Virtual goods are non-physical objects and money purchased for use in
online communities or
online games.
Digital goods, on the other hand, may be a broader category including digital books, music, and movies. Virtual goods are intangible by definition.
Including
digital gifts[Sales of virtual goods boom in US](_blank)
news.bbc.co.uk, 10:32 GMT, Thursday, 22 October 2009 and digital clothing for
avatars, virtual goods may be classified as
services instead of
goods
In economics, goods are anything that is good, usually in the sense that it provides welfare or utility to someone. Alan V. Deardorff, 2006. ''Terms Of Trade: Glossary of International Economics'', World Scientific. Online version: Deardorffs ...
and are usually sold by companies that operate
social networking service
A social networking service (SNS), or social networking site, is a type of online social media platform which people use to build social networks or social relationships with other people who share similar personal or career content, interest ...
s, community sites, or
online games.
[Virtual Goods: the next big business model](_blank)
techcrunch.com, Jun 20, 2007 Sales of virtual goods are sometimes referred to as
microtransactions,
and the games that use this model are usually referred to as
freemium games.
Virtual money
Virtual money (or in-game currency) is used to purchase virtual goods within a variety of online communities, which include
social networking websites,
virtual worlds and
online gaming sites.
A key revenue driver within
social media
Social media are interactive technologies that facilitate the Content creation, creation, information exchange, sharing and news aggregator, aggregation of Content (media), content (such as ideas, interests, and other forms of expression) amongs ...
, virtual currencies are specific within each game and are used to purchase in-game goods. Characters or
avatar
Avatar (, ; ) is a concept within Hinduism that in Sanskrit literally means . It signifies the material appearance or incarnation of a powerful deity, or spirit on Earth. The relative verb to "alight, to make one's appearance" is sometimes u ...
s in virtual worlds own things within the context of the virtual world and users will collect each games' virtual currency to purchase land, supplies and various items used to enhance their status and add points. Some virtual currencies are
time-based, relying upon measurement of in-game achievements in order to accrue exchangeable points.
History
The first virtual goods to be sold were
items for use in
MUDs, early, graphical online multiplayer games on the
PLATO system and text-only games on other computers. This practice continued with the advent of
MMORPGs. Players would sell virtual goods, such as swords, coins, potions, and
avatar
Avatar (, ; ) is a concept within Hinduism that in Sanskrit literally means . It signifies the material appearance or incarnation of a powerful deity, or spirit on Earth. The relative verb to "alight, to make one's appearance" is sometimes u ...
s, to each other in the
informal sector. While this practice is forbidden in most
blockbuster online games, such as
World of Warcraft
''World of Warcraft'' (''WoW'') is a 2004 massively multiplayer online role-playing (MMORPG) video game developed and published by Blizzard Entertainment for Windows and Mac OS X. Set in the '' Warcraft'' fantasy universe, ''World of War ...
, many online games now derive revenue from the sale of virtual goods.
When
Iron Realms Entertainment began auctioning items to players of its
MUD,
Achaea, Dreams of Divine Lands, in 1997, it became the first company to profit from the sale of virtual goods.
[The World of text MMOs / MUDs – An Interview with Matt Mihaly, CEO of Iron Realms Entertainment](_blank)
playnoevil.com, Friday, September 8. 2006 But it wasn't until the mid-2000s, with companies like Korean
Cyworld leading the way,
[Cyworld ready to attack MySpace](_blank)
money.cnn.com, July 27, 2006: 11:35 AM EDT that virtual good sales became instituted as a legitimate revenue-making scheme.
Virtual goods may continue to be a primarily Asian phenomenon, as between 2007–2010 70% of worldwide sales were made in this region.
[
]
Revenue
In 2009, games played on social networks such as Facebook
Facebook is a social media and social networking service owned by the American technology conglomerate Meta Platforms, Meta. Created in 2004 by Mark Zuckerberg with four other Harvard College students and roommates, Eduardo Saverin, Andre ...
, games that primarily derive revenue from the sale of virtual goods, brought in US$1 billion, and that is expected to increase to 1.6 billion in 2010.[ Worldwide, US$7.3 billion was made from virtual goods that same year.][
Estimates of the future market for these small items vary wildly depending upon who is making the prediction. 2013 sales will be US$4 billion according to one analyst][A virtual farm turns new ground for game developers]
reuters.com, Thu Mar 25, 2010 7:05am EDT and a year later reach 14 billion according to a different analyst.
cnet.com, November 15, 2010 9:51 AM PST
In 2010, a virtual space station in the game '' Entropia Universe'' sold for $330,000.
