<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	xmlns:georss="http://www.georss.org/georss" xmlns:geo="http://www.w3.org/2003/01/geo/wgs84_pos#" xmlns:media="http://search.yahoo.com/mrss/"
	>

<channel>
	<title>GigaOM &#187; virtual goods</title>
	<atom:link href="http://gigaom.com/tag/virtual-goods/feed/" rel="self" type="application/rss+xml" />
	<link>http://gigaom.com</link>
	<description></description>
	<lastBuildDate>Tue, 21 May 2013 13:45:21 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.com/</generator>
<cloud domain='gigaom.com' port='80' path='/?rsscloud=notify' registerProcedure='' protocol='http-post' />
<image>
		<url>http://0.gravatar.com/blavatar/0db8f6557d022075dbbf010c54d46d93?s=96&#038;d=http%3A%2F%2Fs2.wp.com%2Fi%2Fbuttonw-com.png</url>
		<title>GigaOM &#187; virtual goods</title>
		<link>http://gigaom.com</link>
	</image>
	<atom:link rel="search" type="application/opensearchdescription+xml" href="http://gigaom.com/osd.xml" title="GigaOM" />
	<atom:link rel='hub' href='http://gigaom.com/?pushpress=hub'/>
		<item>
		<title>The evolution of the virtual goods market</title>
		<link>http://pro.gigaom.com/2012/06/the-evolution-of-the-virtual-goods-market/</link>
		<comments>http://pro.gigaom.com/2012/06/the-evolution-of-the-virtual-goods-market/#comments</comments>
		<pubDate>Thu, 07 Jun 2012 16:43:55 +0000</pubDate>
		<dc:creator><a href="http://pro.gigaom.com/members/amycravens/" rel="author">Amy Cravens</a></dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[App Developers]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[apple inc.]]></category>
		<category><![CDATA[consumer electronics manufacturers]]></category>
		<category><![CDATA[deviantart]]></category>
		<category><![CDATA[electronic arts]]></category>
		<category><![CDATA[Facebook]]></category>
		<category><![CDATA[Facebook Credits]]></category>
		<category><![CDATA[Farmville]]></category>
		<category><![CDATA[frictionless purchasing]]></category>
		<category><![CDATA[game developers]]></category>
		<category><![CDATA[GameHouse]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[Google]]></category>
		<category><![CDATA[html5]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[microstransactions]]></category>
		<category><![CDATA[mobile gaming]]></category>
		<category><![CDATA[Mobile Social Networks]]></category>
		<category><![CDATA[mobile virtual currency]]></category>
		<category><![CDATA[Myspace]]></category>
		<category><![CDATA[payment processing]]></category>
		<category><![CDATA[paypal]]></category>
		<category><![CDATA[Playdom]]></category>
		<category><![CDATA[PopCap]]></category>
		<category><![CDATA[regulatory issues]]></category>
		<category><![CDATA[social networks]]></category>
		<category><![CDATA[Tagged]]></category>
		<category><![CDATA[virtual currency]]></category>
		<category><![CDATA[virtual goods]]></category>
		<category><![CDATA[Zynga]]></category>

		<guid isPermaLink="false">http://pro.gigaom.com/?p=109844</guid>
		<description><![CDATA[Social virtual goods revenues will grow from $2.1 billion in 2010 to $4.1 billion in 2016. Leading this growth are disruptive factors such as mobile, regulatory changes and alternatives to the traditional OS. But the most important disruption vector will be increasing the universality of virtual currencies.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=530071&#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=530071&#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=771889"><img src="http://pubads.g.doubleclick.net/gampad/ad?iu=/1008864/GigaOM_RSS_300x250&#038;sz=300x250&#038;c=771889" /></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=530071+the-evolution-of-the-virtual-goods-market&utm_content=gigaedit">Sign up for a free trial</a>.</p><ul><li><a href="http://pro.gigaom.com/2012/02/facebooks-ipo-filing-the-opening-shot-heard-round-the-world/?utm_source=pro&utm_medium=editorial&utm_campaign=auto3&utm_term=530071+the-evolution-of-the-virtual-goods-market&utm_content=gigaedit">Facebook&#8217;s IPO filing: ideas and implications</a></li><li><a href="http://pro.gigaom.com/2012/01/newnet-q4-platform-mania-and-social-commerce-shakeout/?utm_source=pro&utm_medium=editorial&utm_campaign=auto3&utm_term=530071+the-evolution-of-the-virtual-goods-market&utm_content=gigaedit">NewNet Q4: Platform mania and social commerce shakeout</a></li><li><a href="http://pro.gigaom.com/2011/11/connected-world-the-consumer-technology-revolution/?utm_source=pro&utm_medium=editorial&utm_campaign=auto3&utm_term=530071+the-evolution-of-the-virtual-goods-market&utm_content=gigaedit">Connected world: the consumer technology revolution</a></li></ul>]]></content:encoded>
			<wfw:commentRss>http://pro.gigaom.com/2012/06/the-evolution-of-the-virtual-goods-market/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	
		<media:thumbnail url="http://pro.gigaom.com/files/2010/10/cashpro1.jpg?w=150" />
		<media:content url="http://pro.gigaom.com/files/2010/10/cashpro1.jpg?w=150" medium="image">
			<media:title type="html">cashpro</media:title>
		</media:content>

		<media:content url="http://1.gravatar.com/avatar/4f3860069d181dbeeb398304f5940a9e?s=96&#38;d=retro&#38;r=PG" medium="image">
			<media:title type="html">gigaedit</media:title>
		</media:content>
	</item>
		<item>
		<title>Plot thickens in Apple &#8220;bait apps&#8221; case</title>
		<link>http://paidcontent.org/2012/04/13/plot-thickens-in-apple-bait-apps-case/</link>
		<comments>http://paidcontent.org/2012/04/13/plot-thickens-in-apple-bait-apps-case/#comments</comments>
		<pubDate>Fri, 13 Apr 2012 14:57:46 +0000</pubDate>
		<dc:creator>Jeff John Roberts</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[bait apps]]></category>
		<category><![CDATA[itunes]]></category>
		<category><![CDATA[virtual goods]]></category>

