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	<title>GigaOM &#187; playspan</title>
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		<title>Defining the mobile wallet: what it is, why it matters</title>
		<link>http://pro.gigaom.com/2012/02/defining-the-mobile-wallet-what-it-is-why-it-matters/</link>
		<comments>http://pro.gigaom.com/2012/02/defining-the-mobile-wallet-what-it-is-why-it-matters/#comments</comments>
		<pubDate>Thu, 23 Feb 2012 19:34:20 +0000</pubDate>
		<dc:creator>Ryan Kim</dc:creator>
				<category><![CDATA[pro-long-views]]></category>
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		<guid isPermaLink="false">http://pro.gigaom.com/?p=96741</guid>
		<description><![CDATA[With new products from a variety of players like Google and Isis comes a potentially confusing year as the term “mobile wallet” gets thrown around repeatedly. What exactly is the “mobile wallet”? Here are some important definitions for those looking to make a move in the space.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=488906&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p>The upcoming showdown between Google Wallet and soon-to-be competitor Isis is just one of many interesting story lines that will take hold this year as companies ratchet up their mobile wallet offerings. But with all the new products from a variety of players comes a potentially confusing year as the term “mobile wallet” gets thrown around repeatedly. What exactly is the “mobile wallet”? Here are some important definitions for those looking to make a move in the space.</p>
<br />  <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=488906&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" /><p><a href="http://pubads.g.doubleclick.net/gampad/jump?iu=/1008864/GigaOM_RSS_300x250&#038;sz=300x250&#038;c=227398"><img src="http://pubads.g.doubleclick.net/gampad/ad?iu=/1008864/GigaOM_RSS_300x250&#038;sz=300x250&#038;c=227398" /></a></p><p><strong>Related research and analysis from GigaOM Pro:</strong><br />Subscriber content. <a href="http://pro.gigaom.com/?utm_source=pro&utm_medium=editorial&utm_campaign=auto3&utm_term=488906+defining-the-mobile-wallet-what-it-is-why-it-matters&utm_content=oryankim">Sign up for a free trial</a>.</p><ul><li><a href="http://pro.gigaom.com/2012/02/trends-challenges-and-chances-in-the-rising-mobile-deals-space/?utm_source=pro&utm_medium=editorial&utm_campaign=auto3&utm_term=488906+defining-the-mobile-wallet-what-it-is-why-it-matters&utm_content=oryankim">Opportunities and challenges for mobile deals</a></li><li><a href="http://pro.gigaom.com/2011/08/mobile-payments-forecasts-technologies-and-opportunities/?utm_source=pro&utm_medium=editorial&utm_campaign=auto3&utm_term=488906+defining-the-mobile-wallet-what-it-is-why-it-matters&utm_content=oryankim">Mobile payments: forecasts, technologies and opportunities</a></li><li><a href="http://pro.gigaom.com/2011/09/the-future-of-mobile-a-segment-analysis-by-gigaom-pro/?utm_source=pro&utm_medium=editorial&utm_campaign=auto3&utm_term=488906+defining-the-mobile-wallet-what-it-is-why-it-matters&utm_content=oryankim">The future of mobile: a segment analysis by GigaOM Pro</a></li></ul>]]></content:encoded>
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			<media:title type="html">oryankim</media:title>
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		<title>Report: Monetizing Digital Content</title>
		<link>http://pro.gigaom.com/2010/03/paid-content/</link>
		<comments>http://pro.gigaom.com/2010/03/paid-content/#comments</comments>
		<pubDate>Tue, 30 Mar 2010 07:00:16 +0000</pubDate>
		<dc:creator>paulzagaeski</dc:creator>
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		<guid isPermaLink="false">http://pro.gigaom.com/?p=28928</guid>
		<description><![CDATA[The worldwide online market for digital goods will grow amid a state of continuous disruption across all forms of content markets. Fueled by an ever-growing user base, migration from physical formats to digital distribution, and a proliferation of new connected devices, the overall market for digital goods will grow to $36 billion by 2014, up  from $16.7 billion in 2009. This report examines the state of paid content and the various monetization and payment models across each of the various digital goods markets. The report examines key players and market dynamics in the film and video, newspaper, online game, music and social networks space relative to their paid content strategies, and includes a revenue forecast of each of these segments relative to the overall paid content market.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=308425&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<br />  <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=308425&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" /><p><a href="http://pubads.g.doubleclick.net/gampad/jump?iu=/1008864/GigaOM_RSS_300x250&#038;sz=300x250&#038;c=194239"><img src="http://pubads.g.doubleclick.net/gampad/ad?iu=/1008864/GigaOM_RSS_300x250&#038;sz=300x250&#038;c=194239" /></a></p>]]></content:encoded>
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			<media:title type="html">onlineshopping</media:title>
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			<media:title type="html">paulzagaeski</media:title>
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		<title>12% of Americans Bought Virtual Goods in Past 12 Months: Survey</title>
		<link>http://gigaom.com/2009/07/30/12-of-americans-bought-virtual-goods-in-past-12-months-survey/</link>
		<comments>http://gigaom.com/2009/07/30/12-of-americans-bought-virtual-goods-in-past-12-months-survey/#comments</comments>
		<pubDate>Thu, 30 Jul 2009 13:00:32 +0000</pubDate>
