An interesting video explaining the benefits of virtual currency over other forms of advertising on the internet.
Tag Archives: gaming
Zynga rolls out its own reward system RewardVille and virtual currency called “Z-Coins”. Articles and analysis from:
Red Orbit ” Media conglomerates such as Walt Disney Corp. and Time Warner Inc. should be worried, says, BTIG Research analyst, Rich Greenfield. Zynga threatens to take viewers away from their televisions and movies. Disney responded to the threat by purchasing its rival, Playdom for $563 million last year. “
NPR ” The lure this time is “RewardVille,” a show of appreciation aimed at getting players even more absorbed in their online farms, cities, crime rings and poker games. The program unveiled a week ago doles out game points and credits that can be used to buy more virtual goodies on Zynga’s existing games. “
MarketingVox ” These games’ popularity is drawing people’s away from TV sets, movies and other sources of entertainment. “Media has been fragmenting, and Zynga seems to be doing the exact opposite. It is growing at a staggering rate and reaching eyeballs that none of these companies are doing. “
Video: Zynga’s Rewardville trailer
Virtual currency specialist SupersonicAds rolls out its online game monetization platform to the Android, Blackberry and iPhone. Press Release by PRWeb
” Mobile game publishers with virtual currency can now implement SupersonicAds’ traditional plug-and-play monetization platform and enjoy SupersonicAds’ industry leading CPMs for international traffic.”
Wired reports that the battle for leadership in the virtual currency market is turning one sided, with Google, Paypal and Apple scrambling to catch behemouth Facebook.
Social Media guru Laurel Papworth breaks down the potential impact of widescale adoption of Facebook Credits virtual currency as a method of purchasing “real world” products and services. Kudos to Gamezebo for spotlighting this provocative article.
” Expect to see everyone from Nike (rewarding you for uploading your nutrition/exercise program) to TV Stations (rewarding you for becoming a Fan/Like of Lost or Big Brother page) jumping in. The current emphasis on rewards of credits going to Facebook Advertising implies that Facebook are going hungrily after Google’s Adsense/Adwords revenue.”
– Laurel Papworth
A new study from PlaySpan and VGMarket indicates that women are spending twice as much as men to purchase virtual items. Articles and analysis from:
Gamasutra “For the purposes of the study, virtual goods encompassed items, game content, and currency in social games, massively multiplayer games, and online PC and console games, including add-on levels and other DLC.”
CNET ” When looking at the median spent on first-party purchases within social-network games, the average female spent $55 dollars, compared to only $30 for males.”
VentureBeat ” Social networks are leading the market, with 32 percent of respondents making purchases in social networks.”
PR Web (Press Release)
Virtual Currency provider Zeevex signs new deals with Hangout Industries, Gameforge and Lionsguard Technologies. Key benefits include access to Zeevex’s distribution network of 31,000 retail outlets. From the PRWeb Press Release:
” With regard to their partnership decision, the publishers point to several competitive advantages offered by Zeevex. Each highlights Zeevex as one of the quickest opportunities to monetize their digital content. Additionally, they point to the Zeevex Digital Locker which represents valuable advertising and a tool they can leverage for user acquisition and retention.”