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	<title>SnipClip. Paid content is back. &#187; Virtual Good</title>
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	<link>http://www.paidcontentisback.com</link>
	<description>Social Networks + Virtual Goods = SnipClip</description>
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		<title>Kino.de Uses SnipClip to Engage its Fanbase and Broaden its Reach On Facebook</title>
		<link>http://www.paidcontentisback.com/2010/03/kino-de-uses-snipclip-to-engage-its-fanbase-and-broaden-its-reach-on-facebook/</link>
		<comments>http://www.paidcontentisback.com/2010/03/kino-de-uses-snipclip-to-engage-its-fanbase-and-broaden-its-reach-on-facebook/#comments</comments>
		<pubDate>Mon, 15 Mar 2010 06:29:37 +0000</pubDate>
		<dc:creator>Martin</dc:creator>
				<category><![CDATA[business is an evolving success]]></category>
		<category><![CDATA[brands]]></category>
		<category><![CDATA[Cinema]]></category>
		<category><![CDATA[collectible]]></category>
		<category><![CDATA[Facebook]]></category>
		<category><![CDATA[Fanbook]]></category>
		<category><![CDATA[Gruner+Jahr]]></category>
		<category><![CDATA[Kino.de]]></category>
		<category><![CDATA[movie]]></category>
		<category><![CDATA[SnipClip]]></category>
		<category><![CDATA[Virtual Good]]></category>
		<category><![CDATA[virtual goods]]></category>

		<guid isPermaLink="false">http://www.paidcontentisback.com/?p=970</guid>
		<description><![CDATA[Nowadays, a fan page on Facebook is a must-have for every brand. Having a fan page alone, however, is not enough. A brand also has to activate and constantly engage its fans. It&#8217;s about turning passive fans into active brand advocates, who recommend the brand to their friends.
The website Kino.de attracts more than 4.6 million visits each month [...]]]></description>
			<content:encoded><![CDATA[<p>Nowadays, a fan page on Facebook is a must-have for every brand. Having a fan page alone, however, is not enough. A brand also has to activate and constantly engage its fans. It&#8217;s about turning passive fans into active brand advocates, who recommend the brand to their friends.</p>
<p>The website <a title="Kino.de" class="previewlink" href="http://kino.de/" target="_blank">Kino.de</a> attracts more than 4.6 million visits each month and it is the leading movie and cinema related website in Germany. The company behind Kino.de, <a title="G+J" class="previewlink" href="http://www.guj.de/index_en.php4" target="_blank">Gruner + Jahr</a>, is publisher of leading b-to-b and b-to-c print magazines with focus on films. With Kino.de, it also takes advantage of Facebook and so far, it has attracted more than 5000 fans, which makes it the largest German language movie  <a title="Facebook" class="previewlink" href="http://www.facebook.com/#!/pages/kinode/160519435831" target="_blank">fan page on Facebook</a>.</p>
<p>To further grow and engage its fan base, Kino.de now partners with <a title="SnipClip" class="previewlink" href="http://www.snipclip.com/" target="_blank">SnipClip</a>. The result of this partnership is a digital <a title="Facebook" class="previewlink" href="http://apps.facebook.com/kino-fanbook" target="_blank">collector&#8217;s album</a> featuring the movie highlights in March:</p>
<p><a class="previewlink" href="http://apps.facebook.com/snipclip/?assetUrl=http://assets.snipclip.com/kino-de/fanbooks/kino-highlights"><img class="alignnone size-full wp-image-971" title="Kino.de Kinohighlights Fanbook" src="http://www.paidcontentisback.com/wp-content/uploads/2010/03/Fanbook.png" alt="Kino.de Kinohighlights Fanbook" width="549" height="271" /></a></p>
<p>The collection consists of eight movie recommendations made by Kino.de. Each collectible shows the trailer of a recommended movie. Users gather “movie stars”, an in-game currency that they then exchange for collectibles. The goal of the users is to complete the collection. If they do so by March 25, users have the choice to enter a sweepstakes and the chance to win a Blu-ray DVD player and free movie tickets.</p>
<p>In order to have more trading partners for their duplicate collectibles, users want their friends to participate the game. Jointly, they will also be able to gather more movie stars. As a result, users are highly motivated to invite their friends to the game and thus, they spread the brand across their social network.</p>
