Friday, May 7, 2010

Virtual Goods industry going UP. 虚拟商品行业持续上升

A new study by virtual goods provider Viximo suggests that by 2011, sales of virtual goods will amount to 20 percent of U.S. game software revenues. According to the report this forecast is predicated on the expectation that virtual goods will grow faster than the overall gaming software industry. In 2009, U.S. retail sales of console, portable, and PC game software generated revenues of $10.5 billion, an 11 percent decline over the $11.7 billion generated in 2008. In the meantime, virtual goods revenues are expected to hit roughly $1.6 billion in 2010 and grow further in 2011 to more than $2 billion or roughly 20 percent of the market revenue.

The interesting thing here is that there is a new revenue streams available for games - social games while the traditional consoles take better advantage of Internet connectivity providing beyond home console play mechanics now and consumers continue to embrace bite-size purchases, there is potential for virtual goods to provide sustained revenue stream to games company.

*Predictions from me :
We would see social games moving upstream into the mainstream pretty soon and huge IP names coming into the social games and virtual worlds (*or I would prefer to call it today - virtual MMO) for virtual worlds are going through a revolution to becoming more game like rather than just a virtual community. *Mainstream do not mean that social games will be replacing or becoming core AAA games. But social games will be going through a new change as it will get more sophisticated, more expensive to produce and we will start to see big branded names label on new social games coming up soon !

一个由虚拟物品供应商Viximo新的研究表明,到2011年,虚拟商品销售将达到美国的游戏软件收入的百分之二十。根据该报告这一预测是基于预期的虚拟商品的增长速度将高于整体游戏软件产业。 2009年,美国零售销售游戏机,便携,电脑游戏软件产生的105亿美元,比2008年的11.7美元产生的11亿美元下降百分之收入。在此期间,虚拟物品的收入预计将达到大约16亿美元的2010年和2011年进一步增长到超过20亿元,市场收入约占百分之二十。有趣的是,这里有一个新的收入来源的游戏 - 而传统的社会游戏机需要更好地利用国际互联网连接之外提供游戏机玩力学家现在和消费者继续拥抱一口大小的采购,有潜力的虚拟货物提供持续的收入来源,以游戏公司。从我*预测:我们会看到社会的游戏成为主流上游移动很快,有大量的知识产权名称纳入社会游戏和虚拟世界(*未来或我宁愿呼吁今天的虚拟世界 - 虚拟网络游戏)正在经历一个革命将会越来越小游戏像,而不是只是一个虚拟社区。*并不意味着主流社会的游戏将取代或成为核心AAA级游戏。不过,社会的游戏将是一个经历,因为它会得到更复杂,成本贵很多and我们将开始看到大品牌的名字很快就来up new社会games标签的新变化!

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