		<guid isPermaLink="false">http://paidcontent.org/?p=205697</guid>
		<description><![CDATA[Apple came under fire last year from parents whose children racked up credit card charges on apps that were supposed to be "free." Apple tried to throw out a lawsuit over the apps but a judge found the parents suffered sufficient harm to pursue the case.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=510842&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p><a href="http://paidcontent.org/2012/04/13/plot-thickens-in-apple-bait-apps-case/itunes-logo/" rel="attachment wp-att-106670"><img  title="iTunes logo" src="http://gigaompaidcontent.files.wordpress.com/2012/02/itunes-logo-o.jpg?w=708" alt=""   class="alignleft size-full wp-image-106670" /></a>Apple came under fire last year from parents whose children had racked up credit card charges on apps that were supposed to be &#8220;free.&#8221; Apple tried to throw out a lawsuit over the apps but has come up short after a judge found the parents suffered sufficient harm to pursue the case.</p>
<p>The apps in question are known as &#8220;bait apps&#8221; and refer to children&#8217;s games that are available for free in the iTunes Store but that also allow players to buy virtual goods as in-app purchases while playing the game &#8212; anything from coins to fish to prizes.</p>
<p>Normally, an Apple user has to enter a password before they can buy a virtual good. But in the case of the &#8220;bait apps,&#8221; Apple allowed a 15-minute window after the game was downloaded in which players could buy what they liked without a password.</p>
<p>In practice, this meant that kids were able to rack up bills from $99.99 to $338.72  on their parents&#8217; iTunes accounts. Apple has since eliminated the 15-minute window.</p>
<p>Last year, a federal judge in California consolidated a series of class action suits from parents which Apple then filed to dismiss.</p>
<p>U.S. District Judge Edward Davila responded to Apple&#8217;s request by upholding four of the parents&#8217; five claims, including allegations that Apple violated consumer protection laws by falsely marketing the apps as free:</p>
<blockquote id="quote-contrary-to-apple%e2"><p>Contrary to Apple’s argument, Plaintiffs have alleged with specificity which misrepresentations they were exposed to, their reliance on those misrepresentations, and the resulting harm. Plaintiffs pled specific facts that Apple “actively advertis[ed], market[ed] and promot[ed] its bait Apps as ‘free’ or nominal .</p></blockquote>
<p>The ruling was issued last week but didn&#8217;t attract attention until Seattle tech lawyer <a href="https://twitter.com/#!/VBalasubramani">Venkat Balasubramani</a> wrote about it on <a href="http://blog.ericgoldman.org/archives/2012/04/parents_lawsuit.htm">Eric Goldman&#8217;s Law and Marketing Blog</a>.</p>
<p>The judge&#8217;s refusal to dismiss the case does not mean the parents will win, but it does increase the pressure on Apple. The company is relying on contract law arguments such as whether each in-app purchase was a transaction or (as Apple argues) whether the overall iTunes terms of service should apply to all the purchases. There is also a dispute about how contract law applies to minors.</p>
<p>Apple is expected to file its defense on May 24.</p>
<p>Apple&#8217;s terms of service say iTunes users are responsible for ensuring that their accounts aren&#8217;t misused by others.</p>
<p>The issue of children racking up in-app purchases has been a big source of frustration for parents, including our own Kevin Tofel whose step-daughter bought the family $375 worth of digital fish. (See his tips on how to handle this <a href="http://gigaom.com/2010/07/07/my-itunes-account-was-hacked-for-375-by-my-own-kids/">here</a>).</p>
<p>Digital fish seem to be a particular hazard. Comedian Jon Stewart recently interviewed a man whose kids also racked up huge credit bills in the game Tap Fish in hopes of keeping their pets alive:</p>
<div style="background-color:#000000;width:520px;">
<div style="padding:4px;">
<p style="text-align:left;background-color:#ffffff;padding:4px;margin-top:4px;margin-bottom:0;font-family:Arial, Helvetica, sans-serif;font-size:12px;"><strong><a href="http://www.thedailyshow.com/watch/thu-december-8-2011/video-game-dealers">The Daily Show with Jon Stewart</a></strong><br />
Get More: <a href="http://www.thedailyshow.com/full-episodes/">Daily Show Full Episodes</a>,<a href="http://www.indecisionforever.com/">Political Humor &amp; Satire Blog</a>,<a href="http://www.facebook.com/thedailyshow">The Daily Show on Facebook</a></p>
<p><a style="margin:12px auto 6px;font-family:Helvetica, Arial, Sans-serif;font-style:normal;font-variant:normal;font-weight:normal;font-size:14px;line-height:normal;font-size-adjust:none;font-stretch:normal;display:block;text-decoration:underline;" title="View Apple 'Bait App' Case Ruling Copy on Scribd" href="http://www.scribd.com/doc/89229360/Apple-Bait-App-Case-Ruling-Copy">Apple &#8216;Bait App&#8217; Case Ruling Copy</a></p>
</div>
</div>
<br />  <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=510842&#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=609109"><img src="http://pubads.g.doubleclick.net/gampad/ad?iu=/1008864/GigaOM_RSS_300x250&#038;sz=300x250&#038;c=609109" /></a></p><p><strong>Related research and analysis from GigaOM Pro:</strong><br />Subscriber content. <a href="http://pro.gigaom.com/?utm_source=media&utm_medium=editorial&utm_campaign=auto3&utm_term=510842+plot-thickens-in-apple-bait-apps-case&utm_content=jeffjohnroberts">Sign up for a free trial</a>.</p><ul><li><a href="http://pro.gigaom.com/2012/06/the-evolution-of-the-virtual-goods-market/?utm_source=media&utm_medium=editorial&utm_campaign=auto3&utm_term=510842+plot-thickens-in-apple-bait-apps-case&utm_content=jeffjohnroberts">The evolution of the virtual goods market</a></li><li><a href="http://pro.gigaom.com/2012/05/the-discovery-democracy-how-social-discovery-is-transforming-entertainment/?utm_source=media&utm_medium=editorial&utm_campaign=auto3&utm_term=510842+plot-thickens-in-apple-bait-apps-case&utm_content=jeffjohnroberts">How social discovery is transforming entertainment</a></li><li><a href="http://pro.gigaom.com/2012/02/ces-2012-a-recap-and-analysis/?utm_source=media&utm_medium=editorial&utm_campaign=auto3&utm_term=510842+plot-thickens-in-apple-bait-apps-case&utm_content=jeffjohnroberts">CES 2012: a recap and analysis</a></li></ul>]]></content:encoded>
			<wfw:commentRss>http://paidcontent.org/2012/04/13/plot-thickens-in-apple-bait-apps-case/feed/</wfw:commentRss>
		<slash:comments>11</slash:comments>
	
		<media:thumbnail url="http://gigaompaidcontent.files.wordpress.com/2012/02/itunes-logo-o.jpg?w=150" />
		<media:content url="http://gigaompaidcontent.files.wordpress.com/2012/02/itunes-logo-o.jpg?w=150" medium="image">
			<media:title type="html">iTunes logo</media:title>
		</media:content>

		<media:content url="http://0.gravatar.com/avatar/05dfcf765f1554b08954bb9e1ee63363?s=96&#38;d=retro&#38;r=PG" medium="image">
			<media:title type="html">jeffjohnroberts</media:title>
		</media:content>

