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	<title>Comments on: Virtual Goods are a Major Source of Revenue for Social Game Developers</title>
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	<link>http://www.insidesocialgames.com/2008/08/20/virtual-goods-in-social-networks/</link>
	<description>Tracking Innovation at the Convergence of Games and Social Platforms</description>
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		<title>By: Ahmad Blog &#187; Virtual Goods are a Major Source of Revenue for Social Game Developers</title>
		<link>http://www.insidesocialgames.com/2008/08/20/virtual-goods-in-social-networks/comment-page-1/#comment-3052</link>
		<dc:creator>Ahmad Blog &#187; Virtual Goods are a Major Source of Revenue for Social Game Developers</dc:creator>
		<pubDate>Sat, 24 Jan 2009 18:06:24 +0000</pubDate>
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		<description>[...] very big businesses built upon ubiquitous social networking /IM platforms respectively.    More:  Virtual Goods are a Major Source of Revenue for Social Game Developers    Posted by: Ahmad  No [...]</description>
		<content:encoded><![CDATA[<p>[...] very big businesses built upon ubiquitous social networking /IM platforms respectively.    More:  Virtual Goods are a Major Source of Revenue for Social Game Developers    Posted by: Ahmad  No [...]</p>
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		<title>By: Robert Tolmach</title>
		<link>http://www.insidesocialgames.com/2008/08/20/virtual-goods-in-social-networks/comment-page-1/#comment-685</link>
		<dc:creator>Robert Tolmach</dc:creator>
		<pubDate>Fri, 05 Sep 2008 00:59:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.insidesocialgames.com/?p=466#comment-685</guid>
		<description>$35 million a year on facebook virtual gifts! 

Now, the dollars you spend to send virtual gifts can also make the world a better place.

A new nonprofit app on facebook, Changing The Present, makes it easy. Your dollar goes to the nonprofit you choose, and the picture your friend receives shows what you helped accomplish.


THEN: send a picture of a cupcake
NOW: help feed a hungry child


THEN: send a picture of lips
NOW: help fund cleft palate surgery for a child&#039;s smile


THEN: send a picture of a flower
NOW: help preserve acres of the rainforest


You can choose from among more than a thousand $1 donation gifts from hundreds of leading nonprofits.

Imagine the impact we can make together as this new kind of gift catches on!

Please help spread the word.

Here’s the app:
http://www.new.facebook.com/apps/application.php?id=2551062524 

And here’s the related website: http://www.ChangingThePresent.org

( Full disclosure: my company, WellGood LLC, consults to ChangingThePresent )</description>
		<content:encoded><![CDATA[<p>$35 million a year on facebook virtual gifts! </p>
<p>Now, the dollars you spend to send virtual gifts can also make the world a better place.</p>
<p>A new nonprofit app on facebook, Changing The Present, makes it easy. Your dollar goes to the nonprofit you choose, and the picture your friend receives shows what you helped accomplish.</p>
<p>THEN: send a picture of a cupcake<br />
NOW: help feed a hungry child</p>
<p>THEN: send a picture of lips<br />
NOW: help fund cleft palate surgery for a child&#8217;s smile</p>
<p>THEN: send a picture of a flower<br />
NOW: help preserve acres of the rainforest</p>
<p>You can choose from among more than a thousand $1 donation gifts from hundreds of leading nonprofits.</p>
<p>Imagine the impact we can make together as this new kind of gift catches on!</p>
<p>Please help spread the word.</p>
<p>Here’s the app:<br />
<a href="http://www.new.facebook.com/apps/application.php?id=2551062524" rel="nofollow">http://www.new.facebook.com/apps/application.php?id=2551062524</a> </p>
<p>And here’s the related website: <a href="http://www.ChangingThePresent.org" rel="nofollow">http://www.ChangingThePresent.org</a></p>
<p>( Full disclosure: my company, WellGood LLC, consults to ChangingThePresent )</p>
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		<title>By: Inside Facebook &#187; Facebook Selling Virtual Gifts at $30-40 Million/Year Rate</title>
		<link>http://www.insidesocialgames.com/2008/08/20/virtual-goods-in-social-networks/comment-page-1/#comment-654</link>
		<dc:creator>Inside Facebook &#187; Facebook Selling Virtual Gifts at $30-40 Million/Year Rate</dc:creator>
		<pubDate>Tue, 02 Sep 2008 21:12:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.insidesocialgames.com/?p=466#comment-654</guid>
		<description>[...] Virtual Goods are a Major Source of Revenue for Social Game Developers [...]</description>
		<content:encoded><![CDATA[<p>[...] Virtual Goods are a Major Source of Revenue for Social Game Developers [...]</p>
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		<title>By: Los mejores juegos de la semana &#124; Facebook Noticias</title>
		<link>http://www.insidesocialgames.com/2008/08/20/virtual-goods-in-social-networks/comment-page-1/#comment-526</link>
		<dc:creator>Los mejores juegos de la semana &#124; Facebook Noticias</dc:creator>
		<pubDate>Mon, 25 Aug 2008 12:23:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.insidesocialgames.com/?p=466#comment-526</guid>
		<description>[...] Virtual Goods are a Major Source of Revenue for Social Game Developers [...]</description>
		<content:encoded><![CDATA[<p>[...] Virtual Goods are a Major Source of Revenue for Social Game Developers [...]</p>
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		<title>By: Facebook adds more social features to ads &#187; VentureBeat</title>
		<link>http://www.insidesocialgames.com/2008/08/20/virtual-goods-in-social-networks/comment-page-1/#comment-474</link>
		<dc:creator>Facebook adds more social features to ads &#187; VentureBeat</dc:creator>
		<pubDate>Thu, 21 Aug 2008 21:20:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.insidesocialgames.com/?p=466#comment-474</guid>
		<description>[...] speaking, these engagement ads may be worth something. Virtual goods are already starting to make more money for third-party application developers; certainly, branded goods are an area for [...]</description>
		<content:encoded><![CDATA[<p>[...] speaking, these engagement ads may be worth something. Virtual goods are already starting to make more money for third-party application developers; certainly, branded goods are an area for [...]</p>
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		<title>By: Daniel James</title>
		<link>http://www.insidesocialgames.com/2008/08/20/virtual-goods-in-social-networks/comment-page-1/#comment-455</link>
		<dc:creator>Daniel James</dc:creator>
		<pubDate>Thu, 21 Aug 2008 00:43:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.insidesocialgames.com/?p=466#comment-455</guid>
		<description>Sir, we have been doing this for years (since Feb 2005) with Puzzle Pirates, in the US market, and Habbo Hotel has been doing it for longer starting in Europe and going worldwide.

