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	<title>Comments on: Virtual Goods: the next big business model</title>
	<atom:link href="http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/</link>
	<description>Startup and Technology News</description>
	<pubDate>Sun, 20 Jul 2008 06:44:06 +0000</pubDate>
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		<title>By: Gesch&#228;ftsgrundlage virtuelle G&#252;ter - Netgestalter</title>
		<link>http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-2409638</link>
		<dc:creator>Gesch&#228;ftsgrundlage virtuelle G&#252;ter - Netgestalter</dc:creator>
		<pubDate>Tue, 15 Jul 2008 22:00:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-2409638</guid>
		<description>[...] Und genau hier liegt der Schl&#252;ssel begraben, worin denn eigentlich der „Nutzen“ virtueller G&#252;ter liegt: Virtuelle G&#252;ter erhalten ihren Wert durch die reale Umgebung, die auf sie reagiert. Gerade aus diesem Grund passen virtuelle G&#252;ter auch sehr gut zu Communities – denn diese stellen auch ohne komplexe 3D Landschaft die soziale Umgebung zur Verf&#252;gung, die virtuellen G&#252;tern erst ihren Wert gibt. F&#252;r Social Network Betreiber ist dies nat&#252;rlich auch aus wirtschaftlichen Gesichtspunkten interessant, erm&#246;glichen virtuelle G&#252;ter doch zumindest ein zweites Standbein neben der reinen Werbefinanzierung. Meine Prognose ist daher, dass gerade in Social Networks in Zukunft noch sehr viel Bewegung durch virtuelle G&#252;ter Konzepte kommen wird.. Dann bewahrheitet sich (die schon ein Jahr alte) Einsch&#228;tzung von Techcrunch: Virtual Goods – the Next Big Business Model. [...]</description>
		<content:encoded><![CDATA[<p>[...] Und genau hier liegt der Schl&#252;ssel begraben, worin denn eigentlich der „Nutzen“ virtueller G&#252;ter liegt: Virtuelle G&#252;ter erhalten ihren Wert durch die reale Umgebung, die auf sie reagiert. Gerade aus diesem Grund passen virtuelle G&#252;ter auch sehr gut zu Communities – denn diese stellen auch ohne komplexe 3D Landschaft die soziale Umgebung zur Verf&#252;gung, die virtuellen G&#252;tern erst ihren Wert gibt. F&#252;r Social Network Betreiber ist dies nat&#252;rlich auch aus wirtschaftlichen Gesichtspunkten interessant, erm&#246;glichen virtuelle G&#252;ter doch zumindest ein zweites Standbein neben der reinen Werbefinanzierung. Meine Prognose ist daher, dass gerade in Social Networks in Zukunft noch sehr viel Bewegung durch virtuelle G&#252;ter Konzepte kommen wird.. Dann bewahrheitet sich (die schon ein Jahr alte) Einsch&#228;tzung von Techcrunch: Virtual Goods – the Next Big Business Model. [...]</p>
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		<title>By: Friendster&#8217;s growth in Asia could make it the top social network in the world, once again &#187; VentureBeat</title>
		<link>http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-2379359</link>
		<dc:creator>Friendster&#8217;s growth in Asia could make it the top social network in the world, once again &#187; VentureBeat</dc:creator>
		<pubDate>Thu, 19 Jun 2008 03:38:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-2379359</guid>
		<description>[...] Asian gaming companies and virtual worlds are already basing large portions of their businesses on virtual goods. With an established user base of people who are used to spending money on virtual goods, the [...]</description>
		<content:encoded><![CDATA[<p>[...] Asian gaming companies and virtual worlds are already basing large portions of their businesses on virtual goods. With an established user base of people who are used to spending money on virtual goods, the [...]</p>
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		<title>By: Social Gaming Pwns The Industry</title>
		<link>http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-2354472</link>
		<dc:creator>Social Gaming Pwns The Industry</dc:creator>
		<pubDate>Fri, 06 Jun 2008 00:27:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-2354472</guid>
		<description>[...] mentioned below will be presenting. This post comes a year after venture capitalist Susan Wu wrote a guest post on virtual [...]</description>
		<content:encoded><![CDATA[<p>[...] mentioned below will be presenting. This post comes a year after venture capitalist Susan Wu wrote a guest post on virtual [...]</p>
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		<title>By: Monetizing MMOG players without creditcards through retail &#171; Lightspeed Venture Partners Blog</title>
		<link>http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-2314708</link>
		<dc:creator>Monetizing MMOG players without creditcards through retail &#171; Lightspeed Venture Partners Blog</dc:creator>
		<pubDate>Wed, 21 May 2008 06:08:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-2314708</guid>
		<description>[...] One of the challenges in monetizing MMOGs through virtual goods in the US has always been finding a way to sell them to young players who don&#8217;t have credit cards. Gaia even employs 3 people whose sole job it is to open snail mail envelopes full of cash that people send in .... [...]</description>
		<content:encoded><![CDATA[<p>[...] One of the challenges in monetizing MMOGs through virtual goods in the US has always been finding a way to sell them to young players who don&#8217;t have credit cards. Gaia even employs 3 people whose sole job it is to open snail mail envelopes full of cash that people send in &#8230;. [...]</p>
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		<title>By: Super Bowl Tickets At A Fraction Of The Price: Super Deal Or Super Swindle?</title>
		<link>http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-2302466</link>
		<dc:creator>Super Bowl Tickets At A Fraction Of The Price: Super Deal Or Super Swindle?</dc:creator>
		<pubDate>Sat, 17 May 2008 02:08:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-2302466</guid>
