All Articles Tagged "virtual goods"
African-Americans Leading Consumers of Virtual Goods?
We don’t know if we should be happy or sad about this news? African Americans make up 26% of consumers of virtual goods according to research conducted by the gaming company MocoSpace. Caucasians make up 26%. The statistics are based on the respondents of the study, which were 36% African American and 31 % Hispanic. Virtual goods, as it literally describes, goods bought online and stay online. For example, a purchase of a virtual good would include buying someone virtual roses on facebook or someone on Second Life buying clothes from the Gap to dress their avatar. In other words, these purchases are not tangible. Even though it may not be a good expenditure of money, it is contributing to the ever-increasing profitability of internet businesses.
Blacks Spend Most on Virtual Goods
(Bizreport) — Virtual goods are revenue sources for scads of free-to-play online and social games, including the games within MocoSpace’s platform. According to their research Caucasian and African-American demographics are most engaged with virtual goods – at the moment. The African-American and Hispanic demographics made up the bulk of survey respondents, responsible for 36% and 31% of gamers respectively. Hispanics, however, are responsible for only 21% of virtual goods purchases while African-American players are responsible for 38% of purchases. Causasians, 18% of the respondent base, made 26% of virtual goods purchases during the study dates. Meanwhile Asian-Americans, Native Americans and Pacific Islanders made up about 4% of the base and for 4% (each) of the purchases.
Virtual Goods Like Snopp Dogg Are Booming
(Mashable) – Branded virtual goods are set to take off in the next five years — in a big way. A report by social gaming platform Viximo and virtual goods platform Virtual Greats predicts that branded virtual goods (BVGs) will generate $150 million in 2013 and reach an annual revenue of $318 million by 2015.
How to Create a Virtual Goods Market
(Inc) — Global revenue from the sales of virtual goods will reach $6 billion by 2013, according to Minneapolis-based investment firm Piper Jaffray, which isn’t too shabby for a product that has been deemed by many to be “intangible” or “non-existent.” To the contrary, consumers have shelled out millions for clothing, housing and miscellaneous gifts made purely from a few kilobytes of data. The growth of the virtual economy is causing many to puzzle over how companies have reached major profitability from this phenomenon.
How to Create a Virtual Goods Market
(Inc) — Global revenue from the sales of virtual goods will reach $6 billion by 2013, according to Minneapolis-based investment firm Piper Jaffray, which isn’t too shabby for a product that has been deemed by many to be “intangible” or “non-existent.” To the contrary, consumers have shelled out millions for clothing, housing and miscellaneous gifts made purely from a few kilobytes of data. The growth of the virtual economy is causing many to puzzle over how companies have reached major profitability from this phenomenon.

