<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	>
<channel>
	<title>Comments on: Virtual World Revenues, $6 Billion by 2012</title>
	<atom:link href="http://gigaom.com/2007/05/03/virtual-world-revenues-6-billion-by-2012/feed/" rel="self" type="application/rss+xml" />
	<link>http://gigaom.com/2007/05/03/virtual-world-revenues-6-billion-by-2012/</link>
	<description>Tracking the Internet Evolution</description>
	<pubDate>Sun, 20 Jul 2008 10:15:18 +0000</pubDate>
	<generator>http://wordpress.org/?v=MU</generator>
		<item>
		<title>By: lisaly23</title>
		<link>http://gigaom.com/2007/05/03/virtual-world-revenues-6-billion-by-2012/#comment-872609</link>
		<dc:creator>lisaly23</dc:creator>
		<pubDate>Wed, 23 Apr 2008 10:17:41 +0000</pubDate>
		<guid isPermaLink="false">http://gigaom.wordpress.com/2007/05/03/virtual-world-revenues-6-billion-by-2012/#comment-872609</guid>
		<description>&lt;p&gt;hi there&lt;/p&gt;

&lt;p&gt;I have a significant problem with revenues in this industry, as I am doing some research for my master thesis on this subject.&lt;/p&gt;

&lt;p&gt;What I have found thus far is:&lt;/p&gt;

&lt;p&gt;1) revenues from subscriptions were 1 billion in 2006 in Western World countries and are expected to be 1.5 billion in 2011. however, I do not understand what countries comprise western world in this report (source:screen digest mmog's 2006 review and forecasts to 2011).&lt;/p&gt;

&lt;p&gt;2) 87% of the market came from subscriptions, leaving only 5% for virtual item purchase. 5% means less than 200 millions for virtual items.&lt;/p&gt;

&lt;p&gt;3) However, according to Screen Digest report (2007), tranding with virtual assets is expected to reach 1.8 billion in 2009.&lt;/p&gt;

&lt;p&gt;Now, are my figures correct? Anyone more precise figures? Newer figures?&lt;/p&gt;

