Posts Tagged ‘Gambit’

Virtual Goods Market: Women and Virtual Goods; Electronic Arts & Playfish; Gambit debunks the issues surrounding “Scamville”

Friday, November 13th, 2009

Here is this week’s recap of interesting news and insight into the Virtual Goods Market.

What Women Want…Virtual Goods apparently
According to researchers, women are a major demographic driving the virtual goods business in social games

Electronic Arts purchases Playfish
Despite recent controversy in the social gaming space regarding offers as an alternative payment method for virtual currency, EA acquires Playfish

An Alternative Look at Scamville
Gambit separates fact from fiction in the ongoing “Scamville” debate

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Do you want to implement a virtual economy? Already selling virtual goods and want to increase your revenue? Viximo provides publishers and brands virtual goods solutions that help them establish and grow new revenue through virtual goods. Our solutions have proven to drive more virtual goods revenue and engagement, then managing on your own. To learn more about our solutions, visit our website or email us at publishers@viximo.com.


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Virtual Goods Market: Behind the scenes of Cafe World; Virtual Goods Summit 2009; US reaches $1 billion in virtual goods revenue; Gambit breaks down the benefits of monetizing younger users

Friday, October 16th, 2009

Here is this week’s recap of interesting news and insight into the Virtual Goods Market.

The making of Zynga’s Cafe World – which has reached 10 million users in one week
Roy Sehgal, general manager of Clubhouse Studio, explains that, “20 percent of the effort was building the game and 80 percent is operating the game as an ongoing service.” Such is often the situation with Virtual Goods use cases – a situation Viximo helps partners with through ongoing management and optimization.

Virtual Goods Summit 2009
Join us at this year’s Virtual Goods Summit (taking place on October 29-30th in San Francisco) and hear a presentation by Viximo’s own Brian Balfour (Founder, VP Product Marketing) titled, “Getting Started with Virtual Goods and Virtual Gifts”

US Virtual Goods Sales reach $1 billion
The United States virtual goods industry continues to grow with estimates for 2009 reaching 1 billion dollars – more than doubling from the previous year.

Gambit offers tips to monetize younger users
Susan Su of Gambit examines how and why you should be monetizing teens and twenty-somethings

You Should Follow Us On Twitter Here

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Do you want to implement a virtual economy? Already selling virtual goods and want to increase your revenue? Viximo provides publishers and brands virtual goods solutions that help them establish and grow new revenue through virtual goods. Our solutions have proven to drive more virtual goods revenue and engagement, then managing on your own. To learn more about our solutions, visit our website or email us at publishers@viximo.com.

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Virtual Goods Market: Freemium model increasingly mainstream; Dive into the data of Second Life; Weeworld sees continued growth; Age and ARPPU data from Gambit; Digitalization of Consumption

Friday, September 25th, 2009

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

You Should Follow Us On Twitter Here

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Do you want to implement a virtual economy? Already selling virtual goods and want to increase your revenue? Viximo provides publishers and brands virtual goods solutions that help them establish and grow new revenue through virtual goods. Our solutions have proven to drive more virtual goods revenue and engagement, then managing on your own. To learn more about our solutions, visit our website or email us at publishers@viximo.com.

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Virtual Goods Market: Non-profits in Facebook’s gift store; Mobile payment providers galore!; Mature companies continue to increase revenue; Best practices from Gambit

Friday, September 4th, 2009

Here is this week’s recap of interesting news and insight into the Virtual Goods Market.

Non-Profits Next Up for the Facebook Gift Store
Following on the heels of branded content from Britney Spears and the opening of the gift store to real world items, Facebook once again adds another player on to the field – this time with charitable causes in mind

Mobile payment providers fight for dominance in an ever expanding market
The number of mobile payment providers continues to expand as more and more companies grasp for market share in the world of microtransactions

Established companies continue to see revenue increases
Even in Asia, where the virtual goods business model has matured, established companies have room for growth

The ins and outs of offer based payments
Gambit breaks down the best practices of the offer based payments model including common complaints and best solutions

You Should Follow Us On Twitter Here

——————————————————————————————————————

Do you want to implement a virtual economy? Already selling virtual goods and want to increase your revenue? Viximo provides publishers and brands virtual goods solutions that help them establish and grow new revenue through virtual goods. Our solutions have proven to drive more virtual goods revenue and engagement, then managing on your own. To learn more about our solutions, visit our website or email us at publishers@viximo.com.


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