		<description>[...] stopped eBay from diving into the business head first (while avoiding relatively tame markets like virtual goods). And they doubled-down last January with their $310 million acquisition of secondary ticket [...]</description>
		<content:encoded><![CDATA[<p>[...] stopped eBay from diving into the business head first (while avoiding relatively tame markets like virtual goods). And they doubled-down last January with their $310 million acquisition of secondary ticket [...]</p>
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		<title>By: Amazon and digital delivery</title>
		<link>http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-2060896</link>
		<dc:creator>Amazon and digital delivery</dc:creator>
		<pubDate>Sat, 29 Mar 2008 04:18:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-2060896</guid>
		<description>[...] Amazon clearly wants to be a formidable player in the digital delivery arena. I am most excited about this move because every step they take into digital delivery is one step closer to selling virtual [world] goods. [...]</description>
		<content:encoded><![CDATA[<p>[...] Amazon clearly wants to be a formidable player in the digital delivery arena. I am most excited about this move because every step they take into digital delivery is one step closer to selling virtual [world] goods. [...]</p>
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		<title>By: +8* &#124; Plus Eight Star &#124; Mobile and Internet business consulting in Asia, mobile consulting in China, mobile consulting in Japan, mobile consulting in Korea, Internet consulting in China, mobile consulting beijing, mobile consulting tokyo, mobile consultin</title>
		<link>http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-2044773</link>
		<dc:creator>+8* &#124; Plus Eight Star &#124; Mobile and Internet business consulting in Asia, mobile consulting in China, mobile consulting in Japan, mobile consulting in Korea, Internet consulting in China, mobile consulting beijing, mobile consulting tokyo, mobile consultin</dc:creator>
		<pubDate>Wed, 19 Mar 2008 03:00:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-2044773</guid>
		<description>[...] Cyworld&#8217;s concept are succeeding already. Just take a look at QQ in China, this article from TechCrunch on virtual goods, or the Virtual Goods Summit in Stanford last year (though the latter fell both [...]</description>
		<content:encoded><![CDATA[<p>[...] Cyworld&#8217;s concept are succeeding already. Just take a look at QQ in China, this article from TechCrunch on virtual goods, or the Virtual Goods Summit in Stanford last year (though the latter fell both [...]</p>
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		<title>By: Goodbye Atoms, Hello Bits &#171; Virtual Goods Insider</title>
		<link>http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-1997089</link>
		<dc:creator>Goodbye Atoms, Hello Bits &#171; Virtual Goods Insider</dc:creator>
		<pubDate>Mon, 18 Feb 2008 08:14:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-1997089</guid>
		<description>[...] card (that will be seen only by her friend and likely go into the trash a few days later). Both Susan Wu and Jeremy Liew have excellent posts that describe, in more detail, the ways that virtual goods [...]</description>
		<content:encoded><![CDATA[<p>[...] card (that will be seen only by her friend and likely go into the trash a few days later). Both Susan Wu and Jeremy Liew have excellent posts that describe, in more detail, the ways that virtual goods [...]</p>
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		<title>By: Three use cases for virtual goods &#171; Lightspeed Venture Partners Blog</title>
		<link>http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-1945188</link>
		<dc:creator>Three use cases for virtual goods &#171; Lightspeed Venture Partners Blog</dc:creator>
		<pubDate>Mon, 28 Jan 2008 05:46:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-1945188</guid>
		<description>[...] is for users to buy increased functionality or power. This is ften within the context of a game. As Susan Wu noted on Techcrunch:  Each day, thousands of transactions take place via markets such as eBay for virtual swords, [...]</description>
		<content:encoded><![CDATA[<p>[...] is for users to buy increased functionality or power. This is ften within the context of a game. As Susan Wu noted on Techcrunch:  Each day, thousands of transactions take place via markets such as eBay for virtual swords, [...]</p>
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		<title>By: XBox PS3 Wii Second Life and You : [chrisbrogan.com]</title>
		<link>http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-1941150</link>
		<dc:creator>XBox PS3 Wii Second Life and You : [chrisbrogan.com]</dc:creator>
		<pubDate>Fri, 25 Jan 2008 17:49:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-1941150</guid>
		<description>[...] active and engaged people into shared spaces. There&#8217;s an entire revenue space forming around virtual goods that is real, and generating revenue. (Sidebar: see Eric Rice for TONS more information on this [...]</description>
		<content:encoded><![CDATA[<p>[...] active and engaged people into shared spaces. There&#8217;s an entire revenue space forming around virtual goods that is real, and generating revenue. (Sidebar: see Eric Rice for TONS more information on this [...]</p>
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		<title>By: virgin mobile usa ringtones</title>
		<link>http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-1939125</link>
		<dc:creator>virgin mobile usa ringtones</dc:creator>
		<pubDate>Fri, 25 Jan 2008 07:45:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-1939125</guid>
		<description>&lt;strong&gt;klingeltöne umsonst...&lt;/strong&gt;

