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Second Life
Virtual Goods Are A Coming Big Business
A VC principal writes that merchants are making big money in virtual worlds -- over $1.5 billion annually and growing. Virtual goods helps buyers express themselves, and increase satisfaction with whatever game, service or virtual world they're using. Susan Wu,, a principal in Charles River Ventures, writes:
"Andy" says in the comments on Susan's post:
Spending $10 on a virtual flower seems crazy to me. Then again, if that's crazy then save room for me in the nuthouse, because this week, I've spent about $12 on a virtual house and furniture, as well as a really nifty virtual lighthouse (because my house is on an island, and having an island without a lighthouse is dangerous and irresponsible.) Susan has a really interesting resume. On the one hand, she's a principal at a VC firm and a Cornell MBA, so her country-club business credentials are well in order. On the other hand, she was a member of the Apache Foundation, executive-produced a Quake 2 enhancement. I heard her speak at South By Southwest this year; she was very active on the earliest virtual worlds, the text-based Multi-User Dungeons (MUDs), which launched around 1990 and still enjoy a small, but devoted, following today. P.S. I count 18 comments before someone declares that anybody who would make, or sell, virtual goods is a "lamer.". This is an indication that virtual goods is becoming mainstream -- not too long ago, that kind of gym-class name-calling would be in one of the first three comments on the thread. « GPS Apps Lead The Way At BREW | Main | SAP Isn't About Easy; It's About Regimentation » |
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