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Updated by Nick Kellet on Nov 13, 2015
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Virtual Goods Research

Next Wave of Asian Exports to U.S. May Be Virtual Goods -

Zynga, the United States online gaming company, faces new competition as Asian companies with experience serving mobile users seek inroads into the American. market.

5 Ways Virtual Goods Change Spending Habits

Today, there are five ways that virtual goods are impacting our spending behaviors. Here’s what they are.

Virtual Goods a Bigger Business than Mobile Advertising? | Mobile Marketing & Technology

Can developers and applications make more money from selling “virtual goods” in social games than by selling advertising? Recent spending by end users suggests at least some applications, and their developer partners, might just find that to be the case. That might not mean that virtual goods sales will be bigger than all online advertising, or all mobile advertising, but the revenue figures are instructive.
Mobile advertising revenues in the United States will grow from $491 million in 2009 to $2.9 billion in 2014, according to BIA/Kelsey, a compound annual growth rate of 43 percent.

Study: Gamers are gaga for virtual goods | VentureBeat

Consumer spending on virtual goods has doubled since 2009, according to a survey by Visa’s PlaySpan digital monetization division. And the total U.S. market value for virtual goods grew 28 p...

Virtual Goods: A Market Assessment « Virtual Goods Insider

Doug Levin and I just co-wrote a blog post titled Virtual Goods: A Market Assessment describing the virtual goods market, specifically looking at the role that social games and brands are playing i...