March 25, 2009

Martin

Social Gaming Boosts Virtual Goods Sales in Social Networks

filed under: media is social again,the market is always right — Martin @ 12:42 am

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

November 24, 2008

Matthias

Forum on Virtual Economies

filed under: the market is always right — Matthias @ 7:54 am

On my search for more figures from virtual items sales in social networks or virtual worlds I got in contact with Vili Lehdonvirta from virtual-economy.org. I am so happy, that he and his colleague Juho Hamari started an own forum-thread on virtual-economy.org, where everybody can share revenue data and other metrics of virtual asset sales market.

This is a really good start and I hope, this can be a central point of metrics of the virtual asset sales market.

Good bye and stay tuned.

November 11, 2008

Martin

Virtual Goods Market Size in 2006

filed under: the market is always right — Martin @ 6:35 pm

We already blogged about the size of the virtual goods market. There are no real numbers, but different estimations. Here’s another one from a scientific institute:

Many people of a certain age may consider such gifts a waste of their hard-earned and very real money. But not so a growing number of tweens and teens as well as 20- and even some 30-somethings, who spent around $2.1 billion in 2006 on virtual goods and services, according to researchers at Finland’s Helsinki Institute for Information Technology (HIIT).

Via For the Holidays: Good Things Come in Virtual Packages: Scientific American

March 6, 2008

Martin

“Virtual goods market size”

filed under: the market is always right — Martin @ 4:51 pm

An interesting way to calculate the market size of virtual goods describes James McGough in his (quite interesting) blog. Here is the formula:

Virtual goods market = Potential users x Yearly user spend x Penetration

Read the full article at Virtual goods market size « Executive Summary

February 13, 2008

Martin

How big is the cake?

filed under: the market is always right — Martin @ 8:39 pm

In numbers:

In the future:

Of course, these numbers aren’t exact, but just an estimation or predictions.

To sum it up: games will stay the most popular cultural product on the Internet. So have a good time.


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