		<media:content url="http://gigaompaidcontent.files.wordpress.com/2012/02/itunes-logo-o.jpg" medium="image">
			<media:title type="html">iTunes logo</media:title>
		</media:content>
	</item>
		<item>
		<title>Facebook Credits: a shaky media platform</title>
		<link>http://pro.gigaom.com/2012/02/facebook-credits-a-shaky-media-platform/</link>
		<comments>http://pro.gigaom.com/2012/02/facebook-credits-a-shaky-media-platform/#comments</comments>
		<pubDate>Fri, 03 Feb 2012 22:00:21 +0000</pubDate>
		<dc:creator>Paul Sweeting</dc:creator>
				<category><![CDATA[pro-connected-consumer]]></category>
		<category><![CDATA[application-platforms]]></category>
		<category><![CDATA[content-platforms]]></category>
		<category><![CDATA[Facebook apps]]></category>
		<category><![CDATA[Facebook Credits]]></category>
		<category><![CDATA[financial-regulation]]></category>
		<category><![CDATA[In-App Purchases]]></category>
		<category><![CDATA[ipos]]></category>
		<category><![CDATA[regulation]]></category>
		<category><![CDATA[Social Games]]></category>
		<category><![CDATA[social networks]]></category>
		<category><![CDATA[virtual currency]]></category>
		<category><![CDATA[virtual goods]]></category>

		<guid isPermaLink="false">http://pro.gigaom.com/?p=96423</guid>
		<description><![CDATA[There is a lot riding on Facebook Credits. But for established media companies, the mandatory use of the in-app Payments system could be less than appealing. Will the company be able to become a major distributor of paid premium content? It depends if it wants [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=480289&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p>There is a lot riding on Facebook Credits. But for established media companies, the mandatory use of the in-app Payments system could be less than appealing. Will the company be able to become a major distributor of paid premium content? It depends if it wants to.</p>
<br />  <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=480289&#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=719385"><img src="http://pubads.g.doubleclick.net/gampad/ad?iu=/1008864/GigaOM_RSS_300x250&#038;sz=300x250&#038;c=719385" /></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=480289+facebook-credits-a-shaky-media-platform&utm_content=gigaguest">Sign up for a free trial</a>.</p><ul><li><a href="http://pro.gigaom.com/2012/06/the-evolution-of-the-virtual-goods-market/?utm_source=pro&utm_medium=editorial&utm_campaign=auto3&utm_term=480289+facebook-credits-a-shaky-media-platform&utm_content=gigaguest">The evolution of the virtual goods market</a></li><li><a href="http://pro.gigaom.com/2012/01/newnet-q4-platform-mania-and-social-commerce-shakeout/?utm_source=pro&utm_medium=editorial&utm_campaign=auto3&utm_term=480289+facebook-credits-a-shaky-media-platform&utm_content=gigaguest">NewNet Q4: Platform mania and social commerce shakeout</a></li><li><a href="http://pro.gigaom.com/2012/01/newnet-q4-platform-mania-and-social-commerce-shakeout/?utm_source=pro&utm_medium=editorial&utm_campaign=auto3&utm_term=480289+facebook-credits-a-shaky-media-platform&utm_content=gigaguest">NewNet Q4: Platform mania and social commerce shakeout</a></li></ul>]]></content:encoded>
			<wfw:commentRss>http://pro.gigaom.com/2012/02/facebook-credits-a-shaky-media-platform/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	
		<media:content url="http://1.gravatar.com/avatar/4411542bbd7a2a9a2fc2a1b38809e45c?s=96&#38;d=retro&#38;r=PG" medium="image">
			<media:title type="html">gigaguest</media:title>
		</media:content>
	</item>
		<item>
		<title>Virtual currencies: from coins to barter</title>
		<link>http://pro.gigaom.com/2011/12/virtual-currencies-from-coins-to-barter/</link>
		<comments>http://pro.gigaom.com/2011/12/virtual-currencies-from-coins-to-barter/#comments</comments>
		<pubDate>Mon, 19 Dec 2011 22:00:27 +0000</pubDate>
		<dc:creator>David Card</dc:creator>
				<category><![CDATA[pro-newnet]]></category>
		<category><![CDATA[Currency]]></category>
		<category><![CDATA[facebook-inc]]></category>
		<category><![CDATA[goods-suppliers]]></category>
		<category><![CDATA[micropayment]]></category>
		<category><![CDATA[payment-systems]]></category>
		<category><![CDATA[payments-systems]]></category>
		<category><![CDATA[paypal]]></category>
		<category><![CDATA[social gaming]]></category>
		<category><![CDATA[virtual goods]]></category>
		<category><![CDATA[virtual-currency-systems]]></category>
		<category><![CDATA[virtual-economy]]></category>
		<category><![CDATA[Zynga]]></category>