The popular, free-to-play video game '' Fortnite: Battle Royale'' generated more than $1 billion in revenue across all platforms. This revenue comes entirely from in-game purchases, which — in ''Fortnite''s case — offer no competitive advantage to the game.
Research
In online games, virtual goods could be lost due to some unexpected reasons. This brings problems for service providers as well as purchaser. Encryption techniques primarily used for other purposes may, here too, provide functionality. These may include access control
In physical security and information security, access control (AC) is the action of deciding whether a subject should be granted or denied access to an object (for example, a place or a resource). The act of ''accessing'' may mean consuming ...
, hashing, encryption
In Cryptography law, cryptography, encryption (more specifically, Code, encoding) is the process of transforming information in a way that, ideally, only authorized parties can decode. This process converts the original representation of the inf ...
, digital certificates, and fingerprinting.
Illicit sale
While many companies have embraced exchanging cash for virtual goods, the practice is forbidden in most blockbuster games,[Poor earning virtual gaming gold]
bbc.com, 01:36 GMT, Friday, 22 August 2008 which derive income from subscription fees. This doesn't deter all players from saving playing time by illicitly buying in-game currency with real-world cash from an alternate source– violating their agreement with the game's operator in the process.
China
China, officially the People's Republic of China (PRC), is a country in East Asia. With population of China, a population exceeding 1.4 billion, it is the list of countries by population (United Nations), second-most populous country after ...
outlawed the practice of buying real-world goods with virtual currency in 2009, something that had become popular in some parts of the country.
Virtual goods purveyors
* Cellufun[Unlike reality, virtual retail sales are hot, especially for avatars](_blank)
USA Today, 23 Dec 2009
* Changyou
* Cyworld
*Facebook
Facebook is a social media and social networking service owned by the American technology conglomerate Meta Platforms, Meta. Created in 2004 by Mark Zuckerberg with four other Harvard College students and roommates, Eduardo Saverin, Andre ...
* Gaia online
* Habbo hotel
* Hi5[The world’s most lucrative social network? China’s Tencent beats $1 billion revenue mark](_blank)
venturebeat.com, March 19, 2009
* Hotornot
* IMVU[ABC News](_blank)
March 15, 2010
* Kongzhong
*Nexon
Nexon Co., Ltd. (formerly ) is a South Korean video game developer and publisher. It develops and publishes titles including ''MapleStory'', ''Crazyracing Kartrider'', ''Sudden Attack'', ''Dungeon & Fighter'', ''The First Descendant'', and ''Bl ...
[About Company](_blank)
Nexon Official Site
* Ning[Virtual goods give Web firms new revenue in ad slump](_blank)
reuters.com, Tue Dec 29, 2009 12:50pm EST
* Iron Realms Entertainment
* Playdom
* Playfish[Playfish sees social games as industry driver](_blank)
Wed Nov 4, 2009 6:02am EST
* Second Life Marketplace[Second Life Marketplace Featured Items](_blank)
Wed April 26, 2011
* RuneScape[Runescape begins first microtransaction experiment](_blank)
develop-online.net, April 2, 2012
* Slide.com[Virtual Products = Real Cash](_blank)
cnbc.com, Oct. 09
* SmallWorlds[Trade Me founder invests in gaming](_blank)
tvnz.co.nz, Mar. 11
* Sony Online Entertainment[Redefining MMOs: The massive money of microtransactions](_blank)
massively.com, Sep 11th 2009
* Valve
*Tencent
Tencent Holdings Ltd. ( zh, s=腾讯, p=Téngxùn) is a Chinese Multinational corporation, multinational technology Conglomerate (company), conglomerate and holding company headquartered in Shenzhen. It is one of the highest grossing multimed ...
*World of Warcraft
''World of Warcraft'' (''WoW'') is a 2004 massively multiplayer online role-playing (MMORPG) video game developed and published by Blizzard Entertainment for Windows and Mac OS X. Set in the '' Warcraft'' fantasy universe, ''World of War ...
[Uh-Oh: World of Warcraft Introduces Microtransactions](_blank)
Wired's Game , Life blog, November 6, 2009
* Xbox Live Marketplace
* Zynga
* Flirtomatic[Digital tills are ringing to the sound of an unreal Christmas](_blank)
The Guardian, 17 Dec 2009
* OPSkins[Simon Coutu]
"Here's How You Make $12,000 In Profit a Day Selling Virtual Guns"
"Vice", June 30, 2015
See also
* Skin gambling
* Walled garden (technology)
* Virtual economy
References
{{MUDs
Multi-user dungeon
Virtual economy
Micropayment