Tag Archives: virtual goods

Are you Ready for RewardVille?

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

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Filed under Facebook, Facebook Credits, RewardVille, social games, virtual currency, virtual goods, Zynga

MocoSpace moves into Mobile Social Games

Mobile web developer MocoSpace is growing quickly and integrating mobile social games and virtual currency into its growth strategy. Articles and analysis from:

Forbes ” The company has recently taken its mobile Web strategy to its new MocoSpace Game Platform. It is allowing third-party developers to create browser-based games in HTML5, instead of native apps to each phone.”

SFGate ” By building games on the mobile browser, developers can reach more players’ social graph and allow games to gain popularity on a wider range of mobile devices. “

VentureBeat ” MocoSpace was founded as an entertainment destination on the mobile internet in 2005 and has more than 15 million registered users who view about 3 billion pages a month.”

 

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Filed under Moco gold, Moco Space, social games, virtual currency, virtual goods

The Games within the Games

Trialplay rolls out Dealspot, providing exclusive offers to players that are “in-game”. Articles and analysis from:

TechCrunch ” The company is partnering with Groupon, Tippr and Living Social for local deals, LOVEFiLM for subscription entertainment, branded retailers such as Yves Rocher and Lancôme for shopping, Rue La La and Mertado for flash sales and more.”

PRNewswire ” Monetization of social games is still in its infancy, with only 1-3 percent of the 300 million social game players actually purchasing virtual goods.  However, with DealSpot, publishers can now monetize users around virtual items and in-game events rather than hoping that players visit a separate payment page.

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Filed under Facebook, Playdom, social games, Trialplay, virtual currency, virtual goods

Virtual Goods sales will pass $2 Billion in 2011

Inside Network releases findings from their Virtual Goods forecast report that shows Virtual Goods sales will be over $2 Billion in 2011. Articles and analysis from:

Bloomberg ” The market will jump to $2.1 billion next year from $1.6 billion in 2010 and $1.1 billion in 2009, the San Francisco- based research firm said today in a report.”

Forbes ” As in this year, 2011 will also see the dominance of social games in the sales of virtual goods. In 2010, social games accounted for $835 million, or around half, of the total market size.”

CNN International ” The term virtual goods refers to digital items that are purchased for use online, in games and on mobile phones.”

The New York Times ” The figures are especially significant because Facebook is pushing all its game developers to use Credits, its virtual currency.”

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Filed under Disney, EA, Facebook, Facebook Credits, Playdom, social games, social networks, virtual currency, virtual goods

IFeelGoods targets Retailers

The former Director of Shop.org assembles a veteran team and launches a social gaming and virtual goods company called  ifeelgoods.com Articles and analysis from:

DMNews ” Silverman, along with Google and PayPal alumni, created the company to take advantage of the burgeoning social gaming space.”

TechCrunch ” It comes in the form of a hosted solution that lets retailers manage their own virtual goods promotion offers, redemption and related customer services.”

InternetRetailer ” On retail sites that offer ifeelgoods promotions, consumers who click into offers for virtual goods or currencies will be able to click to immediately redeem their prizes during the retailer’s checkout process, Silverman says.”

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Filed under ifeelgoods, social games, virtual currency, virtual goods

Virtual Goodness

The New York Times discusses recent brand advertisement campaigns related to virtual goods in social games. From the article:

” So far, the virtual goods market largely consists of micro-purchases. Consumers typically pay $1 to $3 while playing games like FarmVille or Mafia Wars, both created by the social-gaming company Zynga, to get a jump on game rivals.”

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Filed under Facebook, Facebook Credits, Playdom, social games, social networks, virtual currency, virtual goods, Zynga

PlaySpan using $18 Million investment for expansion

Virtual Goods company PlaySpan received $18 Million in venture capital financing from Vodaphone Ventures and Softbank Bodhi Fund. Articles and anlysis from:

Gamasutra ” The company’s monetization solutions have been implemented in more than 1,000 online games, social networks, and online videos.”

VatorNews Among the offerings provided by PlaySpan include UltimatePay, which incorporates over 85 payment methods through a simple and accessible user interface.  Through UltimatePay, users can expand their markets through Ultimate Game Card, the world’s first prepaid game card, and UltimatePoints, which provides for one-click in-game payments and handles transactions as small as $0.01.”

Forbes ” The Silicon Valley-based PlaySpan was founded in 2006. Its other co-founder, Mehta’s son Arjun, was in 5th grade when they started the company (that’s going to look great on his application to Harvard).”

Helium provides a very good article about how PlaySpan was created.

In 2007, Venture capital publication, “Venture Beat” reported that “Arjun Mehta, a 6th grader, said on his website that he is passionate about software that can make the game experience more “rewarding,” and that he started the company last year in his garage.

PRWeb (Press Release)

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Filed under Facebook, Facebook Credits, Playspan, social games, virtual currency, virtual goods