		<guid isPermaLink="false">http://pro.gigaom.com/?p=91870</guid>
		<description><![CDATA[How do virtual currencies work today and where, outside of gaming, might they be effective? Right now, practical alternative payments systems like Facebook’s and PayPal’s are still based on cash, though consumers might like bartering and loyalty programs rolled into the [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=457666&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p>How do virtual currencies work today and where, outside of gaming, might they be effective? Right now, practical alternative payments systems like Facebook’s and PayPal’s are still based on cash, though consumers might like bartering and loyalty programs rolled into the mix.</p>
<br />  <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=457666&#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=110570"><img src="http://pubads.g.doubleclick.net/gampad/ad?iu=/1008864/GigaOM_RSS_300x250&#038;sz=300x250&#038;c=110570" /></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=457666+virtual-currencies-from-coins-to-barter&utm_content=gigaguest">Sign up for a free trial</a>.</p><ul><li><a href="http://pro.gigaom.com/2012/06/the-evolution-of-the-virtual-goods-market/?utm_source=pro&utm_medium=editorial&utm_campaign=auto3&utm_term=457666+virtual-currencies-from-coins-to-barter&utm_content=gigaguest">The evolution of the virtual goods market</a></li><li><a href="http://pro.gigaom.com/2012/01/newnet-q4-platform-mania-and-social-commerce-shakeout/?utm_source=pro&utm_medium=editorial&utm_campaign=auto3&utm_term=457666+virtual-currencies-from-coins-to-barter&utm_content=gigaguest">NewNet Q4: Platform mania and social commerce shakeout</a></li><li><a href="http://pro.gigaom.com/2011/12/newnet-2012-companies-and-technologies-set-to-disrupt/?utm_source=pro&utm_medium=editorial&utm_campaign=auto3&utm_term=457666+virtual-currencies-from-coins-to-barter&utm_content=gigaguest">NewNet 2012: companies and technologies set to disrupt</a></li></ul>]]></content:encoded>
			<wfw:commentRss>http://pro.gigaom.com/2011/12/virtual-currencies-from-coins-to-barter/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	
		<media:content url="http://1.gravatar.com/avatar/4411542bbd7a2a9a2fc2a1b38809e45c?s=96&#38;d=retro&#38;r=PG" medium="image">
			<media:title type="html">gigaguest</media:title>
		</media:content>
	</item>
		<item>
		<title>Building a better paywall: strategies for monetizing news content</title>
		<link>http://pro.gigaom.com/2011/08/building-a-better-paywall-strategies-for-monetizing-news-content/</link>
		<comments>http://pro.gigaom.com/2011/08/building-a-better-paywall-strategies-for-monetizing-news-content/#comments</comments>
		<pubDate>Tue, 30 Aug 2011 07:01:01 +0000</pubDate>
		<dc:creator><a href="http://pro.gigaom.com/members/paulsweeting/" rel="author">Paul Sweeting</a></dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[advertising]]></category>
		<category><![CDATA[advertising-supported-business-model]]></category>
		<category><![CDATA[aggregation]]></category>
		<category><![CDATA[Amazon]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[applications]]></category>
		<category><![CDATA[arkasas-democrat-gazette]]></category>
		<category><![CDATA[b2b-commerce]]></category>
		<category><![CDATA[belden-interactive]]></category>
		<category><![CDATA[business models]]></category>
		<category><![CDATA[business-to-business]]></category>
		<category><![CDATA[BusinessWeek]]></category>
		<category><![CDATA[consumer electronics manufacturers]]></category>
		<category><![CDATA[Dallas Morning News]]></category>
		<category><![CDATA[Digital Content]]></category>
		<category><![CDATA[digital-technology]]></category>
		<category><![CDATA[e-commerce]]></category>
		<category><![CDATA[ebay]]></category>
		<category><![CDATA[end-users]]></category>
		<category><![CDATA[Enterprise]]></category>
		<category><![CDATA[ESPN]]></category>
		<category><![CDATA[FCC]]></category>
		<category><![CDATA[federal-communications-commission]]></category>
		<category><![CDATA[Financial Times]]></category>
		<category><![CDATA[ford]]></category>
		<category><![CDATA[ford-motor-companym]]></category>
		<category><![CDATA[Google]]></category>
		<category><![CDATA[governments]]></category>
		<category><![CDATA[haymarket-media-group]]></category>
		<category><![CDATA[houston-chronicle]]></category>
		<category><![CDATA[Huffington Post]]></category>
		<category><![CDATA[Hulu]]></category>
		<category><![CDATA[investments]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[Kindle]]></category>
		<category><![CDATA[monetization]]></category>
		<category><![CDATA[monopolies]]></category>
		<category><![CDATA[Netflix]]></category>
		<category><![CDATA[New York]]></category>
		<category><![CDATA[New York Times]]></category>
		<category><![CDATA[news]]></category>
		<category><![CDATA[newser]]></category>
		<category><![CDATA[newspaper-advertising-association]]></category>
		<category><![CDATA[newspaper-association-of-america]]></category>
		<category><![CDATA[newspapers]]></category>
		<category><![CDATA[Nieman Journalism Lab]]></category>
		<category><![CDATA[online video]]></category>
		<category><![CDATA[online-consumers]]></category>
		<category><![CDATA[online-gaming]]></category>
		<category><![CDATA[online-information-pipeline]]></category>
		<category><![CDATA[online-videos]]></category>
		<category><![CDATA[paypal]]></category>
		<category><![CDATA[paywalls]]></category>
		<category><![CDATA[PBS]]></category>
		<category><![CDATA[pearson]]></category>
		<category><![CDATA[Politico]]></category>
		<category><![CDATA[poynter-institute]]></category>
		<category><![CDATA[premiums]]></category>
		<category><![CDATA[pricing-models]]></category>
		<category><![CDATA[print-media]]></category>
		<category><![CDATA[print-revenue]]></category>
		<category><![CDATA[profit-margins]]></category>
		<category><![CDATA[public-broadcasting-service]]></category>
		<category><![CDATA[publishers]]></category>
		<category><![CDATA[publishing]]></category>
		<category><![CDATA[publishing-models]]></category>
		<category><![CDATA[regulations]]></category>
		<category><![CDATA[revenue]]></category>
		<category><![CDATA[scout-analytics]]></category>
		<category><![CDATA[smartphones]]></category>
		<category><![CDATA[social media]]></category>
		<category><![CDATA[Starbucks]]></category>
		<category><![CDATA[subscribers]]></category>
		<category><![CDATA[subscriptions]]></category>
		<category><![CDATA[Tagged]]></category>
		<category><![CDATA[Time Warner]]></category>
		<category><![CDATA[Time Warner Cable]]></category>
		<category><![CDATA[venture capitalists]]></category>
		<category><![CDATA[virtual goods]]></category>
		<category><![CDATA[virtualization]]></category>
		<category><![CDATA[Wall Street Journal]]></category>
		<category><![CDATA[Washington Post]]></category>
		<category><![CDATA[wi-fi]]></category>
		<category><![CDATA[WiFi]]></category>
		<category><![CDATA[Zynga]]></category>

		<guid isPermaLink="false">http://pro.gigaom.com/?p=80833</guid>
		<description><![CDATA[The impact of digital technology has shattered long-established monopolies and ways of making money in the newspaper publishing industry. Today, publishers must find ways to subsidize content-creation costs directly, and this report examines a few different approaches, from more flexible paywalls to charging users directly for access and mimicking the business models of other industries, such as online gaming. Companies mentioned in this report include Ford, Netflix, Amazon and Hulu. For a full list of companies, and to read the full report, sign up for a free trial.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=399026&#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=399026&#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=705414"><img src="http://pubads.g.doubleclick.net/gampad/ad?iu=/1008864/GigaOM_RSS_300x250&#038;sz=300x250&#038;c=705414" /></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=399026+building-a-better-paywall-strategies-for-monetizing-news-content&utm_content=gigaedit">Sign up for a free trial</a>.</p><ul><li><a href="http://pro.gigaom.com/2010/03/paid-content/?utm_source=pro&utm_medium=editorial&utm_campaign=auto3&utm_term=399026+building-a-better-paywall-strategies-for-monetizing-news-content&utm_content=gigaedit">Report: Monetizing Digital Content</a></li><li><a href="http://pro.gigaom.com/2012/05/the-living-room-reinvented-trends-technologies-and-companies-to-watch/?utm_source=pro&utm_medium=editorial&utm_campaign=auto3&utm_term=399026+building-a-better-paywall-strategies-for-monetizing-news-content&utm_content=gigaedit">Who and what to watch in the new era of the living room</a></li><li><a href="http://pro.gigaom.com/2011/11/connected-world-the-consumer-technology-revolution/?utm_source=pro&utm_medium=editorial&utm_campaign=auto3&utm_term=399026+building-a-better-paywall-strategies-for-monetizing-news-content&utm_content=gigaedit">Connected world: the consumer technology revolution</a></li></ul>]]></content:encoded>
			<wfw:commentRss>http://pro.gigaom.com/2011/08/building-a-better-paywall-strategies-for-monetizing-news-content/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	
		<media:thumbnail url="http://pro.gigaom.com/files/2011/08/newspaper.jpg?w=150" />
		<media:content url="http://pro.gigaom.com/files/2011/08/newspaper.jpg?w=150" medium="image">
			<media:title type="html">newspaper</media:title>
		</media:content>

