Susan points out to her readers, "People spend over $1.5 billion on virtual items every year. Pets, coins, avatars, and bling: these virtual objects are nothing more than a series of digital 1s and 0s stored on a remote database somewhere in the ether."
This is fascinating to me that people would spend money on these items, but then again I am also in SL and this makes perfect sense.
Other things she points out in her article:
"that there are many businesses out there making meaningful amounts of money in virtual goods:
- Tencent
is one of the largest Internet portals in China with over 250 million active user accounts. They generated $100 million+ in Q1 of 2007 and over 65% of their revenue comes from virtual goods.
- Habbo Hotel
has over 75 million registered avatars in 29 countries and 90% of their $60 million+ yearly revenue comes from virtual goods.
- Gaia Online
does over 50,000 person to person auctions and 1 million message board posts a day- making them the 3rd largest auction site and the 2nd largest message board on the Internet. Their average user consumes 1200 page views a month. They employ 3 people whose sole job it is to open snail mail envelopes full of cash that people send in for virtual goods.
- There’s a commonly held misperception that virtual goods are only for online gamers. Both Dogster
and HotorNot are succeeding with a hybrid ad/virtual goods business model. Currently, over 40% of HotorNot’s revenue comes from virtual goods.
- Major mainstream brands are now buying advertising in the form of virtual goods in social networks. Gaians can now purchase and pimp their virtual Scion xBs
. Coca Cola and Tencent partnered to allow Tencent’s users to trade codes taken from real Coke cans for virtual objects in the Tencent network. Wangyou
, a Chinese based social network, has also been extremely aggressive in experimenting with branded virtual goods."
Regards,
Dembe
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