More than half a billion people now play online games for more than 60 minutes a day worldwide, says Jane McGonigal.

In the United States alone, that number is 183 million.

Ninety-nine percent of boys under 18 and 94 percent of girls under 18 say they regularly play online games.

Young people will play an average of 10,000 hours by the time they turn 21.

That’s about the same amount of time they’ll spend in their classroom.

More than 5 million Americans now spend more than 40 hours a week playing online games, equivalent to the time spent on a full-time job.

The NPD Group, a financial analytics firm that tracks video game sales, says the U.S. games industry sold $6.71 billion worth of new games in 2012.

The top 10 best-selling games of 2012 were:

Call of Duty: Black Ops II (360, PS3, PC, Wii U)
Madden NFL 13 (360, PS3, Wii, PSV, Wii U)
Halo 4 (360)
Assassin’s Creed III (360, PS3, PC, Wii U)
Just Dance 4 (Wii, 360, Wii U, PS3)
NBA 2K13 (360, PS3, Wii, PSP, Wii U, PC)
Borderlands 2 (360, PS3, PC)
Call of Duty: Modern Warfare 3 (360, PS3, Wii, PC)
Lego Batman 2: DC Super Heroes (Wii, 360, NDS, PS3, 3DS, PSV, PC)
FIFA Soccer 13 (360, PS3, Wii, PSV, 3DS, Wii U, PSP)
FarmVille is a very popular farming simulation social networking game developed by Zynga in 2009.

FarmVille 2 was released in September 2012.

World of Warcraft holds the Guinness World Record for the most popular MMORPG (Massively Multiplayer Online Role-Playing Game), with over 8 million subscribers as of March 2013 (Wikipedia).

Another popular game is Clash of Clans, a battle strategy game.

Free games, often referred to as freemium games (free + premium), is a business model where the game is given away for free, but the customer has the option to spend money on various game improvements.

This model has become popular on both 토토사이트  smartphones and iPads.

Free games are much easier to download than paid games.

The freemium model seems to be the trend of the future as many become reluctant to pay for a game before using it.

Once a customer uses a game, they are usually willing to spend money on that game if they find it fun and engaging.

As an example of how the freemium model works, consider the free game Clash of Clans.

The aim of this game is to create a clan, build a village for the clan and then train your warriors to protect your village from invaders.

You can download the game for free on your smartphone. Once you find this game fun and engaging, there are all kinds of upgrades available.

Of course, you can keep playing for free for as long as you like and slowly earn virtual “gems” to fund your clan project. Or you can make a purchase through your smartphone to speed up the pace of acquiring gems.

With the touch of a finger, players can purchase a “Stack of Gems” for $4.99, a “Bag of Gems” for $9.99 or a “Box of Gems” for $49.99.

And if you’re really ambitious, and if you want a few extra swords and slingshots to fend off barbarian invaders, just touch your smartphone screen and buy a “chest of gems” for just $99.99.

The company that makes Clash of Clans (Supercell) is raising over $1 million… a day!

All from people who downloaded a free Clash of Clans game to their smartphone.

Apple gets about 30% of that, or $300,000 a day.

When the ability to buy things is made easier through the use of technology, wealth is created faster and more abundantly than ever before.

Also keep in mind that when people play Clash of Clans, they are encouraged to just press a button to invite all their friends from Facebook to join, which makes Supercell even more cash.

Of course, Clash of Clans is just one of many examples.

The users, fans and players of Clash of Clans (and other freemium online games) generate millions of dollars for companies like Supercell and Apple.

Meanwhile, the users get nothing… a great big chicken egg.

Does that seem fair?

Shouldn’t the users be rewarded?

We believe that rewarding online game users is an idea whose time has come.

Wouldn’t it be great if the users, the fans and the players of online games could get some of the money that comes from online games? Wouldn’t it be great if the users of online games could actually earn money for playing online games?