Also, World of Warcaft is not a Korean MMO and uses the subscription business model, not microtransactions. 

Excellent examples of the prevalent of microtransactions in social environments in Asia would be Cyworld in Korea (I think est. $200mm+ in 2006) and Tencent&#039;s QQ in China. Both are very big businesses built upon ubiquitous social networking/IM platforms respectively. The astonishing thing is that Facebook and Myspace have not taken the fairly simple step of building a wallet and the other supporting pieces of a virtual economy.</description>
		<content:encoded><![CDATA[<p>Sir, we have been doing this for years (since Feb 2005) with Puzzle Pirates, in the US market, and Habbo Hotel has been doing it for longer starting in Europe and going worldwide.</p>
<p>Also, World of Warcaft is not a Korean MMO and uses the subscription business model, not microtransactions. </p>
<p>Excellent examples of the prevalent of microtransactions in social environments in Asia would be Cyworld in Korea (I think est. $200mm+ in 2006) and Tencent&#8217;s QQ in China. Both are very big businesses built upon ubiquitous social networking/IM platforms respectively. The astonishing thing is that Facebook and Myspace have not taken the fairly simple step of building a wallet and the other supporting pieces of a virtual economy.</p>
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		<title>By: Matt McAllister</title>
		<link>http://www.insidesocialgames.com/2008/08/20/virtual-goods-in-social-networks/comment-page-1/#comment-453</link>
		<dc:creator>Matt McAllister</dc:creator>
		<pubDate>Thu, 21 Aug 2008 00:33:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.insidesocialgames.com/?p=466#comment-453</guid>
		<description>Good post Greg. We agree -- the market for virtual goods within social games is big and getting bigger. But real world money isn&#039;t the only way to pay for these virtual goods. Gamers can also take part in ad offers to earn the virtual currency they need to play the games or pay for upgrades, etc. That&#039;s one area where my company, Offerpal Media, really excels.</description>
		<content:encoded><![CDATA[<p>Good post Greg. We agree &#8212; the market for virtual goods within social games is big and getting bigger. But real world money isn&#8217;t the only way to pay for these virtual goods. Gamers can also take part in ad offers to earn the virtual currency they need to play the games or pay for upgrades, etc. That&#8217;s one area where my company, Offerpal Media, really excels.</p>
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		<title>By: Matt Mihaly</title>
		<link>http://www.insidesocialgames.com/2008/08/20/virtual-goods-in-social-networks/comment-page-1/#comment-452</link>
		<dc:creator>Matt Mihaly</dc:creator>
		<pubDate>Thu, 21 Aug 2008 00:22:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.insidesocialgames.com/?p=466#comment-452</guid>
		<description>Just a note Greg: WoW does not do virtual asset sales in Asia. There, one either pays a subscription (much less than the Western rate) or pays for time at a PC baang (internet cafe that exists for gamers). WoW gets its revenue, in the latter case, from the PC baang operator.

It&#039;s also worth noting that the pay-for-virtual-stuff model originated in the West (I pioneered it) in 1997. It arose slightly later (but independently) in South Korea and swept Asia. 

--matt</description>
		<content:encoded><![CDATA[<p>Just a note Greg: WoW does not do virtual asset sales in Asia. There, one either pays a subscription (much less than the Western rate) or pays for time at a PC baang (internet cafe that exists for gamers). WoW gets its revenue, in the latter case, from the PC baang operator.</p>
<p>It&#8217;s also worth noting that the pay-for-virtual-stuff model originated in the West (I pioneered it) in 1997. It arose slightly later (but independently) in South Korea and swept Asia. </p>
<p>&#8211;matt</p>
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