Market for virtual goods poised for growth
When a 300-pound gorilla like Facebook enters the niche market it turns into mass market. According to Business Week, Facebook is testing its internal payment system to take control over the in-game purchases of virtual goods like clothing for avatars or tractor for your farm. If early success of Japanese social networks implementing virtual sales is any indicator, then we are witnessing a shift from an advertising-supported model to a more balanced revenue model for social networks. While only 1% to 4% of people currently playing on social networks spend money for virtual goods the trend may accelerate with Facebook promoting the new capability to its 400 million user base. With the planned 30% cut of sales of virtual game props Facebook might add up to $500 million to its coffers, according to
ThinkEquity cited in Business Week article. ThinkEquity predicts the sales of virtual goods to almost double this year to $1.6 billion in the US and this number could quadruple to $3.6 billion by 2012. We should learn more from the experience of Japanese social networks in getting revenues from the sales of virtual goods.
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