		<media:content url="http://1.gravatar.com/avatar/4f3860069d181dbeeb398304f5940a9e?s=96&#38;d=retro&#38;r=PG" medium="image">
			<media:title type="html">gigaedit</media:title>
		</media:content>
	</item>
		<item>
		<title>Two-thirds of in-app game buys have fleeting value</title>
		<link>http://gigaom.com/2011/08/16/two-thirds-of-in-app-game-buys-have-fleeting-value/</link>
		<comments>http://gigaom.com/2011/08/16/two-thirds-of-in-app-game-buys-have-fleeting-value/#comments</comments>
		<pubDate>Tue, 16 Aug 2011 23:02:25 +0000</pubDate>
		<dc:creator>Erica Ogg</dc:creator>
				<category><![CDATA[@CNN]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[Flurry]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[In-App Purchases]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[mobile games]]></category>
		<category><![CDATA[mobile gaming]]></category>
		<category><![CDATA[smartphones]]></category>
		<category><![CDATA[virtual goods]]></category>

		<guid isPermaLink="false">http://gigaom.com/?p=394072</guid>
		<description><![CDATA[Most of the money people spend within mobile games is on "consumable" items that have no lasting value once used. The most popular form of that is "premium" currency, which allows users to buy their way into advancing faster in a game, according to Flurry.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=394072&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p><a href="http://gigaom2.files.wordpress.com/2011/08/flurry_spent_virtualgoods_freemiumgames-resized-600.jpg"><img  title="Flurry_$spent_VirtualGoods_FreemiumGames-resized-600" src="http://gigaom2.files.wordpress.com/2011/08/flurry_spent_virtualgoods_freemiumgames-resized-600.jpg?w=300&#038;h=199" alt="" width="300" height="199" class="alignright size-medium wp-image-394077" /></a></p>
<p>Recently Flurry Analytics did some research on <a href="http://gigaom.com/2011/07/25/game-devs-looking-for-revenues-go-whale-hunting/">how much mobile gamers spend on and within</a> Android and iOS games, the data showing that the average in-app purchase amounts to about $14 per transaction. On Tuesday Flurry gave a deeper dive into what those in-app transactions are for. Two-thirds of the items bought within an app are virtual goods that are consumable, as in they have no lasting value.</p>
<p>The firm looked at 57 million transactions and found the following:</p>
<blockquote><p>The chart shows that over two-thirds of all items purchased in iOS and Android freemium games are consumable, goods that users deplete. Measured another way, approximately half of all real dollars spent within all apps are for game items consumers don&#8217;t keep.</p></blockquote>
<p>That means, for instance, that most of the time people are buying fertilizer in a farm game or grenades in a war game as opposed to durable goods, such as a building or armor, which you don&#8217;t use up.</p>
<p>But the most popular consumable item people buy really shouldn&#8217;t be any surprise. It&#8217;s &#8220;premium&#8221; currency, which is usually a way to buy your way into advancing faster in a game. Game makers like it because it prevents players from abandoning games in frustration, but it also lines their pockets. Games that offer these consumable goods make a lot of money for developers, and they are &#8220;the best ROI&#8221; for game developers, according to Flurry.</p>
<p>For developers looking for the best investment, look no further than free games that offer virtual goods via in-app currency, according to Flurry.</p>
<blockquote><p> While the consumer is indeed purchasing virtual items that are most often consumable, what’s most important to understand is the psychology behind these games. In freemium games, consumers are experiencing compelling, immersive entertainment. They feel gratified when they progress, accomplish goals, create a unique world, and in some cases, show off to their friends. In exchange for this gratification, they are willing to spend real money, and lots of it.</p></blockquote>
<br />  <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=394072&#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=852505"><img src="http://pubads.g.doubleclick.net/gampad/ad?iu=/1008864/GigaOM_RSS_300x250&#038;sz=300x250&#038;c=852505" /></a></p><p><strong>Related research and analysis from GigaOM Pro:</strong><br />Subscriber content. <a href="http://pro.gigaom.com/?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=394072+two-thirds-of-in-app-game-buys-have-fleeting-value&utm_content=ericaogg">Sign up for a free trial</a>.</p><ul><li><a href="http://pro.gigaom.com/2010/12/how-to-ride-the-freemium-app-wave-to-success/?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=394072+two-thirds-of-in-app-game-buys-have-fleeting-value&utm_content=ericaogg">How to Ride the Freemium App Wave to Success</a></li><li><a href="http://pro.gigaom.com/2010/11/sony-vs-microsoft-whose-mobile-gaming-strategy-will-be-better/?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=394072+two-thirds-of-in-app-game-buys-have-fleeting-value&utm_content=ericaogg">Sony vs. Microsoft: Whose Mobile Gaming Strategy Will be Better?</a></li><li><a href="http://pro.gigaom.com/2012/07/the-wearable-computing-market-a-global-analysis/?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=394072+two-thirds-of-in-app-game-buys-have-fleeting-value&utm_content=ericaogg">Analyzing the wearable computing market</a></li></ul>]]></content:encoded>
			<wfw:commentRss>http://gigaom.com/2011/08/16/two-thirds-of-in-app-game-buys-have-fleeting-value/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
	
		<media:thumbnail url="http://gigaom2.files.wordpress.com/2011/02/top-grossing-iphone-apps-virtual-goods-e1297194705270.jpg?w=150" />
		<media:content url="http://gigaom2.files.wordpress.com/2011/02/top-grossing-iphone-apps-virtual-goods-e1297194705270.jpg?w=150" medium="image">
			<media:title type="html">top-grossing-iphone-apps-virtual-goods</media:title>
		</media:content>

		<media:content url="http://0.gravatar.com/avatar/f8c30e1552769600b61214d57219220b?s=96&#38;d=retro&#38;r=PG" medium="image">
			<media:title type="html">ericaogg</media:title>
		</media:content>