Avoid klingeltöne zum runterladen klingeltöne per sms...</description>
		<content:encoded><![CDATA[<p><strong>klingeltöne umsonst&#8230;</strong></p>
<p>Avoid klingeltöne zum runterladen klingeltöne per sms&#8230;</p>
]]></content:encoded>
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		<title>By: tramadol cod</title>
		<link>http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-1836718</link>
		<dc:creator>tramadol cod</dc:creator>
		<pubDate>Thu, 13 Dec 2007 01:36:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-1836718</guid>
		<description>&lt;strong&gt;tramadol cod...&lt;/strong&gt;

news...</description>
		<content:encoded><![CDATA[<p><strong>tramadol cod&#8230;</strong></p>
<p>news&#8230;</p>
]]></content:encoded>
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		<title>By: Buy A Virtual Gift And Fight Malaria teasered @ Feed UP !!</title>
		<link>http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-1816997</link>
		<dc:creator>Buy A Virtual Gift And Fight Malaria teasered @ Feed UP !!</dc:creator>
		<pubDate>Fri, 07 Dec 2007 08:20:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-1816997</guid>
		<description>[...] founders Sean Parker and Joe Green are leveraging another phenomenon to increase participation even further: virtual gifts. Facebook has been selling them since [...]</description>
		<content:encoded><![CDATA[<p>[...] founders Sean Parker and Joe Green are leveraging another phenomenon to increase participation even further: virtual gifts. Facebook has been selling them since [...]</p>
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		<title>By: IMVU Overview</title>
		<link>http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-1755589</link>
		<dc:creator>IMVU Overview</dc:creator>
		<pubDate>Wed, 14 Nov 2007 01:20:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-1755589</guid>
		<description>[...] &#34;IMVU is not a virtual world. It is a 3D IM client with 1 million beta users as of the summer of 2007. IMVU offers users a customizable 3D avatar and chat service through a downloadable application. Avatars have a variety of clothes, accessories and scenes and although each scene looks like part of a full virtual world, actual movement is limited. Unlike more robust avatar based programs like Second Life, IMVU has an understandably younger user base. Avatars generally appear to be in their teens, yet often have very revealing clothes.In the near future, IMVU plans to add games and branded accessories and characters to the program. Users will be able to be their favorite movie stars and dress in clothes they wear in real life. This potentially opens IMVU up to clothing and accessory advertisers as well as game developers. Currently IMVU earns revenue through ads and avatar upgrades.You can find a sample video of IMVU here and information about other virtual applications here and here&#34; [...]</description>
		<content:encoded><![CDATA[<p>[...] &quot;IMVU is not a virtual world. It is a 3D IM client with 1 million beta users as of the summer of 2007. IMVU offers users a customizable 3D avatar and chat service through a downloadable application. Avatars have a variety of clothes, accessories and scenes and although each scene looks like part of a full virtual world, actual movement is limited. Unlike more robust avatar based programs like Second Life, IMVU has an understandably younger user base. Avatars generally appear to be in their teens, yet often have very revealing clothes.In the near future, IMVU plans to add games and branded accessories and characters to the program. Users will be able to be their favorite movie stars and dress in clothes they wear in real life. This potentially opens IMVU up to clothing and accessory advertisers as well as game developers. Currently IMVU earns revenue through ads and avatar upgrades.You can find a sample video of IMVU here and information about other virtual applications here and here&quot; [...]</p>
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		<title>By: Seven Steps to Graphing Your Facebook Strategy</title>
		<link>http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-1657205</link>
		<dc:creator>Seven Steps to Graphing Your Facebook Strategy</dc:creator>
		<pubDate>Wed, 03 Oct 2007 18:24:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-1657205</guid>
