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