Are Virtual items the new black GOLD…
While social networks are focusing their business models on advertising, virtual commerce are driving the business models of virtual worlds, ex. Habbo Hotel (90% of revenue), Tencent (65%), Cyworld (43.5%) and Nexon (85%). Statistics on the current market size of virtual goods are hard to come by, but one stat puts the amount that people spend on virtual items at over $1.5bn/year.
Read more: Citypixel
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Why do you think the figure is so high for virtual items? Is it due to the feeling of ‘foreverness’ that these items come with due to the internet?
Hey mahesh – Now that is a NEW thought – i like it !!!