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Inside Virtual Goods - Tracking the US Virtual Goods Market 2010 - 2011. IFeelGoods - virtual goods real commerce. Social Gaming To Be A $1B Market In 2011; Virtual Goods To Bring In $653M. Social gaming is expected to be a billion-dollar business this year, according to an eMarketer report released today.

Social Gaming To Be A $1B Market In 2011; Virtual Goods To Bring In $653M

Of course, this staggering number isn’t surprising considering the massive growth of both Zynga and Facebook as a platform for social games. eMarketer says that nearly 62 million US internet users, or 27% of the online audience, will play at least one game on a social network monthly this year, up from 53 million in 2010. Facebook Could Make $250M From Virtual Goods Next Year: Tech News and Analysis « Updated.

Facebook Could Make $250M From Virtual Goods Next Year: Tech News and Analysis «

The American market for virtual goods will grow 31 percent to $2.1 billion in 2011, according to a new report from Inside Network. A huge driver of recent growth has been the social games sector, which “came out of nowhere” as co-author Charles Hudson put it. He said that virtual goods sold in social games are set to already account for 40 to 50 percent of the market, or at least $840 million in 2011, and that Facebook is responsible for “pretty much all of social.” Many social game makers such the biggies – Zynga, CrowdStar, Playfish and Playdom – are transitioning to using Facebook’s Credits payments system, from which Facebook takes a 30 percent cut of all sales. Taking that rough math further, that means the social network stands to rake in $252 million in revenue from Facebook Credits for U.S. games next year.

Virtual goods forum_uk__vikas_v1_6-17-10. 13% of Online Consumers Buy Virtual Goods. Magid Associates and PlaySpan Release 2nd Annual Survey on Virtual Goods Market Penetration and Growth in North America. New York, NY & Santa Clara, CA (PRWEB) May 27, 2010 Research and consultancy firm, Frank N.

Magid Associates and PlaySpan Release 2nd Annual Survey on Virtual Goods Market Penetration and Growth in North America

Magid Associates, and PlaySpan, the global leader in monetization solutions for online games, virtual worlds, and social networks, today announce their second annual study that evaluates attitudes and behaviors of media and entertainment consumers on virtual goods expenditures. According to the study, 13% of the overall population surveyed reported that they had bought virtual goods in the last 12 months, with the mean of digital good purchase up 14% from $87 in 2009 to $99 in 2010.

The median of digital goods purchase is $50 in 2010, a 67% improvement from $30 in 2009. In terms of the heaviest concentration of digital goods buyers, iPhone owners took over the #1 spot, moving from 28% of iPhone owners in 2009 to 43% in 2010. Other results were reported as follows: Largest demographic of consumers who have reported buying virtual goods: 1. Where consumers are buying from: 1.

Playspan-fastest-growing-virtual-goods-buyers-june-2010.jpg. Key Trends Consistent As Online Ad Revenues Grow Another 17% in 2013 Online advertising set yet another peak in Q4 2013, growing by 17.5% to reach $12.1 billion, the largest quarter on record, according to the latest revenue report [pdf] from the IAB and PricewaterhouseCoopers (PwC).

playspan-fastest-growing-virtual-goods-buyers-june-2010.jpg

Needless to say, the full-year total of $42.8 billion was also the largest seen yet, representing a 17% increase from the […] Read more » Who’s Using Marketing Automation to Manage Email, And How Many Messages Are They Sending? Some 24% of marketers say they don’t use any tools to manage their email campaigns, according to a recently-released Marketo study [download page]. The Year In Virtual Goods By The Numbers. Virtual Goods Study. Inner Workings of Virtual Goods Economies. PlaySpan Study Shows Growth In Virtual Goods Marketplace.

Virtual goods are booming and there are various startups who are capitalizing on this growth by facilitating the exchange and e-commerce around these goods.

PlaySpan Study Shows Growth In Virtual Goods Marketplace

The Goods May Be Virtual, but the Profit Is Real. Facebook Now Takes PayPal. Over the last year or so, Facebook has been gradually ramping up its Credits system, which for a long time was used just to purchase virtual gifts (now you can use it to buy real gifts, songs, and it’s been integrated with some applications).

Facebook Now Takes PayPal

Today comes news that will make it even easier to buy Facebook Credits: you’ll be able to buy them with PayPal. The new partnership actually encompasses a few areas of Facebook’s payments. Along with Facebook Credits, you’ll be able to use PayPal to purchase Facebook Ads. This is big news for both companies. PayPal has been trying to establish a greater presence in micropayments and on Facebook itself. One other reason why this is interesting: given Facebook’s interest in extending itself beyond Facebook.com through services like Facebook Connect, it wouldn’t be surprising if it started prompting people to start “Paying With Facebook” on external sites, which would make it competitive with PayPal.

Virtual Goods in Asia.