Inside Facebook    Inside Social Games    Inside Virtual Goods    AppData    PageData  
Recent Press Coverage of Inside Virtual Goods:

Inside Virtual Insanity
CNBC Street Signs

Sales of virtual goods boom in US
BBC

Money for Nothing: The serious business of pretend products
Newsweek

Trading in online virtual goods set to top $1bn
Financial Times

Virtual goods continue to make (real) serious money
CNET

Game Developers Respond to Facebook's New Virtual Currency
Wall Street Journal

Why sales of virtual goods are soaring
Forbes

Virtual Goods To Reach $1 Billion In 2009
MediaPost

Social gaming to generate more than half the $1.6 billion virtual goods market
GamePro

Virtual goods sales to hit $1 billion in 2009 as social games pay off big
VentureBeat

Consumers are spending lots of real money on virtual goods
Mercury News

Money for nothing: Sales of imaginary 'virtual gifts' approach $1 billion
Daily Finance

Virtual goods make for real cash
ADOTAS

Report: U.S. Virtual Goods Market to Hit $1 Billion This Year
Digital Media Wire

Report tracks the rise of virtual goods in the U.S.
BizReport

The true value of virtual goods
PBS

Wie Social Games Bedurfnisse schaffen
Handelskraft

Welcome to Inside Virtual Goods

Inside Virtual Goods is an exclusive in-depth research series from Inside Network presenting exclusive original research, data, and analysis on virtual goods, social gaming, and monetization on social platforms.

The Inside Virtual Goods series is designed for entrepreneurs, investors, and analysts seeking an inside view on virtual goods and social games to help guide critical business decisions.


Our Reports

Inside Virtual Goods: Spending and Usage Patterns of the Social Gaming Audience

by Justin Smith & Charles Hudson

If 2009 is remembered as the year that casual gaming stormed social platforms, 2010 is quickly becoming the year that the industry started to mature. Facebook is getting more involved in the monetization ecosystem, last year's hit games are fighting for their lives, and new developers and games are climbing the leaderboards. At the same time, the M&A ecosystem is alive and well, as larger players are consolidating smaller studios and teams, and large media companies and traditional game developers continue to plot their social gaming strategies...

> Read More

Inside Virtual Goods: The Future of Social Gaming 2010

by Justin Smith & Charles Hudson

2009 will be remembered as the year that casual gaming stormed social platforms and changed the way millions of people socialized with friends online. With an up-to-$400 million acquisition of Playfish by Electronic Arts, hundreds of millions of dollars in venture investments, and some of the highest engagement numbers that online entertainment has ever seen, social games are now impacting businesses across the media landscape...

Inside Virtual Goods: The US Virtual Goods Market 2009-2010

by Justin Smith & Charles Hudson

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. The big picture? We estimate the total 2009 US virtual goods opportunity at just over $1 billion...

> Read More