&lt;p&gt;THANKS&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>hi there</p>
<p>I have a significant problem with revenues in this industry, as I am doing some research for my master thesis on this subject.</p>
<p>What I have found thus far is:</p>
<p>1) revenues from subscriptions were 1 billion in 2006 in Western World countries and are expected to be 1.5 billion in 2011. however, I do not understand what countries comprise western world in this report (source:screen digest mmog&#8217;s 2006 review and forecasts to 2011).</p>
<p>2) 87% of the market came from subscriptions, leaving only 5% for virtual item purchase. 5% means less than 200 millions for virtual items.</p>
<p>3) However, according to Screen Digest report (2007), tranding with virtual assets is expected to reach 1.8 billion in 2009.</p>
<p>Now, are my figures correct? Anyone more precise figures? Newer figures?</p>
<p>THANKS</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Pole Shift</title>
		<link>http://gigaom.com/2007/05/03/virtual-world-revenues-6-billion-by-2012/#comment-215046</link>
		<dc:creator>Pole Shift</dc:creator>
		<pubDate>Tue, 19 Jun 2007 02:30:36 +0000</pubDate>
		<guid isPermaLink="false">http://gigaom.wordpress.com/2007/05/03/virtual-world-revenues-6-billion-by-2012/#comment-215046</guid>
		<description>&lt;p&gt;Thats a huge sum by 2012.I believe it will take a few more years....&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Thats a huge sum by 2012.I believe it will take a few more years&#8230;.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Spud</title>
		<link>http://gigaom.com/2007/05/03/virtual-world-revenues-6-billion-by-2012/#comment-99845</link>
		<dc:creator>Spud</dc:creator>
		<pubDate>Thu, 03 May 2007 21:39:36 +0000</pubDate>
		<guid isPermaLink="false">http://gigaom.wordpress.com/2007/05/03/virtual-world-revenues-6-billion-by-2012/#comment-99845</guid>
		<description>&lt;p&gt;There is no doubt that the influence of Virtual Worlds is growing. More and more people are sitting up and taking notice of them. I have spent some time recently in Second Life. While it still has a long way to go I can see the huge potential it has.&lt;/p&gt;</description>
		<content:encoded><![CDATA[<p>There is no doubt that the influence of Virtual Worlds is growing. More and more people are sitting up and taking notice of them. I have spent some time recently in Second Life. While it still has a long way to go I can see the huge potential it has.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Lance Knobel</title>
		<link>http://gigaom.com/2007/05/03/virtual-world-revenues-6-billion-by-2012/#comment-99842</link>
		<dc:creator>Lance Knobel</dc:creator>
		<pubDate>Thu, 03 May 2007 19:56:26 +0000</pubDate>
		<guid isPermaLink="false">http://gigaom.wordpress.com/2007/05/03/virtual-world-revenues-6-billion-by-2012/#comment-99842</guid>
		<description>&lt;p&gt;The figure you provide for the videogame and computer game industry is US only. The MMOG figure is for global revenues. There's a big difference.&lt;/p&gt;</description>
		<content:encoded><![CDATA[<p>The figure you provide for the videogame and computer game industry is US only. The MMOG figure is for global revenues. There&#8217;s a big difference.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Nick Hawkins</title>
		<link>http://gigaom.com/2007/05/03/virtual-world-revenues-6-billion-by-2012/#comment-99836</link>
		<dc:creator>Nick Hawkins</dc:creator>
		<pubDate>Thu, 03 May 2007 17:02:02 +0000</pubDate>
		<guid isPermaLink="false">http://gigaom.wordpress.com/2007/05/03/virtual-world-revenues-6-billion-by-2012/#comment-99836</guid>
		<description>&lt;p&gt;Holy extrapolation!&lt;/p&gt;</description>
		<content:encoded><![CDATA[<p>Holy extrapolation!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: bp</title>
		<link>http://gigaom.com/2007/05/03/virtual-world-revenues-6-billion-by-2012/#comment-99839</link>
		<dc:creator>bp</dc:creator>
		<pubDate>Thu, 03 May 2007 16:23:25 +0000</pubDate>
		<guid isPermaLink="false">http://gigaom.wordpress.com/2007/05/03/virtual-world-revenues-6-billion-by-2012/#comment-99839</guid>
		<description>&lt;p&gt;Big numbers for sure, but much of this success has to be attributed to a select group of games right?  From SL to WOW to whatever is next (Red5's project?) - So what happens when the market is flooded with wannabe WoW's?  guess we'll see pretty soon as some big projects are about to launch.  Also I'm wondering how actual games (like BF2142) which are true MMO's but are NOT subscription based are accounted for - players pay the $50 for the box but the online piece is free and user hosted (anybody with a server can host games)... at any rate - upside is huge but I guess I'm still surprised by the numbers.&lt;/p&gt;</description>
		<content:encoded><![CDATA[<p>Big numbers for sure, but much of this success has to be attributed to a select group of games right?  From SL to WOW to whatever is next (Red5&#8217;s project?) - So what happens when the market is flooded with wannabe WoW&#8217;s?  guess we&#8217;ll see pretty soon as some big projects are about to launch.  Also I&#8217;m wondering how actual games (like BF2142) which are true MMO&#8217;s but are NOT subscription based are accounted for - players pay the $50 for the box but the online piece is free and user hosted (anybody with a server can host games)&#8230; at any rate - upside is huge but I guess I&#8217;m still surprised by the numbers.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: P. G.</title>
		<link>http://gigaom.com/2007/05/03/virtual-world-revenues-6-billion-by-2012/#comment-99833</link>
		<dc:creator>P. G.</dc:creator>
		<pubDate>Thu, 03 May 2007 14:05:56 +0000</pubDate>
		<guid isPermaLink="false">http://gigaom.wordpress.com/2007/05/03/virtual-world-revenues-6-billion-by-2012/#comment-99833</guid>
		<description>&lt;p&gt;Next year or two would be very interesting to see how the virtual world unfolds itself. If it continues to engage people the way it has started to do it now, there is no doubt the revenues will be in Billions at some point, not too far away.&lt;/p&gt;</description>
		<content:encoded><![CDATA[<p>Next year or two would be very interesting to see how the virtual world unfolds itself. If it continues to engage people the way it has started to do it now, there is no doubt the revenues will be in Billions at some point, not too far away.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