<p>Growing the fan base is one goal. Activating and engaging existing fans is another one. Therefore, Kino.de also publishes bonuscodes that can be redeemed for collectibles on their fan page:</p>
<p><a href="http://www.paidcontentisback.com/wp-content/uploads/2010/03/Fanpage.png"><img class="alignnone size-full wp-image-974" title="Fanpage" src="http://www.paidcontentisback.com/wp-content/uploads/2010/03/Fanpage.png" alt="Bonuscode on Kino.de Fanpage" width="552" height="378" /></a></p>
<p>The availability of codes is limited and only the fans who click the link first get a copy of a specific collectible. As shown in the picture above, fans like those activities and they also comment on them. This results in increased exposure of the posts and the Kino.de. Further, it increases the value perception of being a fan: as a fan you receive bonuscodes automatically delivered to your Facebook news feed.</p>
<p>This leaves us with inviting you to become a fan of <a title="Facebook" class="previewlink" href="http://www.facebook.com/#!/pages/kinode/160519435831?ref=ts" target="_blank">Kino.de</a>, to play the <a title="Facebook" class="previewlink" href="http://apps.facebook.com/kino-fanbook" target="_blank">collecting game</a> and hopefully, to win one of the valuable prizes. Good luck!</p>
<img src="http://www.paidcontentisback.com/?ak_action=api_record_view&id=970&type=feed" alt="" /><h3>related posts</h3><ul class="related_post"><li>February 15, 2010 -- <a href="http://www.paidcontentisback.com/2010/02/oceans-an-entertaining-yet-educational-fanbook-with-impressive-underwater-pictures/" title="Oceans &#8211; An Entertaining Yet Educational Fanbook With Impressive Underwater Pictures">Oceans &#8211; An Entertaining Yet Educational Fanbook With Impressive Underwater Pictures (1)</a></li><li>February 19, 2010 -- <a href="http://www.paidcontentisback.com/2010/02/the-best-of-loko-tv-collect-crazy-cartoons/" title="The Best Of Loko.tv: Collect Crazy Cartoons!">The Best Of Loko.tv: Collect Crazy Cartoons! (1)</a></li><li>February 13, 2010 -- <a href="http://www.paidcontentisback.com/2010/02/facebook-promotes-branded-virtual-goods-what-you-think/" title="Facebook Promotes Branded Virtual Goods. What You Think?">Facebook Promotes Branded Virtual Goods. What You Think? (1)</a></li><li>February 3, 2010 -- <a href="http://www.paidcontentisback.com/2010/02/who-would-you-choose-penelope-cruz-nicole-kidman-or-kate-hudson/" title="Who Would You Choose? Penelope Cruz, Nicole Kidman or Kate Hudson?">Who Would You Choose? Penelope Cruz, Nicole Kidman or Kate Hudson? (0)</a></li><li>September 28, 2009 -- <a href="http://www.paidcontentisback.com/2009/09/wustenblume-a-fanbook-for-an-award-winning-movie/" title="WÃ¼stenblume &#8211; A Fanbook For an Award-Winning Movie">WÃ¼stenblume &#8211; A Fanbook For an Award-Winning Movie (0)</a></li></ul>]]></content:encoded>
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		<slash:comments>32</slash:comments>
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		<title>Misunderstandings: TencentÂ´s Revenues from Virtual Goods</title>
		<link>http://www.paidcontentisback.com/2008/12/misunderstandings-tencent%c2%b4s-revenues-from-virtual-goods/</link>
		<comments>http://www.paidcontentisback.com/2008/12/misunderstandings-tencent%c2%b4s-revenues-from-virtual-goods/#comments</comments>
		<pubDate>Thu, 11 Dec 2008 16:26:53 +0000</pubDate>
		<dc:creator>Matthias</dc:creator>
				<category><![CDATA[the market is always right]]></category>
		<category><![CDATA[internet value added services]]></category>
		<category><![CDATA[Le Web]]></category>
		<category><![CDATA[market estimation]]></category>
		<category><![CDATA[quarter results]]></category>
		<category><![CDATA[revenues]]></category>
		<category><![CDATA[Susan Wu]]></category>
		<category><![CDATA[Tencent]]></category>
		<category><![CDATA[Virtual Good]]></category>
		<category><![CDATA[virtual goods]]></category>

		<guid isPermaLink="false">http://www.paidcontentisback.com/?p=626</guid>
		<description><![CDATA[On my search for revenue numbers from virtual good sales I stumbled many times across the figures of Tencent. Yesterday for example,Â I watched the presentation of Susan Wu on the Le Web conference. She mentioned that Tencent has revenues of $1billion and 70% come from sales of virtual goods.Â I doubt that this figure is true.
