie; “Clickable Hotspot”) ownership in our games is the advertising income that can be earned from the subject hotspot.
We also go further with this concept by operating a dedicated “Ad Server” that manages the offer and sale of your advertising, on a “Do-it-yourself” (DIY) basis allowing advertisers to place and pay for advertising 24/7 hands-free for the “Virtual Land Owner”.
While “Virtual Land Owners” are able to at any time adjust their own prices for use of their “Hotspots”, the default setting is based on market rates and is set by the game managers when land is transferred.
How Land Owners, known as “Land Barons” make a return (ROI) which is the difference between what they paid, and what is sold or rented for less rental management fees.
SEE HOW HOTSPOTS WORK
ADVERTISER MOTIVATION EXPLAINED
Advertiser Motivation Explained
Advertisers/Merchants advertise to get prospects, in this case, visitors to come to see what they sell.
Unlike the pre-Internet world, the options for advertising on the Internet seem almost limitless. From banner ads to coupon sites, to sponsorships, end more.
But, in all these cases, the Internet makes it possible to reach massive volumes of people in seconds if done right, but hours, or days at worst. This speed and the volume of people reached in this short period is huge.
The trick is to be seen, the Merchant/Advertiser is generally already good at the CLOSE, they just need to be seen. The best have detailed personas, and they know exactly what age, gender, etc they want to reach.
EXPECTED NUMBER CLICKS PER HOTSPOT?
Expected Number of “Clicks” Per “Clickable Hotspot”?
pending
HOW MUCH IS A HOTSPOT WORTH TO AN ADVERTISER?
What is a “Clickable Hotspot” worth to an advertiser?
pending
HOW TO VALUE VIRTUAL LAND - a $64,000 question, with many answers
The Value Basis for Our Virtual Land
As they say, the value of “Virtual Land” is a $64,000 question and the answer will vary based on the factors that make up the specific ‘Virtual Land” being appraised. In most cases, “Virtual Land” is connected to an “Augmented Reality” [AR] or a “Virtual Reality” [VR] environment, commonly this is related to an online game world.
With our A.X.R 360 Games “Clickable Hotspots” represent “Virtual Land” that can be rented for marketing and advertising purposes.
Merchants buy “Visitor Traffic” every day to bring potential buyers to their websites. Advertising using one of our “Hotspots” is similar to using other CPC advertising networks:
LAND BARONS EARN HOW MUCH FROM A HOTSPOT?
Land Baron Income From a “Clickable Hotspot”?
pending
WHY OUR VIRTUAL LAND HAS A HIGHER VALUE - a more reliable and profitable income model.
Why Our Virtual Land is Better
In the above news tabs, you can learn a great deal about how other “Virtual Games” work, why people are spending money, etc.
What you will see is predominately a virtual game for the sake of “Role Play”. Not a bad strategy. On the contrary, it works and is making millions. We just have a different goal.
But, at a closer look, fewer are thinking of more open market commerce… like real merchant shops and advertisers. Those that are, are dabbling at best.
Some have captured commercial advertising and enjoy some income there. But it is very limited.
By contrast, our driving force is to deliver traffic to advertisers…
- We serve merchant advertisers by delivering traffic to their websites;
- We deliver an exciting and rewarding experience to users;
- We deliver FREE, “No Cost” play for our in-house games.**
Our “Advertiser” based monthly income, is a more reliable and profitable income model.
Likewise, it is tied more to the real world, and real advertisers on many levels in ways that other games are not.
We believe our unique formula will drive our
“Virtual Land” prices into the virtual stratosphere.
Let’s Shake the Money Tree… How Land Barons Earn
As you can see, “Virtual Land” is a thing and with it, players referred to as “Land Barons” are making insane money.
Land Barons own some of the Hotspots that you see placed within the games.
These hotspots each function to open scripts that can perform many different types of action, from an instant prize to a clue, a video, image, etc.

Or it could be a simple “Shop Front” link so a window to shop on the merchant website opens (these have a set ICON so players/shoppers know them from other hotspots).
Options and Pricing | The In-Game Advertising Industry
The purpose of this section is to summarize the available advertising options for the ‘In-Game” advertising industry specifically. For more see: In-Game Advertising
Common forms of “In-Game Advertising:
DYNAMIC IN-GAME ADVERTISING - Real-time insert/remove used for most Internet advertising
Dynamic In-Game Advertising = $4.00 -to- $12.00 CPM
This is the most common real-time insert/remove used for most Internet advertising. This format is commonly used to deliver integrated billboards, posters, and banners into the game environment.
This works well for time-sensitive campaigns and allows for targeting methods including geo-targeting, day-parting, and targeting specific games or genres within our network.
Factors that influence the CPM rate:
- Availability of an agency/media buying discount;
- Availability of inventory;
- Overall budget/size of the campaign;
STATIC IN-GAME ADVERTISING - Programmed or embedded directly into the game
Static In-Game Advertising = $50,000 -to- $500,000
This type of advertising is programmed or embedded directly into the game. Best compared to product placement in movies or television. Once pled into a game, this advertising cannot be removed.