		<description>[...] too long ago, I wrote a TechCrunch article on virtual goods and their potential to become the next big business model. Since then, there have been innumerable [...]</description>
		<content:encoded><![CDATA[<p>[...] too long ago, I wrote a TechCrunch article on virtual goods and their potential to become the next big business model. Since then, there have been innumerable [...]</p>
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		<title>By: Second Life Quick Reference For Business Strategy : Hunter and Associates</title>
		<link>http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-1547455</link>
		<dc:creator>Second Life Quick Reference For Business Strategy : Hunter and Associates</dc:creator>
		<pubDate>Fri, 10 Aug 2007 03:49:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-1547455</guid>
		<description>[...] the state of play in the world of virtual goods and services - worth $1.5 billion and rising - read Virtual Goods: the next big business model by Susan Wu, guest author at TechCrunch. It&#8217;s well written, concise, and will open your [...]</description>
		<content:encoded><![CDATA[<p>[...] the state of play in the world of virtual goods and services - worth $1.5 billion and rising - read Virtual Goods: the next big business model by Susan Wu, guest author at TechCrunch. It&#8217;s well written, concise, and will open your [...]</p>
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		<title>By: Virtual Relay Earns Real Money For Cancer Research &#124; Tekjuice.com</title>
		<link>http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-1535508</link>
		<dc:creator>Virtual Relay Earns Real Money For Cancer Research &#124; Tekjuice.com</dc:creator>
		<pubDate>Sat, 04 Aug 2007 03:32:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-1535508</guid>
		<description>[...] online virtual economy is not only doing wonders for the bottom lines of some startups. Charities are winning as well. The [...]</description>
		<content:encoded><![CDATA[<p>[...] online virtual economy is not only doing wonders for the bottom lines of some startups. Charities are winning as well. The [...]</p>
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		<title>By: Virtual Relay Earns Real Money For Cancer Research</title>
		<link>http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-1533284</link>
		<dc:creator>Virtual Relay Earns Real Money For Cancer Research</dc:creator>
		<pubDate>Thu, 02 Aug 2007 23:16:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-1533284</guid>
		<description>[...] online virtual economy is not only doing wonders for the bottom lines of some startups. Charities are winning as well. The [...]</description>
		<content:encoded><![CDATA[<p>[...] online virtual economy is not only doing wonders for the bottom lines of some startups. Charities are winning as well. The [...]</p>
]]></content:encoded>
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		<title>By: The Rules of Convergence (or at least a start): Part 2 &#171; Dark London</title>
		<link>http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-1486059</link>
		<dc:creator>The Rules of Convergence (or at least a start): Part 2 &#171; Dark London</dc:creator>
		<pubDate>Fri, 06 Jul 2007 14:20:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-1486059</guid>
		<description>[...] can be translated into real life rewards. Anyone doubting the value of virtual goods should read this Techcrunch article to be reassured. Games come in so many forms ranging from story driven to abstract that virtually [...]</description>
		<content:encoded><![CDATA[<p>[...] can be translated into real life rewards. Anyone doubting the value of virtual goods should read this Techcrunch article to be reassured. Games come in so many forms ranging from story driven to abstract that virtually [...]</p>
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		<title>By: karina</title>
		<link>http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-1470947</link>
		<dc:creator>karina</dc:creator>
		<pubDate>Thu, 28 Jun 2007 18:19:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-1470947</guid>
		<description>First let me start by saying I am not an economist, a game dev, animator, or any other "lofty" position.  I am simply a person who enjoys her free time online.  

