This document discusses virtual goods and virtual gifts. It outlines four key drivers for adopting virtual goods: self-expression, competitive advantage, social gestures, and status. It also discusses where virtual gifts work best, such as in community sites and social networks. Examples of virtual gifts on Facebook and Hot or Not are provided. The document estimates the US market size for virtual goods in 2008 was over $200 million, with the largest segments being casual MMOs/virtual worlds and social networking applications.
2. Understanding Virtual Goods
People spend their time, energy, and money on the
things that are important to them
Engaged users virtual goods potential
3. Virtual Goods
Four key drivers for virtual goods adoption
も Self-expression
も Competitive advantage
も Social Gestures
も Status