Pricing is generally based on:
- The level of integration;
- Expected audience size;
- Game success;
- Flat Fee Agreement;
- Requires aligning the “advertisement” with game elements;
ADVERGAMES - Specifically designed to promote a brand or a product
Advergaming = $15,000 -to- $100,000
This genre of games is specifically designed to promote a brand or a product. Like In-Game advertising, this will require preparation. Typically the most expensive form of game-based advertising because it is dedicated to a single advertiser and is generally free to the user.
In effect, this type of game advertising is a promotional creation that aims to gather players around a particular brand or product so the entire cost is to the advertiser. It is possible to mitigate this cost by customizing a pre-built popular game format.
Land Baron Options | Regular Income or a One-Time Resell Profit
RENT - Your Virtual Land
Rent Your Virtual Land in our Multiverse
Since our experience is a gamified virtual shopping experience, merchants can get valuable traffic from players/shoppers on Mahalo.Island or Peir.39, or hundreds of other A.X.R Experiences at Mahalo.Market.
The value of a player clicking a Hotspot (Virtual Land) in our game is comparable to the value of a click a merchant might buy from Google:


SELL - Your Virtual Land
So, perhaps you wonder if you can sell your virtual land or other property?
Merchants Buy or Rent Hotspots to Place Advertising…
Daily “Visitor Traffic” created by the game will click these hotspots and when one is clicked it causes an action which an advertiser has paid for.
So perhaps the advertiser wants people to come to visit his website. In this case, the click can bring up a display that says to earn a reward or find a clue to a larger prize, click here, to be transported to a website where the player/shopper must next find a golden egg, etc.
To set this up, the advertiser will;
- Select the hotspot or group of hotspots they wish to use for advertising;
- Select an advertising package
- Pay for the advertising package;
- Paste in the URL or code they want to be displayed in the game;
- Receive the requested “CLICKS”;
- Receive precise analytics about the clicks.
Via this process, the money was collected, next, it is paid out to Land Baron(s) involved in the above purchase, less a small property management fee.
In this way, a “Land Baron” receives a “Hands-Free Income“, via our completely automated solution.
Why Does This Work? | Entertainment Rocks..!
Gamification | Multiverse Shopping Experience
Games employ a sort of “Game Challenge” and a “Shock n’ Awe” approach to marketing.
We attract people by a combination of;
- engagement (playing the game, the challenge),
- shock (wining is easy),
- awe (wining is frequent).
We employ a Treasure Hunting format, with treasures hidden across hundreds of Multiverse Worlds, and thousands of advertiser websites;
- 30-40% of all clicks made result in a WIN;
- Other CLICKS result in either a CLUE or is an obvious Store marker;
- In effect, players are winning many times every visit to the game;
This naturally leads to excitement shared with friends all encouraged to play and win the easy prizes.
“Gamification is all around us,” Danny Maco, former general manager of University Games, said to MobileCast Media. “Loyalty programs are a great example, which you can see everywhere, whether it’s at Safeway or flying on an airline; they all have game mechanics [such as] the progression bar — a mechanic associated with achievement.”
Player Interaction = Real Advertiser Benefits
This easy win play format keeps player-shoppers coming, and sharing the game, but there is more…
Example: The game can reward for sharing Merchants on social media;
Using our many gamification tools, we can drive thousands to any merchant for a variety of interactive results from Facebook likes, or subscribe to newsletters, etc. We help advertisers maximize campaign results.
Explore the benefits of gamification and how playful experiences can engage customers:
Our Model Targets | Casual Achievers and Explorers
The nature of our gaming is predominately the ‘Casual Gamer”, and while we will likely enjoy a draw and subsequent traffic from both Hardcore and Medium care gamers, we will focus our primary attention on attracting the Casual Player” who is statistically our target market.
- The casual player is also typically a more affluent and educated player
While we currently do not offer multi-player games, we do have teams, leader boards, levels, and badges that promote player competition for points. We also maintain forums and chat between players.
In short, we offer functions that promote competition, comparison, and other features that will appeal to the Socializer-Player.
Gamer Classification
According to Dr. Richard Bartle, in the 1990s, there are four types of game players:
While this is a dated study, the basics remain static. But should be compared to the following classification of mobile gamers.
ACHIEVERS - They will go to great lengths to achieve rewards
- They Like To = Win, create, compare, show-off, and challenges;
- Single-Player = Games that offer ratings, appeal to Achievers;
- Multi-Player = Show off their skill and hold elite status to others; *a1
Also known as “Diamonds” (♦), these are players who prefer to gain “points”, levels, equipment, and other concrete measurements of succeeding in a game. They will go to great lengths to achieve rewards that are merely cosmetic.
