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	<title>Comments on: Virtual worlds are big: market research</title>
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	<link>http://www.metaversejournal.com/2008/11/07/virtual-worlds-are-big-market-research/</link>
	<description>Coverage of news, issues and events occurring in virtual worlds or those who create those worlds</description>
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		<title>By: Vili Lehdonvirta</title>
		<link>http://www.metaversejournal.com/2008/11/07/virtual-worlds-are-big-market-research/comment-page-1/#comment-206844</link>
		<dc:creator>Vili Lehdonvirta</dc:creator>
		<pubDate>Tue, 25 Nov 2008 02:18:16 +0000</pubDate>
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		<description>The figures are in line with what I have seen elsewhere, but the problem with these forecasts in my opinion is that the concepts tend to be incredibly ambiguous. What&#039;s a virtual world? Do MMO games count? Do avatar-based &#039;social gaming&#039; apps on Facebook count (an industry that is experiencing a lot of growth atm)? If the goalposts are this flexible, the predictions will always be true. 1 Bn users is almost 75% of all Internet users today.&lt;br&gt;&lt;br&gt;That said, perhaps the revenue estimate is a bit on the low side. Online gaming is already a 1-2 Bn USD market, and real-money trading of virtual items is around 2 Bn USD as well:&lt;br&gt;&lt;a href=&quot;http://virtual-economy.org/blog/how_big_is_the_rmt_market_anyw&quot; rel=&quot;nofollow&quot;&gt;http://virtual-economy.org/blog/how_big_is_the_...&lt;/a&gt;&lt;br&gt;&lt;br&gt;More about revenues:&lt;br&gt;&lt;a href=&quot;http://virtual-economy.org/blog/revenue_data_and_other_metrics&quot; rel=&quot;nofollow&quot;&gt;http://virtual-economy.org/blog/revenue_data_an...&lt;/a&gt;&lt;br&gt;&lt;br&gt;p.s. nice site, stumbled here for the first time!</description>
		<content:encoded><![CDATA[<p>The figures are in line with what I have seen elsewhere, but the problem with these forecasts in my opinion is that the concepts tend to be incredibly ambiguous. What&#39;s a virtual world? Do MMO games count? Do avatar-based &#39;social gaming&#39; apps on Facebook count (an industry that is experiencing a lot of growth atm)? If the goalposts are this flexible, the predictions will always be true. 1 Bn users is almost 75% of all Internet users today.</p>
<p>That said, perhaps the revenue estimate is a bit on the low side. Online gaming is already a 1-2 Bn USD market, and real-money trading of virtual items is around 2 Bn USD as well:<br /><a href="http://virtual-economy.org/blog/how_big_is_the_rmt_market_anyw" rel="nofollow">http://virtual-economy.org/blog/how_big_is_the_&#8230;</a></p>
<p>More about revenues:<br /><a href="http://virtual-economy.org/blog/revenue_data_and_other_metrics" rel="nofollow">http://virtual-economy.org/blog/revenue_data_an&#8230;</a></p>
<p>p.s. nice site, stumbled here for the first time!</p>
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		<title>By: Vili Lehdonvirta</title>
		<link>http://www.metaversejournal.com/2008/11/07/virtual-worlds-are-big-market-research/comment-page-1/#comment-164888</link>
		<dc:creator>Vili Lehdonvirta</dc:creator>
		<pubDate>Mon, 24 Nov 2008 10:18:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.metaversejournal.com/?p=1723#comment-164888</guid>
		<description>The figures are in line with what I have seen elsewhere, but the problem with these forecasts in my opinion is that the concepts tend to be incredibly ambiguous. What&#039;s a virtual world? Do MMO games count? Do avatar-based &#039;social gaming&#039; apps on Facebook count (an industry that is experiencing a lot of growth atm)? If the goalposts are this flexible, the predictions will always be true. 1 Bn users is almost 75% of all Internet users today.&lt;br&gt;&lt;br&gt;That said, perhaps the revenue estimate is a bit on the low side. Online gaming is already a 1-2 Bn USD market, and real-money trading of virtual items is around 2 Bn USD as well:&lt;br&gt;&lt;a href=&quot;http://virtual-economy.org/blog/how_big_is_the_rmt_market_anyw&quot;&gt;http://virtual-economy.org/blog/how_big_is_the_...&lt;/a&gt;&lt;br&gt;&lt;br&gt;More about revenues:&lt;br&gt;&lt;a href=&quot;http://virtual-economy.org/blog/revenue_data_and_other_metrics&quot;&gt;http://virtual-economy.org/blog/revenue_data_an...&lt;/a&gt;&lt;br&gt;&lt;br&gt;p.s. nice site, stumbled here for the first time!</description>
		<content:encoded><![CDATA[<p>The figures are in line with what I have seen elsewhere, but the problem with these forecasts in my opinion is that the concepts tend to be incredibly ambiguous. What&#39;s a virtual world? Do MMO games count? Do avatar-based &#39;social gaming&#39; apps on Facebook count (an industry that is experiencing a lot of growth atm)? If the goalposts are this flexible, the predictions will always be true. 1 Bn users is almost 75% of all Internet users today.</p>
<p>That said, perhaps the revenue estimate is a bit on the low side. Online gaming is already a 1-2 Bn USD market, and real-money trading of virtual items is around 2 Bn USD as well:<br /><a href="http://virtual-economy.org/blog/how_big_is_the_rmt_market_anyw">http://virtual-economy.org/blog/how_big_is_the_&#8230;</a></p>
<p>More about revenues:<br /><a href="http://virtual-economy.org/blog/revenue_data_and_other_metrics">http://virtual-economy.org/blog/revenue_data_an&#8230;</a></p>
<p>p.s. nice site, stumbled here for the first time!</p>
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