I'd like to point out to the nay-sayers of this shift to a "virtual" world, that these games and communities are first and foremost a form of entertainment, something to enjoy, and no one is forcing anyone to spend time there.  If I choose to spend my evenings in an online community instead of watching endless hours of mindless reality TV, that is my choice.  If YOU choose to spend your free time reading, going to movies, biking, hiking, skiing, walking around the local mall, playing ball, etc... that is YOUR choice, as is the money you choose to invest in these recreational activities.  You are paying for your form of entertainment and relaxation, don't judge someone else's form relaxation negatively just because you personally don't enjoy it.

Out of these virtual worlds and online communities come strong friendships, relationships, marriages, etc..  People, by being forced to get to know each other on an intellectual and emotional level FIRST before the physical nature of humanality takes over creates a stronger foundation.  People that are shy, insecure, or suffer more challenging social hurdles such as being physically disabled benefit from such less biased social interaction.  Its based on thoughts, words, intellect, common interests.  Yes, the lack of voice intonation and facial expressions create its own set of hurdles, but those can be overcome with voice com programs, video, and each "games" form of emoticons.

Its only natural for a business world to develop from this social world.  Real world bars and clubs are a business founded on social interaction.  Movie houses, restaurants, even sports are all a form of social interaction and a way to pass the time, and all are flourishing businesses.  Its only natural for that to apply to a rapidly growing online community.  People work every day in cubicals with computers their only "human" interaction being a phone, video conferences, emails, and instant messages.  Technology, whether anyone wanted it or not, has BEEN mainstream for decades in the corporate world.  It should be no surprise that the medium that people use day to day for business, that they are comfortable with, should also cross over to their social world, and eventually as we see now into entrepeneurship.  The provision of real and virtual goods from an online community have a solid foundation in personal expression (after all isn't that what a painting is?  a poem?  forms of personal expression?), individuality, creativity, enjoyment, and any other number of things.

Like the telephone, like TV, like Video Cassettes, like computers, this virtual world *is* now a reality and to fight it is pointless.  Yes, there are many other uses for technology to help fight suffering, hunger, etc... And I personally am confident that in time we will see those included, but it has to start somewhere, and human entertainment... the smile factor, has always been and always will be a driving force in any technological, medical, social, advancement.</description>
		<content:encoded><![CDATA[<p>First let me start by saying I am not an economist, a game dev, animator, or any other &#8220;lofty&#8221; position.  I am simply a person who enjoys her free time online.  </p>
<p>I&#8217;d like to point out to the nay-sayers of this shift to a &#8220;virtual&#8221; world, that these games and communities are first and foremost a form of entertainment, something to enjoy, and no one is forcing anyone to spend time there.  If I choose to spend my evenings in an online community instead of watching endless hours of mindless reality TV, that is my choice.  If YOU choose to spend your free time reading, going to movies, biking, hiking, skiing, walking around the local mall, playing ball, etc&#8230; that is YOUR choice, as is the money you choose to invest in these recreational activities.  You are paying for your form of entertainment and relaxation, don&#8217;t judge someone else&#8217;s form relaxation negatively just because you personally don&#8217;t enjoy it.</p>
<p>Out of these virtual worlds and online communities come strong friendships, relationships, marriages, etc..  People, by being forced to get to know each other on an intellectual and emotional level FIRST before the physical nature of humanality takes over creates a stronger foundation.  People that are shy, insecure, or suffer more challenging social hurdles such as being physically disabled benefit from such less biased social interaction.  Its based on thoughts, words, intellect, common interests.  Yes, the lack of voice intonation and facial expressions create its own set of hurdles, but those can be overcome with voice com programs, video, and each &#8220;games&#8221; form of emoticons.</p>
<p>Its only natural for a business world to develop from this social world.  Real world bars and clubs are a business founded on social interaction.  Movie houses, restaurants, even sports are all a form of social interaction and a way to pass the time, and all are flourishing businesses.  Its only natural for that to apply to a rapidly growing online community.  People work every day in cubicals with computers their only &#8220;human&#8221; interaction being a phone, video conferences, emails, and instant messages.  Technology, whether anyone wanted it or not, has BEEN mainstream for decades in the corporate world.  It should be no surprise that the medium that people use day to day for business, that they are comfortable with, should also cross over to their social world, and eventually as we see now into entrepeneurship.  The provision of real and virtual goods from an online community have a solid foundation in personal expression (after all isn&#8217;t that what a painting is?  a poem?  forms of personal expression?), individuality, creativity, enjoyment, and any other number of things.</p>
<p>Like the telephone, like TV, like Video Cassettes, like computers, this virtual world *is* now a reality and to fight it is pointless.  Yes, there are many other uses for technology to help fight suffering, hunger, etc&#8230; And I personally am confident that in time we will see those included, but it has to start somewhere, and human entertainment&#8230; the smile factor, has always been and always will be a driving force in any technological, medical, social, advancement.</p>
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		<title>By: Texte mit Stimme &#187; Blog Archive &#187; Virtuelle Produkte, echtes Geld</title>
		<link>http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-1470197</link>
		<dc:creator>Texte mit Stimme &#187; Blog Archive &#187; Virtuelle Produkte, echtes Geld</dc:creator>
		<pubDate>Thu, 28 Jun 2007 09:35:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-1470197</guid>
		<description>[...] verdienen kann. Und warum das so ist, verstehe ich noch besser, seitdem ich vor einigen Tagen einen Beitrag von Sarah Wu auf Techcrunch gelesen habe. Sie erzählt dort von virtueller Ware als nächstem großen [...]</description>
		<content:encoded><![CDATA[<p>[...] verdienen kann. Und warum das so ist, verstehe ich noch besser, seitdem ich vor einigen Tagen einen Beitrag von Sarah Wu auf Techcrunch gelesen habe. Sie erzählt dort von virtueller Ware als nächstem großen [...]</p>
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		<title>By: PJ</title>
		<link>http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-1462191</link>
		<dc:creator>PJ</dc:creator>
		<pubDate>Tue, 26 Jun 2007 03:59:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-1462191</guid>
		<description>Thanks Susan for emphasizing how the virtual goods would impact many of us in the future.