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The more they win, the better. Achievers also expect the game to challenge them. More, they want others to share the experience and awe at their achievements in the game. These folks want badges, and they want to show them off. They will figure what badges they don’t have and get them.
*a1 – Microsoft’s Xbox Live utilizes the Gamerscore to reward Achievers, who can get points by completing difficult “Achievements” in the various games they purchase. They can, in turn, compare themselves to other gamers from around the world.
EXPLORERS - They are the treasure hunters that turn one every stone.
- They Like To = Explore, curate, review, and rate or vote;
- Single-Player = Paying attention and solving puzzles, find your way out, etc;
- Multi-Player = Become bored when they have experienced its content;
Explorers, dubbed “Spades” (♠) for their tendency to dig around, are players who prefer discovering areas and immerse themselves in the game world. They are often annoyed by time-restricted missions as that does not allow them to traverse at their own pace. They enjoy finding glitches or a hidden easter egg.
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Naturally curious, they enjoy the discovery and the process of things. They are the treasure hunters that turn one every stone and find every secret. The Explorer discovers the wrong way, rather than experiencing a ‘failure’. Some feel the need to map the experience and share the secrets with others.
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They are also content creators, that enjoy and share the twists and turns of the journey. For these, it’s useful to have an overreaching narrative, then craft an experience that gives an ‘Epic Meaning’ to the game.
KILLERS - Clearly the disruptive force in multi-player games
- They Like To = Troll, cheat, hack, heckle, and harass;
- Multi-Player = Cause mayhem, pitting one’s skills against other players;
Clubs” (♣) is an accurate moniker for what the Killer likes to do. They thrive on competition with other players and prefer fighting them to scripted computer-controlled opponents.
Clearly, the disruptive force in multi-player games is the player that uses any trick to complete. The Killer has only one goal, to win. Not a lot of positive words for Killers, they are ingenious for workarounds and hacks.
Generally, you want to avoid these players. They seldom help your game.
SOCIALIZERS - The game is merely a tool they use to meet others.
- They Like To = Comment, help, greet, share, and gift;
- Single-Player = Objective explore and be find the game secrets;
- Multi-Player = Provides limitless potential for new relationships;
There is a multitude of gamers who choose to play games for the social aspect, rather than the actual game itself. These players are known as Socializers or “Hearts”. (♥) They gain the most enjoyment from a game by interacting with other players, and sometimes, computer-controlled characters with personality. The game is merely a tool they use to meet others in-game or outside of it.
The Socializer is the Ambassador of the games, and will happily congratulate others on achievements. They will spark discussions and comment and share opinions freely. They don’t play for their own pleasure they seek social interaction. These folks are best attracted to multi-player games. The Socializer comes to the rescue when other players need advice or class to the game.
The four types of “Mobile Gamers” are classified as follows:
CASUAL - On a break, commenting, or relaxing after work
These are predominately people that are killing some time. They are on a break, commenting, or relaxing after work. These people are not strongly vested in the game, they just want quick, easy, entertainment.
Complex strategy games on Monday, and puzzles on Wednesday, they are often not committed to a single game but do prefer the casual game.
- Casual gamers = puzzle, strategy, scavenger/treasure hunt;
- 49% American committed player 13% occasional gamers;
- Occasional player play 1+ monthly;
- Hyper-Casual Gamers = more a biz model than a gaming genre;
- Most puzzle players are millennials 54+ not so much, 18-24 very popular;
- Mostly women;
- Most popular with affluent players income $250k+, more purchasing power;
- Strategy games = 18-24 + 35-54, 17% Male vs. 15.8% female;
- Strategy games = 30% make $250k+ smallest group under $50k;
- Strategy games = mostly educated, high income, west coast;
- Gamers = 18-24 = 33% | 25-34 = 40% | 35-44 = 25% | 45-54 = 18%
- Big earners play more 65% earning $250k+ = Play one+ times daily;
HARDCORE - They live and breathe the game
Deep divers, live and breathe the game. They will play during conversations, during lunch, or at a party. They know every release and plan to be first in line for the next upgrade.
They socialize with other players on FB and a minor smartphone glitch is a really big deal.
MIDCORE - Not rushing the play the latest games
These folks tend to dabble, and they are not rushing the play the latest games, they play when in the mood. They tend to stick to a specific genre, and many were previous hardcore gamers that just choose to limit their playtime more than previously.
SOCIAL - Associate gameplay with building relationships.
These folks tend to associate gameplay with building relationships and they enjoy multi-player games with friends and family. They enjoy game-related trivia, and they tend to be competitive and enjoy beating friends at the game.
ADVANCED MARKETING DETAILS
** We will be maintaining a counter-part presence inside other games like Second Life. In this case, the terms of use are not within our control, likewise, fees are not in our control.
sources
- 4 Types Of Gamers And Learner Engagement
- Bartle taxonomy of player types
- In-Game Advertising Pricing and Costs
- Mobile Gamer Demographics
- Who is the Modern Gamer?