Virtual Goods Generate 1.6 Billion – New Payments Solutions Make It Even Easier to Purchase Goods04 Feb
Inside Network recently released a report that the virtual goods market is expected to drive $1.6 billion in revenue in the U.S. in 2010. The market is driven in large part by virtual items sold in social games, which account for $835 million of the total sales projected. While publishers such as Zynga, Playfish, Playdom and Serious Business are hard at work creating the content and engagement mechanisms to drive sales, payments solutions such as Social Gold (online), Zong (mobile), Open Network Entertainment, Inc. (prepaid cards) and the newly launched Kwedit (cash) are striving to help customers purchase those virtual goods seamlessly. 

Last week, we joined YPulse’s Youth Marketing Mashup 2-day conference in San Francisco. A wealth of market research, success stories, intriguing discussions and even heated debates, the conference was highly informative and entertaining.