		<media:content url="http://gigaom2.files.wordpress.com/2011/08/flurry_spent_virtualgoods_freemiumgames-resized-600.jpg?w=300" medium="image">
			<media:title type="html">Flurry_$spent_VirtualGoods_FreemiumGames-resized-600</media:title>
		</media:content>
	</item>
		<item>
		<title>The Near-Term Evolution of Social Commerce</title>
		<link>http://pro.gigaom.com/2011/03/the-near-term-evolution-of-social-commerce/</link>
		<comments>http://pro.gigaom.com/2011/03/the-near-term-evolution-of-social-commerce/#comments</comments>
		<pubDate>Wed, 02 Mar 2011 08:15:06 +0000</pubDate>
		<dc:creator><a href="http://pro.gigaom.com/members/davidcard/" rel="author">David Card</a></dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Amazon]]></category>
		<category><![CDATA[AOL]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[bazaarvoice]]></category>
		<category><![CDATA[Best Buy]]></category>
		<category><![CDATA[bestbuy]]></category>
		<category><![CDATA[BuyWithMe]]></category>
		<category><![CDATA[collaborative-tools]]></category>
		<category><![CDATA[consumer electronics manufacturers]]></category>
		<category><![CDATA[crowdstar]]></category>
		<category><![CDATA[Dell]]></category>
		<category><![CDATA[ebay]]></category>
		<category><![CDATA[Facebook]]></category>
		<category><![CDATA[Foursquare]]></category>
		<category><![CDATA[geolocation]]></category>
		<category><![CDATA[Gilt]]></category>
		<category><![CDATA[Gilt Groupe]]></category>
		<category><![CDATA[Google]]></category>
		<category><![CDATA[gowalla]]></category>
		<category><![CDATA[group buying]]></category>
		<category><![CDATA[Groupon]]></category>
		<category><![CDATA[kaboodle]]></category>
		<category><![CDATA[Kayak]]></category>
		<category><![CDATA[LivingSocial]]></category>
		<category><![CDATA[location-based services]]></category>
		<category><![CDATA[online giants]]></category>
		<category><![CDATA[payment-systems]]></category>
		<category><![CDATA[payvment]]></category>
		<category><![CDATA[Playfish]]></category>
		<category><![CDATA[ratings and reviews]]></category>
		<category><![CDATA[real-time]]></category>
		<category><![CDATA[real-time-feeds]]></category>
		<category><![CDATA[shopping]]></category>
		<category><![CDATA[shopping-communities]]></category>
		<category><![CDATA[social]]></category>
		<category><![CDATA[Social Commerce]]></category>
		<category><![CDATA[social networks]]></category>
		<category><![CDATA[Swipely]]></category>
		<category><![CDATA[Tippr]]></category>
		<category><![CDATA[trialpay]]></category>
		<category><![CDATA[Twitter]]></category>
		<category><![CDATA[virtual goods]]></category>
		<category><![CDATA[Yahoo]]></category>
		<category><![CDATA[Yipit]]></category>
		<category><![CDATA[Zynga]]></category>

		<guid isPermaLink="false">http://pro.gigaom.com/?p=59597</guid>
		<description><![CDATA[Social commerce involves businesses using online collaborative tools — social networks, real-time feeds and user-generated contributions, for example — in order to sell products and services to consumers. The space is now more dynamic than ever: Hundreds of startups like Groupon, Zynga and CrowdStar have emerged, and it's also attracting the attention — and cash — of online giants like Google, Amazon and Apple. This report examines the factors propelling the sector's growth, how it will evolve over the next one to three years and what that means for those companies involved. We also examine factors inhibiting the growth of social commerce, and the likelihood of fragmentation as more local markets emerge. Companies mentioned in this report include Groupon, Foursquare, Gowalla, Playfish and LivingSocial. For a full list of companies, and to read the full report, sign up for a free trial.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=306188&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p>Social commerce involves businesses using online collaborative tools — social networks, real-time feeds and user-generated contributions, for example — in order to sell products and services to consumers. The space is now more dynamic than ever: Hundreds of startups like Groupon, Zynga and CrowdStar have emerged, and it&#8217;s also attracting the attention — and cash — of online giants like Google, Amazon and Apple. This report examines the factors propelling the sector&#8217;s growth, how it will evolve over the next one to three years and what that means for those companies involved. We also examine factors inhibiting the growth of social commerce, and the likelihood of fragmentation as more local markets emerge. Companies mentioned in this report include Groupon, Foursquare, Gowalla, Playfish and LivingSocial. For a full list of companies, and to read the full report, sign up for a free trial.</p>
<br />  <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=306188&#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=590573"><img src="http://pubads.g.doubleclick.net/gampad/ad?iu=/1008864/GigaOM_RSS_300x250&#038;sz=300x250&#038;c=590573" /></a></p>]]></content:encoded>
			<wfw:commentRss>http://pro.gigaom.com/2011/03/the-near-term-evolution-of-social-commerce/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	
		<media:thumbnail url="http://pro.gigaom.com/files/2011/02/cashregisterpro.jpg?w=150" />
		<media:content url="http://pro.gigaom.com/files/2011/02/cashregisterpro.jpg?w=150" medium="image">
			<media:title type="html">cashregisterpro</media:title>
		</media:content>

		<media:content url="http://1.gravatar.com/avatar/4f3860069d181dbeeb398304f5940a9e?s=96&#38;d=retro&#38;r=PG" medium="image">
			<media:title type="html">gigaedit</media:title>
		</media:content>
	</item>
		<item>
		<title>How to Ride the Freemium App Wave to Success</title>
		<link>http://pro.gigaom.com/2010/12/how-to-ride-the-freemium-app-wave-to-success/</link>
		<comments>http://pro.gigaom.com/2010/12/how-to-ride-the-freemium-app-wave-to-success/#comments</comments>
		<pubDate>Wed, 08 Dec 2010 01:00:19 +0000</pubDate>
		<dc:creator>Ryan Kim</dc:creator>
				<category><![CDATA[pro-long-views]]></category>
		<category><![CDATA[App Store]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[application-store]]></category>
		<category><![CDATA[application-stores]]></category>
		<category><![CDATA[applications]]></category>
		<category><![CDATA[Boku]]></category>
		<category><![CDATA[crowdstar]]></category>
		<category><![CDATA[Evernote]]></category>
		<category><![CDATA[Facebook]]></category>
		<category><![CDATA[Founders Fund]]></category>
		<category><![CDATA[freemium]]></category>
		<category><![CDATA[freemium-applications]]></category>
		<category><![CDATA[freemium-apps]]></category>
		<category><![CDATA[freemium-model]]></category>
		<category><![CDATA[freemium-models]]></category>
		<category><![CDATA[freemiums]]></category>
		<category><![CDATA[Google]]></category>
		<category><![CDATA[In-App Purchases]]></category>
		<category><![CDATA[in-app-advertising]]></category>
		<category><![CDATA[in-application-advertisements]]></category>
		<category><![CDATA[in-application-advertising]]></category>
		<category><![CDATA[in-application-payments]]></category>
		<category><![CDATA[in-application-purchases]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[iphone apps]]></category>
		<category><![CDATA[iphone-applications]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[Mobile Advertising]]></category>
		<category><![CDATA[mobile applications]]></category>
		<category><![CDATA[Mobile Apps]]></category>
		<category><![CDATA[mobile games]]></category>
		<category><![CDATA[mobile gaming]]></category>
		<category><![CDATA[mobile-app-developers]]></category>
		<category><![CDATA[mobile-application-developers]]></category>
		<category><![CDATA[openfeint]]></category>
		<category><![CDATA[operating systems]]></category>
		<category><![CDATA[paypal]]></category>
		<category><![CDATA[premium-model]]></category>
		<category><![CDATA[premium-models]]></category>
		<category><![CDATA[Tapjoy]]></category>
		<category><![CDATA[Tapulous]]></category>
		<category><![CDATA[virtual goods]]></category>
		<category><![CDATA[Zong]]></category>