		<dc:creator>Wagner James Au</dc:creator>
				<category><![CDATA[Casual Games]]></category>
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		<category><![CDATA[virtual currency]]></category>
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		<guid isPermaLink="false">http://gigaom.com/?p=61332</guid>
		<description><![CDATA[Roughly 12 percent of Americans, or more than one in 10, have bought a virtual item at some point in the last 12 months, according to a new study by analyst firm Frank N. Magid Associates and commissioned by virtual currency provider PlaySpan. With the virtual [&#8230;]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=61332&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p><img title="Virtual goods demographics" src="http:///2009/07/virtual-goods-demographics.jpg" alt="Virtual goods demographics" width="300" height="250" class=" alignleft">Roughly 12 percent of Americans, or more than one in 10, have bought a virtual item at some point in the last 12 months, according to a new study by analyst firm <a href="http://www.magid.com/">Frank N. Magid Associates</a> and commissioned by virtual currency provider <a href="http://corp.playspan.com/">PlaySpan</a>.  With the virtual goods and currency market <a href="http://www.fastcompany.com/magazine/137/boomtown.html">estimated to reach</a> $1.8 billion this year, the Magid study offers some insight into exactly who’s doing the buying, and where.<br><span id="more-61332"></span>Demographically, for example, while 15 percent of males aged 12-24 reported purchasing virtual goods, 15 percent of women between ages 35-44 did so, too.  As Mike Vorhaus, president of Magid Advisors, put it to me, the boys are getting virtual swords for their MMORPGs, while the women are buying virtual flowers on Facebook. Vorhaus noted that categorization by ethnicity was also diverse, with Asian-Americans on the high end (16 percent), and the rest some 1-5 percent behind.</p>
<p>Segmenting that 12 percent according to consumers’ Internet activity and device ownership, social network gamers and iPhone owners are strongly represented (27 and 28 percent, respectively); PC and handheld console gamers were almost as likely to buy virtual items (between 19 and 22 percent.)  However, active console gamers lag just a bit behind those segments.</p>
<table border="0"><tbody><tr><td><img title="Virtual goods purchases by Net mobile usage" src="http:///2009/07/virtual-goods-purchases-by-net-mobile-usage1.jpg" alt="Virtual goods purchases by Net mobile usage" width="400" height="280" class=" alignleft"></td>
</tr></tbody></table><p>Unsurprisingly, the most significant variable in purchase rate is virtual world usage: Nearly <em>half</em> of the respondents who report being active MMO participants are also virtual item consumers.  (The key challenge for virtual world developers is figuring out how to monetize the other half, something I cover <a href="http://pro.gigaom.com/2009/07/virtual-worlds-trends-and-opportunities/?utm_source=tech&amp;utm_medium=editorial&amp;utm_campaign=intext&amp;utm_term=61332+12-of-americans-bought-virtual-goods-in-past-12-months-survey&amp;utm_content=wjamesau">in my recent GigaOM Pro report</a>, subscription required.)</p>
<p>Meanwhile, Eric Hartness, chief marketing officer at PlaySpan, told me he expects that by this time next year, that 12 percent figure will rise to 15-18 percent.</p>
<p><em>All charts and data courtesy <a href="http://www.magid.com/">Frank N. Magid Associates</a> and <a href="http://corp.playspan.com/">PlaySpan</a>.</em></p>
<br />  <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=61332&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" /><p><a href="http://pubads.g.doubleclick.net/gampad/jump?iu=/1008864/GigaOM_RSS_300x250&#038;sz=300x250&#038;c=549009"><img src="http://pubads.g.doubleclick.net/gampad/ad?iu=/1008864/GigaOM_RSS_300x250&#038;sz=300x250&#038;c=549009" /></a></p><p><strong>Related research and analysis from GigaOM Pro:</strong><br />Subscriber content. <a href="http://pro.gigaom.com/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=61332+12-of-americans-bought-virtual-goods-in-past-12-months-survey&utm_content=wjamesau">Sign up for a free trial</a>.</p><ul><li><a href="http://pro.gigaom.com/2009/07/virtual-worlds-trends-and-opportunities/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=61332+12-of-americans-bought-virtual-goods-in-past-12-months-survey&utm_content=wjamesau">Virtual Worlds: Trends and Opportunities</a></li><li><a href="http://pro.gigaom.com/2012/06/the-evolution-of-the-virtual-goods-market/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=61332+12-of-americans-bought-virtual-goods-in-past-12-months-survey&utm_content=wjamesau">The evolution of the virtual goods market</a></li><li><a href="http://pro.gigaom.com/2012/02/facebook-credits-a-shaky-media-platform/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=61332+12-of-americans-bought-virtual-goods-in-past-12-months-survey&utm_content=wjamesau">Facebook Credits: a shaky media platform</a></li></ul>]]></content:encoded>
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		<slash:comments>31</slash:comments>
	
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			<media:title type="html">Wagner James Au</media:title>
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			<media:title type="html">Virtual goods demographics</media:title>
		</media:content>

		<media:content url="http:///2009/07/virtual-goods-purchases-by-net-mobile-usage1.jpg" medium="image">
			<media:title type="html">Virtual goods purchases by Net mobile usage</media:title>
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