Posts Tagged ‘virtual goods’

Hi5.com raises $14M and shifts into social games and virtual goods

Remember when Hi5.com was the Facebook for us in the Caribbean and many others around 3 or 5 years ago. Well the 7 year old site, having been unseated and fallen out of favour with the social networkers is switching to social games and virtual goods. The San Francisco-based Hi5 has tens of millions of users and much of its fan base is overseas. The site also ranks as one of the world’s top 20 web sites. It has been noted that Hi5 is one of the companies leading and defining the rapidly emerging social entertainment category. More

Popularity: 24% [?]

Social Media: Did You Know Facts

- Online Games and Virtual Worlds host over 2.5 billion identities worldwide, estimated to be worth US$14billion according to LCM Research.

-Social networks boast an additional 1 billion identities (Forrester Research, 2009) that have generated over $5 billion of revenue in virtual goods in Asia alone, according to Viximo Research.

- Globally digital revenues grew by an estimated 12% in 2009 totaling $4.2 billion in trade revenues (IFPI).

- Giga Omni Media says virtual worlds for the enterprise market is a $1 billion market today and will grow to $7 billion by 2014. Gartner says the collaboration market is $34 billion. The travel market $90 billion.

-With 250 billion emails sent daily, 90% of which are still SPAM, there is opportunity for PERMISSION to make a decisive impact.

Popularity: 3% [?]

Boomtown: The Real Money Behind Virtual Goods

Virtual goods, such as avatars and Facebook gifts, are attracting major brands, celebrities, and venture capital. The money is real.Nexon’s Crazyracing KartRider game sold more than 100,000 Mini Coopers in South Korea, more than BMW’s sales of the actual car. It helped that the game’s virtual Mini cost less than $10. 2008 annual revenue for Tencent, China’s largest Internet portal: $1.05 billion. 88% of revenue comes from virtual goods. $200 million — Amount of virtual goods purchased in the U.S. in 2008. More

Popularity: 5% [?]

Hi5’s virtual entertainment plans could hit a virtual jackpot

I am not a fan of Hi5.com at all,since signing up about a year ago, but hey that’s just me. They seem to be heading in the direction of reinvention. They’re going virtual. Read more. Because Facebook is the largest, fastest-growing network in the world, a big question is what other social networks are going to do to compete. Hi5, with approximately 60 million monthly unique visitors, is in the process of making itself an “immersive social environment” that includes virtual goods, avatars, games, instant messaging and a 3-D world geared at older teens worldwide. The company plans to make money off of virtual goods — not traditional online advertising. More

Popularity: 1% [?]

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