Showing posts with label virtual items. Show all posts
Showing posts with label virtual items. Show all posts

Thursday, August 14, 2008

Fewer Americans Buy Virtual Goods, but Once they Do...

...they buy a lot more. That's according to OGPlanet, an importer of Korean online free-to-play games. Here's the full quote snapped from Venturebeat last week.

So far, things are going pretty good, the company says. “The percentage of buyers of [virtual goods] is a lot lower than in Asia,” it tells VentureWire, which reports that the company is profitable and has raised an undisclosed third round of funding from DFJ Athena.

“[B]ut another significant difference with Asia is once [Americans] become a buyer, they buy a lot more than Asian buyers.” Ah, yes. American consumerism kicking into action.
Evidently, OGPlanet is profitable, which bodes well for all you kids trying to make your millions on virtual items.

Friday, January 26, 2007

Market Opportunity: Ebay Stops Trading of Virtual Items

Ebay has decided to stop the sales of virtual items and currency on its site. Why? I assume that it’s a reputational risk issue. From what I’ve gathered following the virtual item trading world, sellers are not a particularly reputable bunch, leaving buyers without the goods they purchased.

Clearly, the traffic to other virtual trading platforms, most owned by one company, IGE, is going to increase dramatically. People want to trade items. Let them.

Why don’t MMOs encourage in-world trading? Raph Koster has an interesting post about the game dynamics of MMOs that push developers to dampen item trade. His point is basically that limiting trade of virtual items extends the life of the standard MMO.

I have no idea how many millions that Ebay is sacrificing by stopping virtual item trading, but for a company its size, it’s probably insignificant. Yet, it’s short-term thinking. The virtual item economy is huge and continues to grow. Ebay’s core business is no longer experiencing high-growth levels, you’d think that they would want to grab the opportunity to dominate one of the few auction categories experiencing double-digit growth.

But again, it’s an opportunity for a savvy entepreneur to push out a specialized auction site, figure out the pain points specific to virtual item trading (delivery, trust, questionable legality) and address them.

Article about IGE:

http://www.gamasutra.com/features/20060825/carless_01.shtml

UPDATE: You can still buy and sell Second Life related items. Probably because the founder of Ebay is an investor in Linden Labs, the company behind Second Life.

(via slashdot)