Shannon, I agree with you that "cost of production" is not much of a factor to pricing for virtual goods such as virtual currency in MMO games like World of Warcraft, Lord of the Ring Online and such, the price the buyers value is based on the perceived value of time buyers and experience that they get from the games.
So we see people buying 100 virtual golds in WoW for $6 while it only costs $1.25 to produce.</description>
		<content:encoded><![CDATA[<p>Thanks Susan for emphasizing how the virtual goods would impact many of us in the future.</p>
<p>Shannon, I agree with you that &#8220;cost of production&#8221; is not much of a factor to pricing for virtual goods such as virtual currency in MMO games like World of Warcraft, Lord of the Ring Online and such, the price the buyers value is based on the perceived value of time buyers and experience that they get from the games.<br />
So we see people buying 100 virtual golds in WoW for $6 while it only costs $1.25 to produce.</p>
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		<title>By: Shannon Clark</title>
		<link>http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-1454177</link>
		<dc:creator>Shannon Clark</dc:creator>
		<pubDate>Sat, 23 Jun 2007 20:33:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-1454177</guid>
		<description>Sean,

This may come as a bit of a shock as you are clearly speaking the language of very traditional economics but prices DO NOT work how you describe or think they do.

Instead (and many very serious economists of even different schools of thought will acknowledge this - but then deal with it in different ways) price itself is a signal and exchange of information - which helps CREATE and effect the market in those goods or services. 

To illustrate the "price" of a work of art is often inherent in creating the "value" of that piece - i.e. how do you become an artist who's works sell for tens of thousands? in essense, in very large part you have the gumption to ask for those prices.

And before you claim that price and supply and demand always move in the same directions (i.e. that lower prices create more demand), this is by no means at all always the case.

Free (or nearly free) goods and services usually have a perceived value which is very low (even if they actually have very high volumes and thus represent significant "value" in the aggregate). 

There have been very real and successful businesses which found that pricing say a piece of software at $99 resulted in very low sales - but that pricing the SAME product for $9999 (yes no typo - 100x more costly) actually generated MORE sales as well. The perceived value of the product had changed - and with that, it entered the radar screen and potential interest of more and/or different people - more of whom then chose to buy it.

With virtual goods I think that very low prices (i.e. virtually free ones) could be a very very serious mistake on the part of the businesses. That this would, in turn, radically diminish the volume and the level of interest of the users of those services.

In the case of the virtual flowers on a service such as HotorNot. By being very expensive (even relative to "real" flowers) they are thus sending a very strong signal and gesture - they are not a random or spurious act - but rather are something which for most of the users has a real impact to their budgets - so as a signal of interest in another they are a very good one (and are, actually, cheaper than buying what I personally would usually buy for a woman in the "real" world - which is not a single flower but rather a whole arrangement - on which I'd almost never spend only $10 because in the real world that would clearly show).

i.e. the price helps MAKE the market.