LetÂ´s [...]]]></description>
			<content:encoded><![CDATA[<p>On my search for revenue numbers from virtual good sales I stumbled many times across the figures of Tencent. Yesterday for example,Â I watched the <a title="Presentation Susan Wu" class="previewlink" href="http://www.ustream.tv/recorded/930724" target="_blank">presentation</a> of Susan Wu on the <a title="Le Web" class="previewlink" href="http://www.leweb3.com/" target="_blank">Le Web</a> conference. She mentioned that <a title="Tencent" class="previewlink" href="http://www.tencent.com/en-us/index.shtml" target="_blank">Tencent</a> has revenues of $1billion and 70% come from sales of virtual goods.Â I doubt that this figure is true.</p>
<p>LetÂ´s have a closer look.</p>
<p>I think the number is derived from the <a title="Tencent press releases" class="previewlink" href="http://www.tencent.com/en-us/at/pr/2008.shtml" target="_blank">press releases</a> of Tencent. In <a title="Tencent full year 2007" class="previewlink" href="http://www.tencent.com/en-us/content/ir/news/2008/attachments/20080319.pdf" target="_blank">2007</a>, Tencent published that they generated $344.1M revenues from their Internet value added services (that is 65% of their $523.1M total revenues). In the three of four quarter results of 2008 (<a title="Tencent first quater" class="previewlink" href="http://www.tencent.com/en-us/content/ir/news/2008/attachments/20080514a.pdf" target="_blank">1st</a>, <a title="Tencent second quater" class="previewlink" href="http://www.tencent.com/en-us/content/ir/news/2008/attachments/20080813.pdf" target="_blank">2nd </a>and <a title="Tencent third quater" class="previewlink" href="http://www.tencent.com/en-us/content/ir/news/2008/attachments/20081112.pdf" target="_blank">3rd</a>) Tencent announced that they generated $644.1M revenues from their Internet value added services (68% of their $943.1M total revenues)</p>
<p>The question is: what are these Internet value added services? Tencent aggregates QZone, QQMembership, QQShow, QQMusic and QQLive in their <a title="Tencent internet value added services" class="previewlink" href="http://www.tencent.com/en-us/ps/internetservice.shtml" target="_blank">Internet value added services</a>. I doubt that all of these services have revenues from virtual goods. I am also confused that TencentÂ´s instant messaging services are not included in the Internet value added services. According to Susan Wu the most virtual goods revenues of Tencent come from the instant messaging services.</p>
<p>In my opinion it isÂ unclear how much of TencentÂ´s revenues are generated from virtual goods. What do you think? Am I missed something here?</p>
<p>Good bye and stay tuned.</p>
<img src="http://www.paidcontentisback.com/?ak_action=api_record_view&id=626&type=feed" alt="" /><h3>related posts</h3><ul class="related_post"><li>March 15, 2010 -- <a href="http://www.paidcontentisback.com/2010/03/kino-de-uses-snipclip-to-engage-its-fanbase-and-broaden-its-reach-on-facebook/" title="Kino.de Uses SnipClip to Engage its Fanbase and Broaden its Reach On Facebook">Kino.de Uses SnipClip to Engage its Fanbase and Broaden its Reach On Facebook (32)</a></li><li>December 9, 2008 -- <a href="http://www.paidcontentisback.com/2008/12/susan-wu-virtual-goods-make-real-money/" title="Susan Wu: Virtual Goods Make Real Money">Susan Wu: Virtual Goods Make Real Money (0)</a></li><li>September 12, 2008 -- <a href="http://www.paidcontentisback.com/2008/09/virtual-goods-are-going-to-be-common-for-the-public/" title="Virtual goods are going to be common for the public">Virtual goods are going to be common for the public (2)</a></li><li>June 1, 2010 -- <a href="http://www.paidcontentisback.com/2010/06/cash-community-context-content-currency/" title="Cash = Community * Context * Content * Currency">Cash = Community * Context * Content * Currency (0)</a></li><li>February 15, 2010 -- <a href="http://www.paidcontentisback.com/2010/02/oceans-an-entertaining-yet-educational-fanbook-with-impressive-underwater-pictures/" title="Oceans &#8211; An Entertaining Yet Educational Fanbook With Impressive Underwater Pictures">Oceans &#8211; An Entertaining Yet Educational Fanbook With Impressive Underwater Pictures (1)</a></li></ul>]]></content:encoded>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>20 Tips for Monetizing Social Traffic through Virtual Currency</title>
