Heyzap‘s Co-Founder, Jude Gomila, will be speaking on Tuesday December 8th at SUN Microsystems about business models and monetizing games via Virtual Goods at an event sponsored by VLAB and SVASE. For tickets, register here.
Checkout the description below:
Virtual Goods are quickly becoming a powerful new online monetization model, with users buying gifts, swords, clothes, and other digital items to enhance their experience in social networks and games. Today the market for Virtual Goods (VG) is already $1 Billion in the United States alone, and is expected to grow 80% to $1.8B next year, according the authors of the report “Inside Virtual Goods”. In Asia, the market is already seven times that of the United States, $7 Billion, per the Virtual Goods Online October 2009 report. And more amazingly, in China, VG revenues actually exceed on-line ad revenues.
- What are the best monetization strategies?
- Do the secondary markets enhance the value of virtual goods?
- What is the impact of financial regulations on the secondary markets?
- What has contributed to the rise of independent creators of virtual goods?
- Why is Asia so far ahead of the US, and what are the implications?