Second Life’s Virtual Economy Makes $500m Per Year

Patrick Hoge, writing in the San Francisco Business Times, reports that Second Life “residents” have spent more than $1 billion in transactions to date and spent 1 billion hours logged into this virtual world. Facts 1. In 2008, Second Life users spent $360 million on virtual goods ranging from land (virtual real estate) to designer […]

Game design as marketing: How game mechanics create demand for virtual goods

Hamari, J. & Lehdonvirta, V. have published a very interesting paper on how online game mechanics create demand for virtual goods.

80% of online gamers now buy virtual goods, Free to Play gamers most active buyers

According to a new report, the median average expenditure in online gaming was highest among Free to Play games ($75), followed by MMOs ($60) and Social Networks ($50) respectively. The average user plays three online games. 80% report buying digital goods for their own use while 20% said they purchase for gifts.

IMVU Target Tween Markets, In-world Video Sponsorships Deals

IMVU, an avatar-based social network, introduced a new advertising sales and sponsorship group that will help major brands reach IMVU’s audience of more than six million monthly unique visitors.

Linden Research/Second Life Sued by Virtual Goods Maker

Kevin Alderman, who sells virtual goods in Second Life, has sued Linden Lab for allowing other to sell his products without his permission.

What’s Realtime Worlds’ alternative “monthly subscription model” for APB?

Realtime Worlds is to adopt an alternative “traditional monthly subscription model” with its upcoming MMO APB. The game’s web site confirms the adoption of a non-traditional revenue model, although it side steps giving details of the terms of payment.

What’s Realtime Worlds’ alternative "monthly subscription model" for APB?

Realtime Worlds is to adopt an alternative “traditional monthly subscription model” with its upcoming MMO APB. The game’s web site confirms the adoption of a non-traditional revenue model, although it side steps giving details of the terms of payment.

Report: Free-to-Play Web Games Generate Most Virtual Purchases

Mark Hefflinger reports that, as online gaming companies explore how virtual goods can leads to revenue generation, a new survey shows that, “free-to-play games attract the greatest number of virtual goods buyers, and that virtual currency is the most popular purchase.”

Live Gamer bring Asia’s First Micro-Transaction Platform comes to the U.S.

Live Gamer, the company that pioneered real-money-trading for online games, completed its acquisition of N-Cash, Korea’s premier micro-transaction provider. N-Cash are a monster success story in Asia, completing more than 150 million micro-transactions and currently handling 56 million registered users.