Virtual good

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Virtual goods are non-physical objects purchased for use in online communities or online games.[1] They have no intrinsic value and, by definition, are intangible.[1]

Including digital gifts[2][3] and digital clothing for avatars,[4][5][6] virtual goods may be classified as services instead of goods,[citation needed] and are usually sold by companies that operate social networks, community sites, or online games.[7][1] Sales of virtual goods are sometimes referred to as microtransactions.[8][9][10]

A large majority of recent sales have been in Asia.[11]

Contents

[edit] History

The first virtual goods to be sold were items for use in MUDs. Players would sell virtual goods, such as swords, coins, potions, and avatars, to each other in the informal sector. While this practice is forbidden in most blockbuster online games, such as World of Warcraft[12] and Everquest,[13] many online games now derive revenue from the sale of virtual goods.[14][8]

When Iron Realms Entertainment began auctioning items to players of its MUD, Achaea, Dreams of Divine Lands, in 1998, it became the first company to profit from the sale of virtual goods.[15] But it wasn't until the mid-2000s with companies like the Korean Cyworld leading the way,[16][17] that virtual good sales became instituted as a legitimate revenue-making scheme.

Virtual goods may continue to be a primarily Asian phenomenon, as between 2007-2010 70% of worldwide sales were made in this region.[11]

In 2009, games played on social networks such as Facebook, games that primarily derive revenue from the sale of virtual goods, brought in 1 billion USD and that is expected to increase to 1.6 billion in 2010.[18] Worldwide, 7.3 billion USD was made from virtual goods that same year.[11]

[edit] Recent events

Estimates of the future market for these small items vary wildly depending upon who is making the prediction. 2013 sales will be 4 billion USD according to one analyst[18] and a year later reach 14 billion according to a different analyst.[11]

[edit] Most valuable virtual good

The Entropia Universe, an online game created by Swedish company Mindark, entered the Guinness World Records Book in both 2004 and 2008 for the most expensive virtual good ever sold,[19] and in 2010 a virtual space station, a popular destination in this game, sold for $330,000.[20]

[edit] Illicit sale

While many companies have embraced exchanging cash for virtual goods, the practice is forbidden in most blockbuster games,[21] which derive income from subscription fees. This doesn't deter all players from saving playing time by illicitly buying in-game currency with real-world cash, violating their agreement with the game's operator in the process.

In an odd juxtaposition, the Chinese State outlawed the practice of buying real-world goods with virtual currency in 2009,[22] something that had become popular in the some parts of this country.[23]

[edit] Virtual goods purveyors

[edit] See also

[edit] References

  1. ^ a b c d e f g Virtual Goods: the next big business model techcrunch.com, Jun 20, 2007
  2. ^ a b Facebook Blog, February 7, 2007
  3. ^ Sales of virtual goods boom in US news.bbc.co.uk, 10:32 GMT, Thursday, 22 October 2009
  4. ^ Lucrative Alternatives to Online Advertising businesswekk.com, October 23, 2008, 5:00PM EST
  5. ^ a b The world’s most lucrative social network? China’s Tencent beats $1 billion revenue mark venturebeat.com, March 19, 2009
  6. ^ a b Playfish sees social games as industry driver Wed Nov 4, 2009 6:02am EST
  7. ^ Virtual Goods Summit 2009 and Virtual Goods University vgsummit.com, 2009
  8. ^ a b c Uh-Oh: World of Warcraft Introduces Microtransactions Wired's Game | Life blog, November 6, 2009
  9. ^ a b Redefining MMOs: The massive money of microtransactions massively.com, Sep 11th 2009
  10. ^ a b About Company Nexon Official Site
  11. ^ a b c d Virtual goods revenue to hit $7.3 billion this year cnet.com, November 15, 2010 9:51 AM PST
  12. ^ How to Stay in the Game (Part 2 of 2) blizzard.com
  13. ^
  14. ^ a b Virtual goods give Web firms new revenue in ad slump reuters.com, Tue Dec 29, 2009 12:50pm EST
  15. ^ a b The World of text MMOs / MUDs - An Interview with Matt Mihaly, CEO of Iron Realms Entertainment playnoevil.com, Friday, September 8. 2006
  16. ^ Tapping into growing market for virtual goods seattlepi.com, November 2, 2009 9:56 p.m. PT
  17. ^ a b Cyworld ready to attack MySpace money.cnn.com, July 27, 2006: 11:35 AM EDT
  18. ^ a b A virtual farm turns new ground for game developers reuters.com, Thu Mar 25, 2010 7:05am EDT
  19. ^
  20. ^ "Man buys virtual space station for 330k real dollars". http://www.joystiq.com/2010/01/02/man-buys-virtual-space-station-for-330k-real-dollars/. Retrieved 2010-06-23. 
  21. ^ Poor earning virtual gaming gold bbc.com, 01:36 GMT, Friday, 22 August 2008
  22. ^ China bars use of virtual money for trading in real goods PRC Ministry of Commerce, Monday,June 29, 2009 2100 GMT
  23. ^ QQ: China's New Coin of the Realm? wsj.com, March 30, 2007
  24. ^ Unlike reality, virtual retail sales are hot, especially for avatars USA Today, 23 Dec 2009
  25. ^
  26. ^ Playdom Fuels Its Virtual Goods Business Press Release, playdom.com, September 30, 2009
  27. ^ Virtual Products = Real Cash cnbc.com, Oct. 09
  28. ^ Xbox 360: Get the Points Microsoft's Xbox Official Site
  29. ^ Zynga's Gaming Gamble forbes.com, 10.29.09, 12:40 PM EDT
  30. ^ [1] The Guardian, 17 Dec 2009
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