Social Gaming Boosts Virtual Goods Sales in Social Networks |
During the past months, our trainee Matthias analyzed the virtual goods market, especially in the area of social gaming, social networks and virtual worlds. Today, SnipClip announced at the GamesBeat conference, where Oliver will pitch for SnipClip at the Who’s Got Game competition, that it will publish the results. The press release highlights some interesting insights:
Average revenue per monthly active user per year:
- non-gaming social apps: $0.37
- social games: $3.65
- virtual worlds: $8.04
Market potential for 2008:
- non-gaming social apps: $215 millions
- social games: $340 millions
- virtual worlds: $244 millions

New blog post: Social Gaming Boosts Virtual Goods Sales in Social Networks http://tinyurl.com/csy6v8
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comment by snipclip — March 25, 2009 @ 12:42 am
Social Gaming Boosts Virtual Goods Sales in Social Networks … http://bit.ly/9unZ5
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comment by CurtisLilly — March 25, 2009 @ 6:07 am
Social Gaming Boosts Virtual Goods Sales in Social Networks … http://bit.ly/9unZ5
This comment was originally posted on Twitter
comment by CurtisLilly — March 25, 2009 @ 6:07 am
Social Gaming Boosts Virtual Goods Sales in Social Networks: During the past months, our trainee Matthias analyz.. http://bit.ly/gPoDl
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comment by frinsen — March 25, 2009 @ 10:53 am
Social Gaming Boosts Virtual Goods Sales in Social Networks: During the past months, our trainee Matthias analyz.. http://bit.ly/gPoDl
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comment by crowdpark — March 25, 2009 @ 11:16 am