		<link>http://www.paidcontentisback.com/2008/12/20-tips-for-monetizing-social-traffic-through-virtual-currency/</link>
		<comments>http://www.paidcontentisback.com/2008/12/20-tips-for-monetizing-social-traffic-through-virtual-currency/#comments</comments>
		<pubDate>Sun, 07 Dec 2008 21:22:49 +0000</pubDate>
		<dc:creator>Martin</dc:creator>
				<category><![CDATA[media is social again]]></category>
		<category><![CDATA[Offerpal]]></category>
		<category><![CDATA[virtual currency]]></category>
		<category><![CDATA[Virtual Good]]></category>

		<guid isPermaLink="false">http://www.paidcontentisback.com/?p=616</guid>
		<description><![CDATA[Matthias posted about the 10 Tips for Monetizing Social Traffic Through Virtual CurrencyÂ from OfferPal. Now OfferPal published a whitepaper titled 20 Tips for Monetizing Social Traffic through Virtual Currency. Quite interesting!
related postsNovember 26, 2008 -- 10 Tips for Monetizing Social Traffic Through Virtual Currency (0)March 15, 2010 -- Kino.de Uses SnipClip to Engage its Fanbase [...]]]></description>
			<content:encoded><![CDATA[<p>Matthias posted about the <a rel="bookmark" href="http://www.paidcontentisback.com/2008/11/10-tips-for-monetizing-social-traffic-through-virtual-currency/">10 Tips for Monetizing Social Traffic Through Virtual Currency</a>Â from OfferPal. Now OfferPal published a whitepaper titled <a title="OfferPal" class="previewlink" href="http://www.offerpalmedia.com/whitepaper.php" target="_blank">20 Tips for Monetizing Social Traffic through Virtual Currency</a>. Quite interesting!</p>
<img src="http://www.paidcontentisback.com/?ak_action=api_record_view&id=616&type=feed" alt="" /><h3>related posts</h3><ul class="related_post"><li>November 26, 2008 -- <a href="http://www.paidcontentisback.com/2008/11/10-tips-for-monetizing-social-traffic-through-virtual-currency/" title="10 Tips for Monetizing Social Traffic Through Virtual Currency">10 Tips for Monetizing Social Traffic Through Virtual Currency (0)</a></li><li>March 15, 2010 -- <a href="http://www.paidcontentisback.com/2010/03/kino-de-uses-snipclip-to-engage-its-fanbase-and-broaden-its-reach-on-facebook/" title="Kino.de Uses SnipClip to Engage its Fanbase and Broaden its Reach On Facebook">Kino.de Uses SnipClip to Engage its Fanbase and Broaden its Reach On Facebook (32)</a></li><li>January 20, 2009 -- <a href="http://www.paidcontentisback.com/2009/01/wealthy-virtually-overnight/" title="Wealthy Virtually Overnight">Wealthy Virtually Overnight (0)</a></li><li>December 11, 2008 -- <a href="http://www.paidcontentisback.com/2008/12/misunderstandings-tencent%c2%b4s-revenues-from-virtual-goods/" title="Misunderstandings: TencentÂ´s Revenues from Virtual Goods ">Misunderstandings: TencentÂ´s Revenues from Virtual Goods  (1)</a></li><li>September 12, 2008 -- <a href="http://www.paidcontentisback.com/2008/09/virtual-goods-are-going-to-be-common-for-the-public/" title="Virtual goods are going to be common for the public">Virtual goods are going to be common for the public (2)</a></li></ul>]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Virtual goods are going to be common for the public</title>
		<link>http://www.paidcontentisback.com/2008/09/virtual-goods-are-going-to-be-common-for-the-public/</link>
		<comments>http://www.paidcontentisback.com/2008/09/virtual-goods-are-going-to-be-common-for-the-public/#comments</comments>
		<pubDate>Fri, 12 Sep 2008 11:19:09 +0000</pubDate>
		<dc:creator>Matthias</dc:creator>
				<category><![CDATA[it's the customer need]]></category>
		<category><![CDATA[life, the universe and everything]]></category>
		<category><![CDATA[consumption]]></category>
		<category><![CDATA[Facebook]]></category>
		<category><![CDATA[Facebook gifts]]></category>
