"Virtual Goods" Popularity Stimulate Sales
Shopping being very common hobby of millions in this world. But we think of buying things those are virtual and spending billions on it seems to be really crazy and unusual.
When you talk about buying “virtual goods” it kind of feels like you’re actually getting something for your money. But virtual goods are imaginary.
You can get a picture representing what you bought but you don’t really own that cow or that casino or that designer outfit you bought to use in an online game.
According to a new study by In-Stat, consumers don’t care. [/b]
They’re lined up to spend $7 billion on virtual goods by year’s end and it’s likely that the trend will keep going strong as we roll in to 2011.[/b]
Today everyone enjoys virtual shopping people of every age enjoy gifting and buying virtual gifts online.
Facts [/b]
The top 10 virtual goods companies earn 73% of current worldwide revenues.
The emergence of social and casual games on social networking sites and mobile phones has created a 2D virtual goods market that exceeds $2 billion.
The Americas and EMEA regions now have grown to account for well over a quarter of of all virtual goods sales. However, Asia/Pacific still dominates the global market.
In-Stat forecasts total virtual goods revenues will more than double by 2014.
Virtual Universe is the next logical step in world entertainment and although there are a lot of critics and people shaking heads it is here to stay and take its ranks among the greats.

Shopping being very common hobby of millions in this world. But we think of buying things those are virtual and spending billions on it seems to be really crazy and unusual.
When you talk about buying “virtual goods” it kind of feels like you’re actually getting something for your money. But virtual goods are imaginary.
You can get a picture representing what you bought but you don’t really own that cow or that casino or that designer outfit you bought to use in an online game.
According to a new study by In-Stat, consumers don’t care. [/b]
They’re lined up to spend $7 billion on virtual goods by year’s end and it’s likely that the trend will keep going strong as we roll in to 2011.[/b]
Today everyone enjoys virtual shopping people of every age enjoy gifting and buying virtual gifts online.
Facts [/b]
The top 10 virtual goods companies earn 73% of current worldwide revenues.
The emergence of social and casual games on social networking sites and mobile phones has created a 2D virtual goods market that exceeds $2 billion.
The Americas and EMEA regions now have grown to account for well over a quarter of of all virtual goods sales. However, Asia/Pacific still dominates the global market.
In-Stat forecasts total virtual goods revenues will more than double by 2014.
Virtual Universe is the next logical step in world entertainment and although there are a lot of critics and people shaking heads it is here to stay and take its ranks among the greats.