Consider a growth industry by TechCrunch some interesting data concerning the market for "virtual goods", or any other items that, as accessories or added to video games and the like, are purchased through the famous micro-transactions and thus is a virtual product. The micro-transactions have proved very profitable in 2010 and projection for 2011 is expected to expand its market, as reported by Ted Sorom, CEO of the platform for virtual currency Rixty.
7 billion and $ 300 million represent total revenues recognized in 2010 by companies for virtual goods, with further increases planned for 2011. Among the many references there are 80 million active players on Farmville, however, intended to be taken over by CityVille, its sequel "spiritual." 90 million virtual goods are sold every day on Pet Society, while sales amounted to $ 635,000 record for a single good virtual: a virtual intergalactic resort on Planet Calypso, which is sold by the same Jon 'NEVERDIE' Jacobs had previously won $ 335,000 well in real estate (virtual) in Entropia Universe.
Among all this also report that sales of digital goods this year represented 20% of total revenues for a large-scale publishers like Electronic Arts, whereas this percentage is not only the individual "virtual goods" but also in digital games delivery, with a projected high growth in the coming year.
7 billion and $ 300 million represent total revenues recognized in 2010 by companies for virtual goods, with further increases planned for 2011. Among the many references there are 80 million active players on Farmville, however, intended to be taken over by CityVille, its sequel "spiritual." 90 million virtual goods are sold every day on Pet Society, while sales amounted to $ 635,000 record for a single good virtual: a virtual intergalactic resort on Planet Calypso, which is sold by the same Jon 'NEVERDIE' Jacobs had previously won $ 335,000 well in real estate (virtual) in Entropia Universe.
Among all this also report that sales of digital goods this year represented 20% of total revenues for a large-scale publishers like Electronic Arts, whereas this percentage is not only the individual "virtual goods" but also in digital games delivery, with a projected high growth in the coming year.
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