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Virtual Goods Ticker

18 December 2011

Katy Perry joins forces with The Sims

Washington Post: "themed in-game content and virtual goods"
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17 December 2011

Zynga Chief Talks IPO

The Wall Street Journal: "was on track for one of the hottest initial public offerings of 2011 ...Now he wants to show the hype was justified"
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16 December 2011

Zynga IPO opens at top of price range

Financial Times: "Stephanie Chang, analyst at Renaissance Capital: Zynga has a tangible revenue stream in place"
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15 December 2011

What To Expect From The Zynga IPO

San Francisco Chronicle: "earns 95% of its income from its $969 million in sales of virtual goods"
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01 December 2011

Paying for pixels

The Economist: "Turbine: LOTRO .. moved to [free2play] .. revenue .. tripled"
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28 November 2011

Real Money for Virtual Coin

technologyreview: "The research firm In-Stat projects that the global market for such goods will be over $14.6 billion by 2014, more than double its 2010 value"
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23 November 2011

Nexon will hold $1.3B IPO

Venturebeat: "Nexon in particular has pioneered the top business model of the day: free-to-play games where people play games for free and pay real money for virtual goods. It’s a growing business: Market researcher Strategy Analytics expects the virtual goods market to grow from $6.8 billion in 2011 to $12.7 billion in 2016."
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22 November 2011

Southeast Asian online game market expected to be worth $1 billion by 2015

Gamesbeat: "by 2015 .. effectively double the .. revenues [of] 2011"
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Free-to-play transition brings seven-fold revenue increase for DC Universe Online

Gamesbeat: "53 percent of this revenue .. by ..console version"
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06 November 2011

Farmville' Makers Putting Stock In Virtual Goods

NPR: "Sam Hamadeh, CEO of PrivCo .. estimates Zynga is worth $5 billion, others say 20"
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01 November 2011

American Express Buys Virtual Currency Company for $30 Million

GamePro: "Virtual transactions in games rake in a staggering total of $7.3 billion globally. It's growing fast. It's only picked up steam as more and more companies are getting into the virtual currency market"
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25 October 2011

Social Virtual Goods Revenues Generated via Mobile Devices to Reach $3bn in 2011 Rising to $4.6bn in 2016

MarketWatch: "A new report from Juniper Research finds that soaring usage of social gaming -- driven largely by the sharp rise in smartphone adoption -- will push the global market for virtual goods bought from mobile social media services from $3 billion this year to $4.6 billion by 2016."
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Four Reasons Why Virtual Goods Make Us Happy

Forbes: "eMarketer estimates that virtual goods revenues will reach $653 million in the U.S. this year, up 28% from 2010. Clearly, Americans are hungry for virtual goods."
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22 October 2011

Why World of Warcraft added Pokemon-like battling to Mists of Pandaria

Gamesbeat: "a one-day sale of a unique Celestial Steed mount netted the company over $2 million"
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€1000 Virtual Item Raises €2 Million In 4 Days

Venturebeat: "Bigpoint, which operates a few free-to-play games, has sold 2000 (and counting) items just in the last few days – for the whopping price of €1000 each."
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22 September 2011

Sony redesigns PlayStation Home as a social gaming hub

Gamesbeat: "jumping on the big trend in online games: social games with free-to-play business models, where users play for free and pay real money for virtual goods"
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20 September 2011

U.S. virtual goods revenue on Facebook to grow 32 percent to $1.65B in 2012

Gamesbeat: " fast-growing virtual goods and social gaming industries that use it are maturing"
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19 September 2011

Sony's DC Universe Online now a 'freemium' game

Los Angeles Times: "The move comes as traditional multiplayer online games that charge monthly fees come under economic pressure from social games, which are initially free to play, but sell virtual goods"
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14 September 2011

Facebook is set to pass $4B in revenue this year, thanks to Credits

Socialbeat: "Since last year, the amount of money Facebook collects from Credits has more than tripled,"
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Online game subscription revenue declines as sales of virtual goods rise

Los Angeles Times: "IHS expects revenue from microtransactions to exceed the amount collected from subscriptions ... Zynga alone booked more than $830 million in revenue primarily from microtransactions in 2010"
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Diablo 3 Taps PayPal for Virtual Goods Payments

WebProNews: "our research has shown that over 70% of gamers are PayPal users"
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Facebook is set to pass $4B in revenue this year, thanks to Credits

Socialbeat: "Since last year, the amount of money Facebook collects from Credits has more than tripled,"
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22 August 2011

European Market for Virtual Goods in Games is Growing Rapidly

Marketwire: "The virtual goods market is expected to double in the UK, and triple across Europe, by 2014 according to the findings of a study* by the online payment service Skrill (Moneybookers), conducted by the research institute SuperData Research."
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15 August 2011

Gameforge hits 300M worldwide users for online games

Gamesbeat: "Alexander Roesner Kersting recently said that Gameforge had more than $150 million in revenue"
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10 August 2011

Verkauf virtueller Güter rockt

Internet World Business: "die hohen Wachstumsraten im Bereich des Item-Selling, das 2010 um 38 Prozent zulegen konnte, werden weiter anhalten. "Der Verkauf virtueller Spielgüter stellt eines der zukunftweisenden Erlösmodelle in der Gamesindustrie dar"
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08 August 2011

Second Life Makes $100M A Year in Revenue

ReadWriteWeb: "entirely user-generated economy built on real estate, virtual goods and services"
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05 August 2011

Tencent, China's $45 Billion Social Network Behemoth, Is All About Copying Others

San Francisco Chronicle: "it built a portal, a social network and a bunch of games, from which it makes tons of money through virtual goods."
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Gamers using 'real world' money to purchase virtual content

Times of India: "It was also quite interesting to learn that women (37 percent) are nearly twice as likely as men (19 percent) to buy virtual items to decorate a page, persona or avatar"
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01 August 2011

12M monthly users are paying for virtual goods thru PayPal

Venturebeat: "Read more: http://www.businessinsider.com/tencent-2011-8#ixzz1UEwe3NV3"
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27 July 2011

Marketers Are On Board with Virtual Goods

eMarketer: "Consumers around the world want branded virtual items ... US revenues from virtual goods in social games will grow by 21.3% ... estimates are based on PC-based social games and do not include console or mobile games."
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