These two data points are very important trends because it helps justify what many people are writing about which is that micro-transactions and social networking games are here to stay. Why are these facts important?
First, Social Networking Gamers are getting younger. This is very important because it means that social networking games are becoming a broader audience. The majority of social network gamers are older women. Though some companies like Kabaam focus on male social network gamers, the majority of companies fail in that market. The fact that younger gamers are playing social networking games versus mobile games (the traditional stronghold of young gamers) shows that as these gamers grow-up. The core social networking gamer will also expand beyond its current market. The male oriented social networking market will grow and become more viable. The great part is that the current generation of youth will have access to social networking games not just by computer but also by tablets and smart phones! That means that social networking games will become even more ubiquitous. Of coarse, as I wrote previously, social networking games also need to evolve into higher end games which we are starting to see with the games being released during the 2nd half of 2011.
Second, the main method of monetization for social networking games is no longer advertising or trial offers. Some game companies do succeed in creating advertising partnerships and in-game branding but banner adds are no longer as profitable as they were before as user tracking and ROI analysis has become more accurate. Trial offers have become a negative source of income as users and especially adults find these payment options very untrustworthy. Fortunately, micro-transactions are a viable source of revenue. Right now, whales are the main source of revenue, but as the micro-transaction graphic suggest. Micro-transactions are growing and become a widely accepted form of payment. When I first started working on a micro-transaction game company in the US in 2005/2006, many people doubted that users would be willing to do this. Now it seems like everyone is questioning why people still offer subscriptions. Micro-transactions are growing every year and micro-transaction acceptance is almost universal.
Social networking gamers will grow and they will be able to pay with micro-transactions, but people must remember that console games and subscription based online games will still succeed. These "premium" game markets will exist in the premium market, but the majority of the population will migrate to social network games or other forms of free-2-play games which are powered by micro-transactions.