		<category><![CDATA[virtual gifts]]></category>
		<category><![CDATA[Virtual Good]]></category>
		<category><![CDATA[virtual goods]]></category>

		<guid isPermaLink="false">http://www.paidcontentisback.com/?p=342</guid>
		<description><![CDATA[In the last week a lot of stuff was written about the Facebook gifts. First Lightspeed Venture Partners publishedÂ  a home made analysis, where Jeremy Liew showed, that the sales figures of the Facebook gifts are growing. Mashable!, Venture Beat and Virtual Goods Insider picked up the same topic afterwards and released own articles in [...]]]></description>
			<content:encoded><![CDATA[<p>In the last week a lot of stuff was written about the Facebook gifts. First Lightspeed Venture Partners publishedÂ  a home made <a class="previewlink" href="http://lsvp.wordpress.com/2008/09/02/facebook-selling-digital-gifts-at-a-35m-run-rate/">analysis</a>, where Jeremy Liew showed, that the sales figures of the Facebook gifts are growing. <a class="previewlink" href="http://mashable.com/2008/09/02/facebook-gifts/">Mashable!</a>, <a class="previewlink" href="http://venturebeat.com/2008/09/02/facebooks-virtual-gifts-may-make-more-than-40-million-this-year/">Venture Beat</a> and V<a class="previewlink" href="http://virtualgoodsinsider.com/2008/09/03/facebooks-secret-goldmine/">irtual Goods Insider</a> picked up the same topic afterwards and released own articles in their blogs.</p>
<p>A really good <a class="previewlink" href="http://www.allfacebook.com/2008/09/will-virtual-gifts-become-a-billion-dollar-business/">article</a> came from Nick OÂ´Neill in <a class="previewlink" href="http://www.allfacebook.com/">All Facebook &#8211; the unofficial Facebook blog</a>. He pointed out, that the reason for the growing sales figures of Facebook gifts is the growth of the user base of Facebook.</p>
<blockquote><p>&#8220;So whatâ€™s the prime reason for gift growth on Facebook? The companyâ€™s rapid  growth in their user base. The company has more than doubled since Jeremy Liew  published the companyâ€™s findings back in January. This means that the rate of  gifting appears to be staying pretty consistent.&#8221;</p></blockquote>
<p>Another really good <a class="previewlink" href="http://virtual-economy.org/blog/legitimizing_virtual_consumption">article </a>in that context came from Vili Lehdonvirta on <a class="previewlink" href="http://virtual-economy.org/">Virtual-enconomy.org</a>. He reported, that the biggest daily in Finland had a full page devoted to virtual consumption. He attached a snippet of one of his papers, where he points out a very interesting aspect of consumption in general.</p>
<blockquote><p>&#8220;One strategy is to note that everywhere in our economy, goods have a social life beyond their physical qualities.&#8221;</p></blockquote>
<p>This applies also to the Facebook gifts. It is not about paying 1 $ for this little pictures, it is about showing your friend how much he/she is worth for you.</p>
<p>All this makes me believe, that virtual goods in social networks can be really successful. The future will show, how much the users are willing to pay for virtual goods.</p>
<p>Good bye and stay tuned.</p>
<img src="http://www.paidcontentisback.com/?ak_action=api_record_view&id=342&type=feed" alt="" /><h3>related posts</h3><ul class="related_post"><li>March 15, 2010 -- <a href="http://www.paidcontentisback.com/2010/03/kino-de-uses-snipclip-to-engage-its-fanbase-and-broaden-its-reach-on-facebook/" title="Kino.de Uses SnipClip to Engage its Fanbase and Broaden its Reach On Facebook">Kino.de Uses SnipClip to Engage its Fanbase and Broaden its Reach On Facebook (32)</a></li><li>February 15, 2010 -- <a href="http://www.paidcontentisback.com/2010/02/oceans-an-entertaining-yet-educational-fanbook-with-impressive-underwater-pictures/" title="Oceans &#8211; An Entertaining Yet Educational Fanbook With Impressive Underwater Pictures">Oceans &#8211; An Entertaining Yet Educational Fanbook With Impressive Underwater Pictures (1)</a></li><li>February 13, 2010 -- <a