This is something which I think more companies - on and offline have to recognize - that strange as it may sound, the route to success (and at times volume) is NOT by lowering prices to zero - but by raising them to the level at which they help create real value and meaning associated with what is being sold.

And the "costs of production" really do not enter into this arguement much at all - prices are not inherently based on the costs - rather the prices which people actually PAY are based on what the BUYERS value at the time they value - yes,the sellers have to also choose to accept those offers from the buyers - but they also have to realize that in most cases the buyers do not care what you paid for the good (or will pay to fulfill a service) - rather the buyer attaches a value and is thus willing to shift only so many resources at this point in time to that offering.

Complicated perhaps - but also more how the world actually works.

Shannon

[I haven't yet published it but I have been working on a book on Economics for a while, which among other things focuses on the networked and dynamic nature of economics - in the real vs. theoretical world]</description>
		<content:encoded><![CDATA[<p>Sean,</p>
<p>This may come as a bit of a shock as you are clearly speaking the language of very traditional economics but prices DO NOT work how you describe or think they do.</p>
<p>Instead (and many very serious economists of even different schools of thought will acknowledge this - but then deal with it in different ways) price itself is a signal and exchange of information - which helps CREATE and effect the market in those goods or services. </p>
<p>To illustrate the &#8220;price&#8221; of a work of art is often inherent in creating the &#8220;value&#8221; of that piece - i.e. how do you become an artist who&#8217;s works sell for tens of thousands? in essense, in very large part you have the gumption to ask for those prices.</p>
<p>And before you claim that price and supply and demand always move in the same directions (i.e. that lower prices create more demand), this is by no means at all always the case.</p>
<p>Free (or nearly free) goods and services usually have a perceived value which is very low (even if they actually have very high volumes and thus represent significant &#8220;value&#8221; in the aggregate). </p>
<p>There have been very real and successful businesses which found that pricing say a piece of software at $99 resulted in very low sales - but that pricing the SAME product for $9999 (yes no typo - 100x more costly) actually generated MORE sales as well. The perceived value of the product had changed - and with that, it entered the radar screen and potential interest of more and/or different people - more of whom then chose to buy it.</p>
<p>With virtual goods I think that very low prices (i.e. virtually free ones) could be a very very serious mistake on the part of the businesses. That this would, in turn, radically diminish the volume and the level of interest of the users of those services.</p>
<p>In the case of the virtual flowers on a service such as HotorNot. By being very expensive (even relative to &#8220;real&#8221; flowers) they are thus sending a very strong signal and gesture - they are not a random or spurious act - but rather are something which for most of the users has a real impact to their budgets - so as a signal of interest in another they are a very good one (and are, actually, cheaper than buying what I personally would usually buy for a woman in the &#8220;real&#8221; world - which is not a single flower but rather a whole arrangement - on which I&#8217;d almost never spend only $10 because in the real world that would clearly show).</p>
<p>i.e. the price helps MAKE the market.</p>
<p>This is something which I think more companies - on and offline have to recognize - that strange as it may sound, the route to success (and at times volume) is NOT by lowering prices to zero - but by raising them to the level at which they help create real value and meaning associated with what is being sold.</p>
<p>And the &#8220;costs of production&#8221; really do not enter into this arguement much at all - prices are not inherently based on the costs - rather the prices which people actually PAY are based on what the BUYERS value at the time they value - yes,the sellers have to also choose to accept those offers from the buyers - but they also have to realize that in most cases the buyers do not care what you paid for the good (or will pay to fulfill a service) - rather the buyer attaches a value and is thus willing to shift only so many resources at this point in time to that offering.</p>
<p>Complicated perhaps - but also more how the world actually works.</p>
<p>Shannon</p>
<p>[I haven't yet published it but I have been working on a book on Economics for a while, which among other things focuses on the networked and dynamic nature of economics - in the real vs. theoretical world]</p>
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		<title>By: Peter S Magnusson</title>
		<link>http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-1452479</link>
		<dc:creator>Peter S Magnusson</dc:creator>
		<pubDate>Fri, 22 Jun 2007 19:38:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-1452479</guid>
		<description>@Hayden

Interesting posting from you.

With respect to Blizzard and their combat of "gold farmers", what I would note is that selling virtual goods is simply one alternative for monetizing an online entertainment property. There are really only a few options to chose from - paid subscription, selling minutes, selling virtual goods, and selling ads. It's up to the owner (developer) of a property to decide how to monetize, if for no other reason that their choice of mix needs to be done in conjunction with overall design decisions for the content.