		<guid isPermaLink="false">http://pro.gigaom.com/?p=52886</guid>
		<description><![CDATA[Offering freemium versions of mobile apps is a now a full-fledged trend, so shouldn't all app developers employ the model? Not so fast. The strategy has worked, but it requires understanding of both the market and your product, along with careful thought, planning and a willingness [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=309565&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p>Offering freemium versions of mobile apps is a now a full-fledged trend, so shouldn&#8217;t all app developers employ the model? Not so fast. The strategy has worked, but it requires understanding of both the market and your product, along with careful thought, planning and a willingness to keep tinkering to ensure a decent payoff.</p>
<br />  <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=309565&#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=25329"><img src="http://pubads.g.doubleclick.net/gampad/ad?iu=/1008864/GigaOM_RSS_300x250&#038;sz=300x250&#038;c=25329" /></a></p>]]></content:encoded>
			<wfw:commentRss>http://pro.gigaom.com/2010/12/how-to-ride-the-freemium-app-wave-to-success/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	
		<media:content url="http://2.gravatar.com/avatar/81c4fca1b2d82a7fb9c8657de52386d1?s=96&#38;d=retro&#38;r=PG" medium="image">
			<media:title type="html">oryankim</media:title>
		</media:content>
	</item>
		<item>
		<title>Facebook Could Make $250M From Virtual Goods Next Year</title>
		<link>http://gigaom.com/2010/09/28/facebook-could-make-250m-from-virtual-goods-next-year/</link>
		<comments>http://gigaom.com/2010/09/28/facebook-could-make-250m-from-virtual-goods-next-year/#comments</comments>
		<pubDate>Tue, 28 Sep 2010 18:15:08 +0000</pubDate>
		<dc:creator>Liz Gannes</dc:creator>
				<category><![CDATA[@Not for Syndication]]></category>
		<category><![CDATA[Liz&#039;s Posts]]></category>
		<category><![CDATA[Facebook]]></category>
		<category><![CDATA[Social Games]]></category>
		<category><![CDATA[virtual goods]]></category>

		<guid isPermaLink="false">http://gigaom.com/?p=160994</guid>
		<description><![CDATA[The American market for virtual goods will grow 31 percent to $2.1 billion in 2011, according to a new report from Inside Network. Virtual goods sold in social games are set to account for 40 percent of the market, or about $840 million in 2011.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=160994&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p><strong>Updated</strong>.</p>
<p>The American market for virtual goods will grow 31 percent to $2.1 billion in 2011, according to a <a href="http://www.insidevirtualgoods.com/us-virtual-goods/">new report</a> from Inside Network. A huge driver of recent growth has been the social games sector, which “came out of nowhere” as co-author Charles Hudson put it. He said that virtual goods sold in social games <span style="text-decoration: line-through;">are set to</span> already account for 40 to 50 percent of the market, or at least $840 million in 2011, and that Facebook is responsible for “pretty much all of social.”</p>
<p><a href="http://gigaom2.files.wordpress.com/2010/09/ivg-us-virtual-goods-market-2011.jpg"><img title="IVG-US-Virtual-Goods Market-2011" src="http://gigaom2.files.wordpress.com/2010/09/ivg-us-virtual-goods-market-2011.jpg?w=708" alt=""   class="alignnone size-full wp-image-161021"></a></p>
<p><a href="http://gigaom2.files.wordpress.com/2010/09/ivg-us-virtual-goods-market-2011.jpg"></a>Many social game makers such the biggies – Zynga, CrowdStar, Playfish and Playdom – are transitioning to using Facebook’s Credits payments system, from which Facebook takes a 30 percent cut of all sales. Taking that rough math further, that means the social network stands to rake in $252 million in revenue from Facebook Credits for U.S. games next year. Facebook also has a second revenue stream from games from developers buying advertising on its site.</p>
<p>Hudson said that even with Facebook’s newly introduced tithing policy, game developers stand to benefit. As Facebook Credits are adopted, “The lift to conversion and monetization should offset the 30 percent,” he said.</p>
<p>What’s interesting about that market is that fewer than 5 percent of social game players ever buy anything, however, they account for the vast majority of the revenue from these free games. Virtual goods were worth $1.6 billion in the U.S. during 2010 and $1.1 billion in 2009, according to Inside Network. Hudson said that the Asian market for virtual goods is likely two-to-three times bigger.</p>
<p>Besides social games, Inside Networks included in its virtual goods market estimate virtual worlds, MMOs (massively multiplayer online games), console games, and mobile games.</p>
<p><em>Please see the disclosure about Facebook in <a href="http://gigaom.com/author/lizg/">my bio</a>. </em></p>
<p><strong>Related content from GigaOM Pro (sub req’d):</strong></p>
<ul><li><a href="http://pro.gigaom.com/2010/09/the-real-impact-of-facebooks-new-approach-to-gaming/?utm_source=tech&amp;utm_medium=editorial&amp;utm_content=lizg&amp;utm_campaign=intext&amp;utm_term=160994+facebook-could-make-250m-from-virtual-goods-next-year">The Real Impact of Facebook’s New Approach to Gaming</a></li>
<li><a href="http://pro.gigaom.com/2010/08/will-games-help-google-figure-out-how-to-be-social//?utm_source=tech&amp;utm_medium=editorial&amp;utm_content=lizg&amp;utm_campaign=intext&amp;utm_term=160994+facebook-could-make-250m-from-virtual-goods-next-year">Will Games Help Google Figure Out How to Be Social?</a></li>
<li><a href="http://pro.gigaom.com/2010/06/a-mobile-payments-glossary/?utm_source=tech&amp;utm_medium=editorial&amp;utm_content=lizg&amp;utm_campaign=intext&amp;utm_term=160994+facebook-could-make-250m-from-virtual-goods-next-year">A Mobile Payments Glossary</a></li>
</ul>
<br />  <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=160994&#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=347712"><img src="http://pubads.g.doubleclick.net/gampad/ad?iu=/1008864/GigaOM_RSS_300x250&#038;sz=300x250&#038;c=347712" /></a></p>]]></content:encoded>
			<wfw:commentRss>http://gigaom.com/2010/09/28/facebook-could-make-250m-from-virtual-goods-next-year/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
	
		<media:thumbnail url="http://gigaom2.files.wordpress.com/2010/09/ivg-us-virtual-goods-market-20111-e1285695235699.jpg?w=150" />
		<media:content url="http://gigaom2.files.wordpress.com/2010/09/ivg-us-virtual-goods-market-20111-e1285695235699.jpg?w=150" medium="image">
			<media:title type="html">IVG-US-Virtual-Goods Market-2011</media:title>
		</media:content>

		<media:content url="http://1.gravatar.com/avatar/7c4be098f16048f01c8f35042902627a?s=96&#38;d=retro&#38;r=PG" medium="image">
			<media:title type="html">Liz Gannes</media:title>
		</media:content>

