Ninja Metrics reveals insights into the world's most influential gamers after analyzing over 365 million playersSAN FRANCISCO, March 3, 2015 — (PRNewswire) — Ninja Metrics ( ninjametrics.com), the advanced social predictive analytics company, revealed that the most influential gamers aren't from the US or China -- they're from developing countries. Global players in developing countries drive more spending in games than any other players, according to the advanced analytics company's newly-released Global Social Value Report for 2015.
The findings are based on Ninja Metrics' Social ValueTM metric, which measures the monetary value of player influence. Players with higher degrees of social influence, known as Social WhalesTM, cause other players in their network to spend more time and money in the game.
The Global Social Value Report's Key Findings:
Region: The developing world has less disposable income, but they're very influential with the money they do spend. The most influential players come from Africa, followed by Asia and Europe, respectively. By contrast, North America produces the fourth most-influential players of any continent, and the USA is in the bottom 10 countries in terms of player social influence.
Game Genre: Social ValueTM accounts for the most spend in Massive Multiplayer Online (MMO) games -- more than the actual game itself, with 60% of spending attributed to player influence. On the opposite end of the spectrum, Social ValueTM only accounts for 6% of spending in mobile single player games (games and applications that don't have a built-in social component).
Mobile Operating System: Social WhalesTM are more likely to be found on Android devices, but iOS players are worth 1.5 to 2 times more than Android players, on average.
"This report confirms what many people have suspected, but has never been proven by hard data: The age of consumer to consumer marketing is here," said Dmitri Williams, CEO and co-founder of Ninja Metrics. "Across the board, we're seeing massive amounts of money being generated solely by players influencing each other to spend. Now that we're actively measuring this phenomenon in games, Ninja Metrics is also moving into different industries to see how social connections translate to monetary values."
The report is an analysis of player influence in online games and apps, and reveals that overall, 25% of all game spending is caused by social influence, and examines influence across game genres, regions and mobile operating systems. To gather these findings, Ninja Metrics analyzed over 365 million players in 250 countries and regions around the globe through its Katana® Social Analytics Engine.
Williams will discuss the report and its findings in his session "Social Impact in Design and Acquisition" on Tuesday, March 3, 2015 at 3 PM at the Game Developer's Conference (GDC) in San Francisco. More information on the session can be found at http://schedule.gdconf.com/session/social-impact-in-design-and-acquisition
To request a copy of the report, please email Rita Tennyson at Email Contact.
For more information on Ninja Metrics and Social ValueTM, visit ninjametrics.com.
About Ninja Metrics®
Ninja Metrics is the creator of Social Value™, a precise measurement of how users influence each other and how much that influence is worth. Ninja Metrics' key offering, The Katana® Social Analytics Engine uses predictive analytics and automated social graph analysis to help companies acquire, understand, monetize and keep their most valuable, influenceable and influential customers. For more information on Ninja Metrics, please visit www.ninjametrics.com.
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SOURCE Ninja Metrics
Rita Tennyson, PulpPR for Ninja Metrics