Mediapost reports that a new study shows that the virtual goods market will double in 2009, reaching $1 billion in revenue.
The report is from Inside Facebook and projects that virtual good sales will reach $1.6 billion in 2010.
An examples of virtual goods are the avatar accessories that help game players move more quickly or fight better in virtual worlds.
Another example is the range of virtual goods available to participants in the virtual world 2nd Life. You can buy everything from islands and buildings to virtual clothes. There are even virtual banks.
Virtual worlds were all the rage a couple of years ago when you couldn't avoid hearing about how 2nd Life was the next big thing. And although the hype is gone, virtual world participation continues to grow at a steady pace.
One area of virtual goods well worth watching is payments. Because virtual good transactions are almost always online and the goods often cost little, virtual worlds are an interesting source of micro-payment innovation.


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Regards
Anna
Posted by: Master Spa Products | November 09, 2009 at 06:13 AM