		<media:content url="http://gigaom2.files.wordpress.com/2010/09/ivg-us-virtual-goods-market-2011.jpg" medium="image">
			<media:title type="html">IVG-US-Virtual-Goods Market-2011</media:title>
		</media:content>
	</item>
		<item>
		<title>My iTunes Account Was Hacked for $375 — By My Own Kids</title>
		<link>http://gigaom.com/2010/07/07/my-itunes-account-was-hacked-for-375-by-my-own-kids/</link>
		<comments>http://gigaom.com/2010/07/07/my-itunes-account-was-hacked-for-375-by-my-own-kids/#comments</comments>
		<pubDate>Thu, 08 Jul 2010 00:00:39 +0000</pubDate>
		<dc:creator>Kevin C. Tofel</dc:creator>
				<category><![CDATA[1321]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[Online Worlds]]></category>
		<category><![CDATA[App Store]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[itunes]]></category>
		<category><![CDATA[virtual goods]]></category>

		<guid isPermaLink="false">http://gigaom.com/?p=131352</guid>
		<description><![CDATA[After finding more than $375 of iTunes transactions on my credit card this weekend, I thought I was hacked. It turns out the "hacker" was my step-daughter who was understandably confused between virtual goods and real currency for in-app purchases inside a free iPhone application.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=131352&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p><a href="http://gigaom.files.wordpress.com/2010/07/tank-cleaner.png"><img title="tank-cleaner" src="http://gigaom.files.wordpress.com/2010/07/tank-cleaner.png?w=210&#038;h=140" alt="" width="210" height="140" class=" alignleft"></a><strong>UPDATED</strong>: As this past weekend included the Fourth of July holiday, I expected to see plenty of red, white and blue. Unfortunately, all I experienced was red when, on Saturday, I noticed three unfamiliar iTunes transactions totaling more than $375. Nobody in the house claimed responsibility for such sizable purchases, so I assumed the worst — amid <a href="http://www.engadget.com/2010/07/06/apple-responds-on-itunes-fraud-vaguely-confirms-said-fraud/">recent web reports of wrong-doing</a>, my iTunes account had been hacked.</p>
<p>I quickly changed my iTunes password, and unlinked my credit card from the account to stave off additional unauthorized purchases. Immediately following that, I opened three inquiries with my credit card company — one for each transaction. As of Tuesday morning, my credit card account has been credited back for all three. By the afternoon, I realized I would have to ask the card company to add those charges back on. It turns out my step-daughter made the transactions, courtesy of three in-app purchases, which touched off fireworks in my house rivaling any you might have seen over the holiday.</p>
<p>Clearly I can’t blame Apple or its iTunes Store for the purchases. And <a href="http://thenextweb.com/apple/2010/07/04/app-store-hacked/">I can’t blame those iOS4 app developers reportedly hacking consumer iTunes accounts</a> either. This financial debacle is the direct result of how I have the household iTunes accounts set up, along with the kids’ understanding of in-app purchases. Not only have I learned some better ways to manage iTunes, but this experience also shed light on what kids actually think about virtual goods and currency.</p>
<p><a href="http://gigaom.files.wordpress.com/2010/07/in-app-purchases.png"><img title="in-app-purchases" src="http://gigaom.files.wordpress.com/2010/07/in-app-purchases.png?w=300&#038;h=200" alt="" width="300" height="200" class=" alignleft"></a>The free game that generated the costly transactions looks fun and harmless. It’s an aquarium on your iPhone that requires you to take care of your fish. You feed them, clean the tank and so forth. But you only get a few fish to start. If you want more or need additional items for your tank, you purchase them by spending real money to buy virtual pearls — or with gold coins accumulated through gameplay. And here’s where my step-daughter stumbled: She figured it was a free app and that both the virtual pearls and gold coins were freely available. So $375 later, I’m now the proud owner of a few thousand virtual pearls.</p>
<p>I’ll admit it can be confusing to have both free coins and paid pearls in a single app for purchases, and we’ve now discussed, as a family, the difference between virtual and real goods with the kids, so this sort of situation doesn’t happen again. Perhaps the most interesting development in all of this was my actual <a href="http://www.apple.com/legal/itunes/us/terms.html">word-for-word reading of the Apple iTunes store terms of service</a>. For privacy reasons, I’m not divulging my step-daughter’s name or age, but an iTunes account requires you to be 13 years old. Yet some of the games that support in-app purchases are rated for ages four and up. Again, I can’t blame anyone but my step-daughter on the $375 charge, but Apple’s age rating seems a bit inconsistent, no?</p>
<p>Preventing a similar situation may be common sense, but let me leave you with a few of my, ahem, <em>pearls</em> of wisdom gleaned from this experience:</p>
<ul><li>Don’t link a bank account, PayPal account or credit card to an iTunes account your kids have access to.</li>
<li><a href="http://support.apple.com/kb/HT2105">Consider using the iTunes Allowance system</a> that places $10 to $50 in an iTunes account on a monthly recurring basis.</li>
<li>Give your kids iTunes Gift Cards to spend on apps, music or add-ons for their games.</li>
<li>Explain the difference between virtual goods and real currency.</li>
<li><strong>Update</strong>: Set restrictions using the <a href="http://support.apple.com/kb/HT4213">iOS4 parental controls</a> found under Settings, General — you can limit actions such as in-app purchases or buying content over a certain age rating. Thanks to Lava for <a href="http://gigaom.com/2010/07/07/my-itunes-account-was-hacked-for-375-by-my-own-kids/#comment-1055782">pointing this out</a>.</li>
</ul><p><strong>Related content from GigaOM Pro (sub req’d):</strong></p>
<p><a href="http://pro.gigaom.com/2010/06/a-mobile-payments-glossary/?utm_source=tech&amp;utm_medium=editorial&amp;utm_term=131352+my-itunes-account-was-hacked-for-375-by-my-own-kids&amp;utm_content=kevintofel&amp;utm_campaign=intext">A Mobile Payments Glossary</a></p>
<br />  <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=131352&#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=897536"><img src="http://pubads.g.doubleclick.net/gampad/ad?iu=/1008864/GigaOM_RSS_300x250&#038;sz=300x250&#038;c=897536" /></a></p>]]></content:encoded>
			<wfw:commentRss>http://gigaom.com/2010/07/07/my-itunes-account-was-hacked-for-375-by-my-own-kids/feed/</wfw:commentRss>
		<slash:comments>30</slash:comments>
	

		<media:content url="http://0.gravatar.com/avatar/6cbb45abac59965c2626e40155358d1b?s=96&#38;d=retro&#38;r=PG" medium="image">
			<media:title type="html">Kevin C. Tofel</media:title>
		</media:content>

		<media:content url="http://gigaom.files.wordpress.com/2010/07/tank-cleaner.png" medium="image">
			<media:title type="html">tank-cleaner</media:title>
		</media:content>

		<media:content url="http://gigaom.files.wordpress.com/2010/07/in-app-purchases.png?w=300" medium="image">
			<media:title type="html">in-app-purchases</media:title>
		</media:content>
	</item>
	</channel>
</rss>
