Survey: Gamers playing more on mobile than consoles, PCs
Gamers are spending more time on their mobile phones than on their consoles and personal computers, according to a new survey from mobile gaming community MocoSpace.
The survey, conducted on over 15,000 people last month, found that more are drawn to the mobile platform than in previous years. Forty-six percent of those surveyed said they played on their mobile more in 2011 than in the previous year, while 26 percent said they’d played more on … Continue Reading
Older gamers buy virtual goods more often younger gamers
The older you are, the more likely you are to buy virtual goods in mobile social games. That’s the conclusion of a survey by mobile gaming community MocoSpace.
The report found that gamers aged 25 to 35 spend the most time playing social games on mobile devices, but gamers over 45 spend exponentially more on virtual goods than their younger counterparts. The three-month survey polled nearly 500,000 gamers on Boston-based MocoSpace’s network of 22 million … Continue Reading
MocoSpace acquires location-based mobile game platform Geocade
Mobile game maker MocoSpace, has acquired Geocade, a location-based mobile game platform, the company announced today.
The deal shows that MocoSpace wants to take its web-based mobile apps to the next level by imbuing them with location-based elements. Geocade’s location-based social game platform is used in games that have been downloaded more than 30 million times.
As part of the deal, Geocade founder and chief executive Jim Caralis will join MocoSpace as vice president of … Continue Reading
Virtual goods purchases vary by ethnicity
White and black mobile social gamers spend more on virtual goods purchases than Hispanics spend less, according to a survey by mobile gaming firm MocoSpace.
The survey shows that consumer markets vary in their spending habits when it comes to mobile social games. And sometimes there’s no particularly good explanation for it. Virtual goods are items such as weapons that users can pay for with real money in mobile social games.
The survey of 40,000 … Continue Reading
