href="http://www.paidcontentisback.com/2010/02/facebook-promotes-branded-virtual-goods-what-you-think/" title="Facebook Promotes Branded Virtual Goods. What You Think?">Facebook Promotes Branded Virtual Goods. What You Think? (1)</a></li><li>March 25, 2008 -- <a href="http://www.paidcontentisback.com/2008/03/facebook-digital-gifts-worth-around-15myear/" title="&#8220;Facebook digital gifts worth around $15m/year&#8221;">&#8220;Facebook digital gifts worth around $15m/year&#8221; (0)</a></li><li>December 11, 2008 -- <a href="http://www.paidcontentisback.com/2008/12/misunderstandings-tencent%c2%b4s-revenues-from-virtual-goods/" title="Misunderstandings: TencentÂ´s Revenues from Virtual Goods ">Misunderstandings: TencentÂ´s Revenues from Virtual Goods  (1)</a></li></ul>]]></content:encoded>
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		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>&#8220;The Social Network Service Quest for Premium Revenue = Virtual Items&#8221;</title>
		<link>http://www.paidcontentisback.com/2008/06/the-social-network-service-quest-for-premium-revenue-virtual-items/</link>
		<comments>http://www.paidcontentisback.com/2008/06/the-social-network-service-quest-for-premium-revenue-virtual-items/#comments</comments>
		<pubDate>Fri, 20 Jun 2008 22:21:11 +0000</pubDate>
		<dc:creator>Martin</dc:creator>
				<category><![CDATA[media is social again]]></category>
		<category><![CDATA[Monetization]]></category>
		<category><![CDATA[Social Good]]></category>
		<category><![CDATA[social networks]]></category>
		<category><![CDATA[Virtual Good]]></category>
		<category><![CDATA[Virtual Item]]></category>

		<guid isPermaLink="false">http://www.paidcontentisback.com/?p=248</guid>
		<description><![CDATA[Sean Ryan from Meez gives a convincing answer why virtual goods and social networks are a good combination:

The best reason for them to pay is that in an SNS, which is really about  people interacting with each other, the #1 goal is STATUS &#8211; how can I  be different, better, have more authority, [...]]]></description>
			<content:encoded><![CDATA[<p>Sean Ryan from <a title="Meez" class="previewlink" href="http://www.meez.com/" target="_blank">Meez</a> gives a convincing answer why virtual goods and social networks are a good combination:</p>
<p style="padding-left: 30px;">
<p style="padding-left: 30px;">The best reason for them to pay is that in an SNS, which is really about  people interacting <em>with each other</em>, the #1 goal is STATUS &#8211; how can I  be different, better, have more authority, etc, and most importantly, how can I  impress those around me with that status?Â  It&#8217;s so basic, and is sometimes  overlooked.Â  It&#8217;s not about getting loyal users to pay for premium services like  Music since those are generally solitary services which don&#8217;t take advantage of  a social network filled with people checking each other out. It can be as basic  as a virtual gifting system, and as sophisticated as a fully built-out virtual  item marketplace.Â  The &#8220;online bar&#8221; <a class="previewlink" href="http://www.fubar.com/">FUBAR</a> is  probably the most developed in the US, with a relentless focus on getting users  to pay to impress members of the opposite gender, or to somehow benefit the  group through happy hour sponsorship, but there are numerous other examples  emerging.</p>
<p>Read the full article: <a class="previewlink" href="http://www.sharkjumping.com/2008/06/why-social-netw.html">SharkJumping: The Social Network Service Quest for Premium Revenue = Virtual Items</a></p>
