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Get the Annual MembershipGet Annual Membership (Includes Report + 3 Additional Quarterly Issues): $2,495 USD
OR Buy The Single Report: $995 USD
Recent Press Coverage of Inside Virtual Goods:
Inside Virtual Insanity
Sales of virtual goods boom in US
Money for Nothing: The serious business of pretend products
Trading in online virtual goods set to top $1bn
Virtual goods continue to make (real) serious money
Game Developers Respond to Facebook's New Virtual Currency
Why sales of virtual goods are soaring
Virtual Goods To Reach $1 Billion In 2009
Social gaming to generate more than half the $1.6 billion virtual goods market
Virtual goods sales to hit $1 billion in 2009 as social games pay off big
Consumers are spending lots of real money on virtual goods
Money for nothing: Sales of imaginary 'virtual gifts' approach $1 billion
Virtual goods make for real cash
Report: U.S. Virtual Goods Market to Hit $1 Billion This Year
Report tracks the rise of virtual goods in the U.S.
The true value of virtual goods
Wie Social Games Bedurfnisse schaffen
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Inside Virtual Goods The Future of Social Gaming 2010 By Justin Smith and Charles Hudson Contact: mail AT insidevirtualgoods DOT com
Inside Network is proud to announce a new exclusive original research report exclusively focused on the future of the social gaming market, entitled Inside Virtual Goods: The Future of Social Gaming 2010. How big is the market, and where will social gaming go in 2010? How will existing players fare as Facebook shifts the social gaming landscape, and larger and more sophisticated players enter the market? Inside Virtual Goods: The Future of Social Gaming 2010 provides deeper insight into social game monetization, development, customer acquisition, and the key questions facing the space in 2010 than you'll find anywhere else. Inside Virtual Goods: The Future of Social Gaming 2010 gives you an inside view of the future at this critical juncture in the intersection of social networking and online games. The big picture? We estimate that the US virtual goods market will reach $1.6 billion in 2010, and that social gaming market will contribute $835 million of that total this year. We have compiled months of original research from dozens of top executives and entrepreneurs from all parts of the social gaming ecosystem to produce eye-opening source data and analysis that is not available anywhere else. Inside Virtual Goods: The Future of Social Gaming 2010 takes the closest look at the present state of social games and the future of what's shaping up to be a very fundamentally strong and profitable industry. What We Cover
What you get In addition to our deep dive into key aspects of the social gaming ecosystem, the report also offers extended coverage on:
See the full table of contents below: Table of Contents
Appendix of Related Companies includes: 51.com, 6Waves, Activision, AddictingGames, AdNectar, AdParlor, Amazon, AOL, Apple, Atari / Cryptic Studios, BigFish Games, BigPoint, Blizzard, Boku, Boomerang Networks, Crowdstar, DeNA, DoubleDing, Digital Sky Technologies, Electronic Arts, Facebook, Firecue, Friendster, Gambit, Gameloft, Glu, GMG Entertainment, Google, GratisPay, Gree, Green Patch, gWallet, hi5, InComm, Kaixin001, Kongregate, Live Gamer, LOLapps, Microsoft, Mixi, MSN, MySpace, Nexon, ngmoco, Offerpal Media, OpenFeint, Orkut, PayPal, Peanut Labs, Playdom, Playfirst, Playfish, PlaySpan / Spare Change, Pogo, PopCap Games, QZone, Real Networks, RenRen / Xiaonei, RockYou, Serious Business, SGN, Shanda, Social Hour, Social Reach, SocialGold / Jambool, SponsorPay, Super Rewards / Adknowledge, SupersonicAds, Target, Tatto Media, Tencent, The9, TokenAds, TrialPay, Twitter, Ubisoft, Viacom, VKontakte, Yahoo, Zong, Zynga More Data, More Actionable Insights In 2009, social games began to show what kind of value can be created on top of social networks. 2010 will be an even more important year. Social gaming, powered by virtual goods, is this year's industry to watch. If you're involved, or are considering jumping in, Inside Virtual Goods will be one of your most important tools. One year of original research delivered on a quarterly basis is $2,495 and contains:
Get Annual Membership (Includes Report + 3 Additional Quarterly Issues): $2,495 The annual membership, which includes the report and three additional quarterly updates, is USD $2,495. Alternatively, you can just download this report for USD $995.
VP Business Development, Serious Business & Host, Virtual Goods Summit Charles Hudson is VP of Business Development for Serious Business, a leading social games developer on the Facebook platform. In addition to his work at Serious Business, Charles Hudson organizes two of the leading conferences in the social gaming and free-to-play games industries, the Social Gaming Summit and Virtual Goods Summit. Prior to Serious Business, he was formerly the Sr. Director for Business Development at Gaia Interactive, a leading online hangout for teens. Prior to Gaia, Charles worked in New Business Development at Google and focused on new partnership opportunities for early-stage products in the advertising, mobile, and e-commerce markets. Prior to joining Google, he was a Product Manager for IronPort Systems, a leading provider of anti-spam hardware appliances that was acquired by Cisco Systems for $830 million in 2007. Charles holds an MBA and BA from Stanford University.
Founder, Inside Network Justin Smith is the founder of Inside Network, the first company dedicated to providing news and market research to the Facebook platform and social gaming ecosystem. Justin serves as co-editor of Inside Facebook and Inside Social Games, and manages Inside Network’s AppData and PageData services as well. Prior to Inside Network, he was formerly Head of Product at Watercooler, one of the leading application developers on the Facebook Platform. Prior to Watercooler, Justin was an early employee at Xfire, the largest social utility for gamers, which was sold to Viacom in 2006. Justin holds a degree in Computer Systems Engineering from Stanford University. |