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	<title>Comments on: Virtual Goods: Scam, Fad, or The Next Big Thing?</title>
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	<link>http://blog.agoeldi.com/2009/11/05/virtual-goods-scam-fad-or-the-next-big-thing/</link>
	<description>Just observing...</description>
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		<title>By: Markus Breuer</title>
		<link>http://blog.agoeldi.com/2009/11/05/virtual-goods-scam-fad-or-the-next-big-thing/comment-page-1/#comment-1894</link>
		<dc:creator>Markus Breuer</dc:creator>
		<pubDate>Fri, 06 Nov 2009 11:07:48 +0000</pubDate>
		<guid isPermaLink="false">http://blog.agoeldi.com/2009/11/05/virtual-goods-scam-fad-or-the-next-big-thing/#comment-1894</guid>
		<description>I agree, that the topic is probably overhyped by the usual suspects. On the other hand: please consider that &quot;passing fads&quot; are a business model that works (very) well in many industries - fashion, games etc. - like you mentioned it yourself. I don&#039;t think that this is a valid argument against commercial success and growth potential in the field of virtual goods. Looking at the &quot;content creators&quot; in Second Life or IMVU I can testify that this is a sustainable business model, too - sustainable not for the single content creator but for the &quot;class&quot; of content creators, who have to innovate constantly to keep their business going. It is certainly not a field, to &quot;get rich quick&quot; (or easily), but there are not many industries which fit this description.

A nice example for a very successful category of virtual goods, which you did not mention, are ring tones, btw. - which amounted for the largest revenues from the sales of digital music for a long time (not anymore, though). Margins are still interesting, here ...

Considering that consumer demand - at least in the developed countries - is still moving from the lower to the upper layers of the Maslow pyramid, and this is where brands achieve the highest margins, I see great potential for virtual goods. I don&#039;t know about realistically yearly growth rates in the next 10 years, but I don&#039;t see a hard limit for the growth here in the near future, neither. As you have mentioned yourself $6B is not much - it is not much of consumer&#039;s budgets, either. So, while these consumers are slowly moving a part of their &quot;life&quot; into the digital realm, the will spend more and more of their budgets for digital status symbols.</description>
		<content:encoded><![CDATA[<p>I agree, that the topic is probably overhyped by the usual suspects. On the other hand: please consider that &#8220;passing fads&#8221; are a business model that works (very) well in many industries &#8211; fashion, games etc. &#8211; like you mentioned it yourself. I don&#8217;t think that this is a valid argument against commercial success and growth potential in the field of virtual goods. Looking at the &#8220;content creators&#8221; in Second Life or IMVU I can testify that this is a sustainable business model, too &#8211; sustainable not for the single content creator but for the &#8220;class&#8221; of content creators, who have to innovate constantly to keep their business going. It is certainly not a field, to &#8220;get rich quick&#8221; (or easily), but there are not many industries which fit this description.</p>
<p>A nice example for a very successful category of virtual goods, which you did not mention, are ring tones, btw. &#8211; which amounted for the largest revenues from the sales of digital music for a long time (not anymore, though). Margins are still interesting, here &#8230;</p>
<p>Considering that consumer demand &#8211; at least in the developed countries &#8211; is still moving from the lower to the upper layers of the Maslow pyramid, and this is where brands achieve the highest margins, I see great potential for virtual goods. I don&#8217;t know about realistically yearly growth rates in the next 10 years, but I don&#8217;t see a hard limit for the growth here in the near future, neither. As you have mentioned yourself $6B is not much &#8211; it is not much of consumer&#8217;s budgets, either. So, while these consumers are slowly moving a part of their &#8220;life&#8221; into the digital realm, the will spend more and more of their budgets for digital status symbols.</p>
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