Here is this week’s recap of interesting news and insight into the Virtual Goods Market.
Major gaming companies adopting virtual goods
More and more mainstream gaming companies (including Electronic Arts, Atari, and Activision-Blizzard) are monetizing through virtual goods.
Second Life stats
Linden Lab releases user and economic statistics including data on virtual goods
WeeWorld wins with virtual goods
Weeworld sees continued growth in its user base and revenue streams – including revenue from virtual goods
Gambit shares data on age in relation to ARPPU
Data provided by Gambit breaks down ARPPU by age group while Susan Su examines the factors behind it
Virtual goods in context: digitalization of consumption
Missed the above presentation by Vili Lehdonvirta, at the Virtual Goods Conference? Take a look at the slides here
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