

The money is drawn from each user’s account.įor nearly a decade King has been the leader in skill games. The entry fees from the users are pooled and the winner gets the money minus a commission of around 15-35% paid to the site operator. The user can then compete in tournaments and head-to-head game play where each user pays an entry fee that is generally between $0.25 and $1 but ranging up as far as $10. Users create an account and then deposit money into that account.


In the latter case, the element of chance is seen as outweighed by the element of player strategyĪll the skill-based gaming sites work pretty much the same. By this measure, chess is a complete game of skill, whereas backgammon is mostly a game of skill with a measure of chance in the role of the dice. Chance can be involved, but it should not be the deciding factor. Skill games are defined as content where winning is based primarily on mental skill or dexterity, not chance. In this profile, DFC takes a closer look at the category, and its most successful example, King. Yet because many laws and regulators worldwide define gambling as games of chance, skill games get a pass. As wagers by players on the outcome are often at stake, many consider these accessible card and puzzle games to be gambling. Skill games is a category that often causes some confusion. King has used its expertise in skill games to find broader success on social and mobile platforms. For many years, King has been a leader in skill games, an area where users often put real world money at stake. It is important to understand that King comes from a very specific background that plays into much of the attraction around mobile and social games, the ability to compete and interact with other users. Recently the company has had great success with Candy Crush Saga. based King, a company that has been around since 2003. These emerging markets have seen plenty of investment but established players have generally struggled to find success in these areas. These include The Market for Browser and Social Network Games and The Global Market for Games and Entertainment Applications on Smartphones and Tablets.

Recent DFC reports have looked in depth at the size of the mobile and social game markets.