<img src="http://www.paidcontentisback.com/?ak_action=api_record_view&id=248&type=feed" alt="" /><h3>related posts</h3><ul class="related_post"><li>October 14, 2008 -- <a href="http://www.paidcontentisback.com/2008/10/my-talk-about-virtual-goods-in-social-networks-at-the-barcamp-munich/" title="My Talk about Virtual Goods in Social Networks at the BarCamp Munich">My Talk about Virtual Goods in Social Networks at the BarCamp Munich (0)</a></li><li>March 15, 2010 -- <a href="http://www.paidcontentisback.com/2010/03/kino-de-uses-snipclip-to-engage-its-fanbase-and-broaden-its-reach-on-facebook/" title="Kino.de Uses SnipClip to Engage its Fanbase and Broaden its Reach On Facebook">Kino.de Uses SnipClip to Engage its Fanbase and Broaden its Reach On Facebook (32)</a></li><li>March 25, 2009 -- <a href="http://www.paidcontentisback.com/2009/03/social-gaming-boosts-virtual-goods-sales-in-social-networks/" title="Social Gaming Boosts Virtual Goods Sales in Social Networks">Social Gaming Boosts Virtual Goods Sales in Social Networks (5)</a></li><li>January 27, 2009 -- <a href="http://www.paidcontentisback.com/2009/01/social-gaming-virtual-goods/" title="Social Gaming &#038; Virtual Goods">Social Gaming &#038; Virtual Goods (2)</a></li><li>December 12, 2008 -- <a href="http://www.paidcontentisback.com/2008/12/message-of-the-day-about-brands-and-fans/" title="Message of the Day: About Brands and Fans">Message of the Day: About Brands and Fans (0)</a></li></ul>]]></content:encoded>
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		<title>&#8220;Movie Studios Expand Into Virtual Web Worlds&#8221;</title>
		<link>http://www.paidcontentisback.com/2008/06/movie-studios-expand-into-virtual-web-worlds/</link>
		<comments>http://www.paidcontentisback.com/2008/06/movie-studios-expand-into-virtual-web-worlds/#comments</comments>
		<pubDate>Tue, 17 Jun 2008 19:51:44 +0000</pubDate>
		<dc:creator>Martin</dc:creator>
				<category><![CDATA[media is social again]]></category>
		<category><![CDATA[Clip]]></category>
		<category><![CDATA[movie]]></category>
		<category><![CDATA[Paramount]]></category>
		<category><![CDATA[There.com]]></category>
		<category><![CDATA[Viacom]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[Virtual Good]]></category>

		<guid isPermaLink="false">http://www.paidcontentisback.com/?p=245</guid>
		<description><![CDATA[Thanks to a posting from Bret I discovered the following article:
In April, Viacom&#8217;s Paramount Digital Entertainment signed a partnership agreement with Makena Technologies, making thousands of movie clips from the Paramount movie library available on There.com, an online virtual world. Visitors who purchase the clips can use them to communicate with others by having their [...]]]></description>
			<content:encoded><![CDATA[<p>Thanks to a posting from <a title="Bret on Social Games" class="previewlink" href="http://www.bretterrill.com/2008/06/another-reason-to-love-virtual-goods.html" target="_blank">Bret</a> I discovered the following article:</p>
<p style="padding-left: 30px;">In April, Viacom&#8217;s Paramount Digital Entertainment signed a partnership agreement with Makena Technologies, making thousands of movie clips from the Paramount movie library available on There.com, an online virtual world. Visitors who purchase the clips can use them to communicate with others by having their avatar &#8220;speak&#8221; lines from movies while the actual clip plays in a small window. Links allow users to purchase DVDs of the featured movies.</p>
<p>Read the full article: <a class="previewlink" href="http://www.adweek.com/aw/content_display/news/media/e3i1751753614c1db77d49c8ce81c1d8fa8?pn=1">Movie Studios Expand Into Virtual Web Worlds</a></p>
<img src="http://www.paidcontentisback.com/?ak_action=api_record_view&id=245&type=feed" alt="" /><h3>related posts</h3><ul class="related_post"><li>March 15, 2010 -- <a href="http://www.paidcontentisback.com/2010/03/kino-de-uses-snipclip-to-engage-its-fanbase-and-broaden-its-reach-on-facebook/" title="Kino.de Uses SnipClip to Engage its Fanbase and Broaden its Reach On Facebook">Kino.de Uses SnipClip to Engage its Fanbase and Broaden its Reach On Facebook (32)</a></li><li>February 16, 2009 -- <a href="http://www.paidcontentisback.com/2009/02/fanboys/" title="Fanboys">Fanboys (0)</a></li><li>October 9, 2008 -- <a href="http://www.paidcontentisback.com/2008/10/my-favorite-movie-scene-of-office-space/" title="My Favorite Movie Scene of Office Space">My Favorite Movie Scene of Office Space (0)</a></li><li>February 19, 2010 -- <a href="http://www.paidcontentisback.com/2010/02/the-best-of-loko-tv-collect-crazy-cartoons/" title="The Best Of Loko.tv: Collect Crazy Cartoons!">The Best Of Loko.tv: Collect Crazy Cartoons! (1)</a></li><li>September 28, 2009 -- <a href="http://www.paidcontentisback.com/2009/09/wustenblume-a-fanbook-for-an-award-winning-movie/" title="WÃ¼stenblume &#8211; A Fanbook For an Award-Winning Movie">WÃ¼stenblume &#8211; A Fanbook For an Award-Winning Movie (0)</a></li></ul>]]></content:encoded>
