Social Gaming and Virtual Goods

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  • + Martin.Szugat Martin Szugat 9 months ago
    We collected data from various sources and analyzed it. We will publish a Diploma thesis about this analysis in a few weeks. Please subscribe to www.paidcontentisback.com.
  • + cdtavijit Avijit Paul 9 months ago
    Hi,
    Very interesting. But can I know the sources of the numbers you mentioned about Virtual Goods? I mean, I am not saying I am doubtful but I wanted to share the slide for academic purpose and therefore I will be asked about exact sources. So can you inform the source of the numbers?

    Thanks
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Social Gaming and Virtual Goods - Presentation Transcript

  1. Social Games & Virtual Goods
  2. Agenda
    • Social Gaming
    • Virtual Goods
  3. User needs are changing. It´s about sharing. It´s about gaming. Web 2.0 Post Web 2.0
  4. Let me entertain you!
  5. Facebook is a playground.
    • Social Gaming is HOT: Compared to Messaging apps (3x page view multiple) and Dating apps (20x multiple), social gaming apps are seeing, on average, a 50x multiple compared to other categories.
    • (Developer Analytics)
  6. Do you want to play a game? Social Context + Casual Gaming = Social Gaming
  7. Design for Fun!
  8. German-style board games  Themed  Simple rules  Turn based  Action points  Random events
    • No loosers
    Main difference: never ending game!
  9. Virtual goods – real money. WhatsYourPlace.de Virtual places 6 month: 50.000 € Facebook.com Virtual gifts 2007: 15 mio. US$ 2008: 30 mio. US$ Habbo.com Virtual furniture 2006: 54 mio. US$ Gaiaonline.com Virtual items 1. Mio. US$ per month Mob Wars Virtual items 22.000 US$ per day
  10. Virtual goods are becoming mainstream. 2007 2012 2.7 billion US$ Virtual Goods 10.3 billion US$ Virtual Goods http://executivesummary.wordpress.com/2008/02/18/virtual-goods-market-size/
  11. Virtual goods in online communities Virtual Worlds Social Games Social Networks Average Revenue per Monthly Active User per Year $0.37 $3.56 $8.23 source: http://www.snipclip.com
  12. Virtual goods are more than content. Digital content Virtual goods Bound to a medium Bound to a platform Context not relevant Context relevant Availability Exclusivity Copyable Protected No identity Unique identities Unsalable Tradeable Consumption Possession
  13. You must provide an added value. Identity by Exclusivity Communication by Interaction Advantages by Functionality
  14. Prepared for the implications. Trophy Effect Economic Rivalry Virtual Trade
  15. You need all of them.
    • Web 1.0:
    • „ Content is king“
    • Content-driven
    • Web 2.0:
    • „ Everything is social“
    • Community-driven
    • Gaming:
    • „ Entertainment is everything“
    • Function-driven
  16. Blogging about virtual goods www.Paid content is back.com
  17. info@snipclip.com // +49-89-23 51 99 64 // Lichtenbergstr. 8 / 85748 Garching bei München

+ Martin SzugatMartin Szugat, 9 months ago

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