Friday, January 1, 2010

Inside Virtual Goods

Inside Virtual Goods: The US Virtual Goods Market 2009 - 2010 report has been published by Justin Smith and Charles Hudson. The remarkable concept around this line of thinking is that virtual goods are sought after and that they are the driver behind the demand for virtual currency. The payment ecosystem is explored, covering large payment platforms, direct payments, mobile payments, pre-paid cards, and new payment types.

While virtual goods have been driving revenues in Asia and Europe for years, 2009 will be remembered as the year virtual goods-based businesses began to scale in the United States. Virtual goods may be bringing the largest disruption entertainment, communication, and e-commerce infrastructure companies have seen for a long time.

Inside Virtual Goods: The US Virtual Goods Market, 2009 - 2010 is a new in-depth research report by Justin Smith and Charles Hudson that is exclusively focused on the size and future of the virtual goods market in the United States. It was released for the first time on October 14, 2009. The big picture? We estimate the total 2009 US virtual goods opportunity at just over $1 billion. About the report:

Inside Virtual Goods is a new report designed specifically for entrepreneurs, investors, and analysts interested in the growth of this exciting new category of online commerce that is fueling the growth of games-as-a-service businesses. During our research over the last several months, Charles and I have spoken with dozens of executives and entrepreneurs from all parts of the ecosystem in order to form what we believe are the most detailed estimates, analyses, and predictions for 2009 and 2010.

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