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		<item>
		<title>&#8220;Virtual Goods = Real Accounting Issues&#8221;</title>
		<link>http://www.paidcontentisback.com/2008/03/virtual-goods-real-accounting-issues/</link>
		<comments>http://www.paidcontentisback.com/2008/03/virtual-goods-real-accounting-issues/#comments</comments>
		<pubDate>Tue, 25 Mar 2008 13:46:11 +0000</pubDate>
		<dc:creator>Martin</dc:creator>
				<category><![CDATA[Do you want to play a game?]]></category>
		<category><![CDATA[Accounting]]></category>
		<category><![CDATA[Virtual Economy]]></category>
		<category><![CDATA[Virtual Good]]></category>

		<guid isPermaLink="false">http://www.paidcontentisback.com/?p=137</guid>
		<description><![CDATA[Selling virtual goods within a virtual economy isn&#8217;t a trivial accounting task &#8211; that&#8217;s why we seek for a snart CFO. This blog posting explains the problems with accounting virtual goods:
Last weekâ€™s Game Developerâ€™s Conference put the limelight on the rapidly growing game industry, but it also highlighted a significant pain point &#8211; virtual good [...]]]></description>
			<content:encoded><![CDATA[<p>Selling virtual goods within a virtual economy isn&#8217;t a trivial accounting task &#8211; that&#8217;s why we seek for a snart <a title="jobs &amp; careers" href="http://www.paidcontentisback.com/?page_id=62#CFO" target="_blank">CFO</a>. This blog posting explains the problems with accounting virtual goods:</p>
<blockquote><p>Last weekâ€™s Game Developerâ€™s Conference put the limelight on the rapidly growing game industry, but it also highlighted a significant pain point &#8211; virtual good sales create very real accounting issues for successful virtual worlds and MMORPGs.</p></blockquote>
<p>Read on: <a class="previewlink" href="http://virtualgoodsinsider.com/2008/02/28/virtual-goods-real-accounting-issues/">Virtual Goods = Real Accounting Issues Â« Virtual Goods Insider</a></p>
<img src="http://www.paidcontentisback.com/?ak_action=api_record_view&id=137&type=feed" alt="" /><h3>related posts</h3><ul class="related_post"><li>March 15, 2010 -- <a href="http://www.paidcontentisback.com/2010/03/kino-de-uses-snipclip-to-engage-its-fanbase-and-broaden-its-reach-on-facebook/" title="Kino.de Uses SnipClip to Engage its Fanbase and Broaden its Reach On Facebook">Kino.de Uses SnipClip to Engage its Fanbase and Broaden its Reach On Facebook (32)</a></li><li>December 11, 2008 -- <a href="http://www.paidcontentisback.com/2008/12/misunderstandings-tencent%c2%b4s-revenues-from-virtual-goods/" title="Misunderstandings: TencentÂ´s Revenues from Virtual Goods ">Misunderstandings: TencentÂ´s Revenues from Virtual Goods  (1)</a></li><li>December 7, 2008 -- <a href="http://www.paidcontentisback.com/2008/12/20-tips-for-monetizing-social-traffic-through-virtual-currency/" title="20 Tips for Monetizing Social Traffic through Virtual Currency ">20 Tips for Monetizing Social Traffic through Virtual Currency  (0)</a></li><li>September 12, 2008 -- <a href="http://www.paidcontentisback.com/2008/09/virtual-goods-are-going-to-be-common-for-the-public/" title="Virtual goods are going to be common for the public">Virtual goods are going to be common for the public (2)</a></li><li>September 9, 2008 -- <a href="http://www.paidcontentisback.com/2008/09/scientific-literature-about-virtual-goods/" title="Scientific literature about virtual goods. ">Scientific literature about virtual goods.  (1)</a></li></ul>]]></content:encoded>
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