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& lt; div style="text-align:center" & gt; & lt; img alt="Chart showing player engagement frequency for several popular Facebook games" src="http://i2.sinaimg.cn/IT/IT/i/2010-06-23/U58P2T1D4341501F13DT20100623141910.jpg_20100623154246.jpg" style="border:px solid #000000" title="Chart showing player engagement frequency for several popular Facebook games" / & gt; & lt; /div & gt;
& lt; div style="margin: 5px 0; text-align: center;" & gt; Chart showing player engagement frequency for several popular Facebook games & lt; /div & gt;
& lt; p & gt; Sina Technology News, June 23rd morning Beijing time. According to foreign media reports, the latest report from the American market research company Inside Virtual Goods shows that although only 10% of social gamers spend money on Facebook games, some players spend up to $25 or more each month on virtual goods purchases. & lt; /p & gt; & lt; a href='http://www.xingnvlang.cn' target='_blank' & gt; Star Girl & lt; /a & gt; & lt; a href='http://www.xingnvlang.cn' target='_blank' & gt; Women & lt; /a & gt;
& lt; p & gt; Inside Virtual Goods surveyed 2,000 Facebook social game players globally, covering various demographics. Users who spend $25 or more each month buying virtual gifts are referred to as "whale" users, making up about 2% of all Facebook gamers. These users are the ones most game publishers and developers hope to attract. & lt; /p & gt;
& lt; p & gt; Justin Smith, founder of Inside Network, parent company of Inside Virtual Goods, said: "It is clear that users either spend a lot of money, or nothing at all." & lt; /p & gt;
& lt; p & gt; Notably, among all "whale" users, 84% of them only spend over $25 in one single game per month. & lt; /p & gt;
& lt; p & gt; Some Facebook "whale" players spend far more than $25. Recent data published by Social Gold, an American virtual payment company, shows that some high-spending users have purchased virtual currency and virtual goods worth far more than $10,000. One Saudi Arabian user's total spending even reached $25,540. & lt; /p & gt;
& lt; p & gt; Research from Inside Virtual Goods also shows that 55.5% of respondents play games with friends, 9.6% with colleagues, 15.4% with classmates, and 19.5% with strangers. In terms of gaming frequency, 61.8% of respondents said they play social games several times a day, 28.4% at least once a day, and 6.6% several times a week. & lt; /p & gt; & lt; a href='http://www.xingnvlang.cn' target='_blank' & gt; Storage Box & lt; /a & gt;
& lt; p & gt; "If 2009 was considered the year when casual games stormed social platforms, then 2010 will quickly become the year the industry matures," Smith said. (Shuyu) & lt; /p & gt;
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