With respect to WoW in particular, it's clear that Blizzards' anti-farming policy varies across geographies. It's most intense on US servers, much less so on EU servers, as per a recent study; I would guess it's not much of an issue on China servers since their revenue model there is selling minutes (which is a close approximation of selling virtual goods).

I would argue, and you might disagree, that the end-user value of WoW players to buy gold is minimal. It's not needed to enjoy the game, and it's impossible to use gold to compensate for your lack of ability/time to do hardcore endgame raiding anyway, given their BOP (bind on pickup) strategy and the social conventions that follow from that.  Gold is bought because it's available, if it wasn't available, I don't see why it would materially influence a player's decision to renew or not renew the paid subscription.

Peter S Magnusson
http://petersmagnusson.com</description>
		<content:encoded><![CDATA[<p>@Hayden</p>
<p>Interesting posting from you.</p>
<p>With respect to Blizzard and their combat of &#8220;gold farmers&#8221;, what I would note is that selling virtual goods is simply one alternative for monetizing an online entertainment property. There are really only a few options to chose from - paid subscription, selling minutes, selling virtual goods, and selling ads. It&#8217;s up to the owner (developer) of a property to decide how to monetize, if for no other reason that their choice of mix needs to be done in conjunction with overall design decisions for the content.</p>
<p>With respect to WoW in particular, it&#8217;s clear that Blizzards&#8217; anti-farming policy varies across geographies. It&#8217;s most intense on US servers, much less so on EU servers, as per a recent study; I would guess it&#8217;s not much of an issue on China servers since their revenue model there is selling minutes (which is a close approximation of selling virtual goods).</p>
<p>I would argue, and you might disagree, that the end-user value of WoW players to buy gold is minimal. It&#8217;s not needed to enjoy the game, and it&#8217;s impossible to use gold to compensate for your lack of ability/time to do hardcore endgame raiding anyway, given their BOP (bind on pickup) strategy and the social conventions that follow from that.  Gold is bought because it&#8217;s available, if it wasn&#8217;t available, I don&#8217;t see why it would materially influence a player&#8217;s decision to renew or not renew the paid subscription.</p>
<p>Peter S Magnusson<br />
<a href="http://petersmagnusson.com" rel="nofollow">http://petersmagnusson.com</a></p>
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		<title>By: m. roberts</title>
		<link>http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-1452385</link>
		<dc:creator>m. roberts</dc:creator>
		<pubDate>Fri, 22 Jun 2007 18:12:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/#comment-1452385</guid>
		<description>Although I'm skeptical of any attempt to roadmap a virtual good market evolution based on trivial successes like hotornot virtual flowers or "million dollar homepage" type concepts, the reality is that once a technology is cheap, reliable and widely embraced, consumers will often pay for additional stylistic layers on that technology.  Contemporary examples include things like consumer electronics, clothing, luxury automobiles, etc.  In that sense I I disagree with Ms. Wu's assertion that virtual goods are, at core, services - rather, I believe that the examples she cites are largely ornaments that adorn existing utility.  Non-game virtual worlds, avatar services do not (yet) offer much more of a compelling communication experience than text or voice -- at best, they stand beside it and pretty it up a little.   So I'd argue that the way to view the popularity of virtual items mentioned above are accessories to the growing role of software and networks as a lifestyle good, rather than get too wrapped up in the literal treatment of goods as correlates to real-world items or the economics of the artificial supply and demand systems in which they exist.</description>
		<content:encoded><![CDATA[<p>Although I&#8217;m skeptical of any attempt to roadmap a virtual good market evolution based on trivial successes like hotornot virtual flowers or &#8220;million dollar homepage&#8221; type concepts, the reality is that once a technology is cheap, reliable and widely embraced, consumers will often pay for additional stylistic layers on that technology.  Contemporary examples include things like consumer electronics, clothing, luxury automobiles, etc.  In that sense I I disagree with Ms. Wu&#8217;s assertion that virtual goods are, at core, services - rather, I believe that the examples she cites are largely ornaments that adorn existing utility.  Non-game virtual worlds, avatar services do not (yet) offer much more of a compelling communication experience than text or voice &#8212; at best, they stand beside it and pretty it up a little.   So I&#8217;d argue that the way to view the popularity of virtual items mentioned above are accessories to the growing role of software and networks as a lifestyle good, rather than get too wrapped up in the literal treatment of goods as correlates to real-world items or the economics of the artificial supply and demand systems in which they exist.</p>
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