Categories: Articles

The Real Business Of Virtual Goods

Would you let your child buy a virtual sofa for their room in Habbo Hotel?

Let’s forget about the fact that most young people don’t even care about Habbo Hotel anymore (or do they?), but the thought of spending any form of "real" money on virtual goods makes many people get very uncomfortable. Today, Marketing Charts, has an eye-catching news item titled, 13% of Online Consumers Buy Virtual Goods. With close to two billion people online, that’s a pretty significant number.

"On average, virtual goods buyers aged eight to 64 spent $92 on virtual goods last year. Among the 12-to-64-year-old demographic, average spend increased almost 14%, from $87 to $99, between 2009 and 2010."

The information is based on a new study from PlaySpan and Magid Associates, and they define "virtual goods" as, "non-physical objects that are purchased and exchange on the internet in games, virtual worlds and social networks. Virtual goods can be simple items such as virtual points, tokens, or more complex items such as avatars."

There’s more to virtual goods than meets the eye.

It’s not just about buying someone a beer on Facebook or leveling up in World of Warcraft. I’d argue that apps and more could (and should) be considered virtual goods as well. What’s the difference between buying an app for the iPad or a sword in a MMORPG. When you see a headline like, "13% of Online Consumers Buy Virtual Goods," we tend to forget that as content becomes more digital (from music and TV to movies, books and software), the majority of people online are buying some form of virtual goods.

Goodbye to the physical object? 

I used to be in the music industry. I used to collect music. I have thousands (upon thousands) of LPs, cassettes and CDs. They’re all in boxes somewhere. They’re in storage. The music that I love is everywhere (YouTube, Pandora, satellite radio, etc…)… it is anywhere, and the physical object of it seems less important as the time rolls on. I used to think that paying for apps on the iPhone was crazy considering the cost of the device and the many free apps that are available, but once you get over that initial hurdle of paying for virtual goods, the floodgates seem to open up, and their value is as relevant as those physical thingamajigs that we all stock up on.

Virtual goods are going to play a huge part in our real economy as the days, months and years drone on. 13% is just the beginning (and it’s not even all that accurate).

Mitch Joel

Mitch Joel lives at the intersection of technology, business transformation and consumer culture. He is the Executive Director of Next Era Institute, a strategic intelligence platform helping leaders understand the forces reshaping business, technology, culture and society. The Institute identifies which shifts matter, explores their wider significance and translates them into strategic direction and momentum. Mitch is also a globally recognized keynote speaker. He has delivered thousands of presentations across both B2B and B2C industries to organizations including Google, Walmart, LEGO, Shopify, Microsoft, Procter & Gamble and Unilever. Strategy Magazine has called him “one of North America’s leading visionaries.” Mitch built his career by working directly inside the waves of change that reshaped modern business. He founded and built a digital marketing agency that worked with some of the world’s largest brands and was later acquired by WPP, where he served as President of a firm operating in 25 countries with almost 3,000 employees. Mitch is the bestselling author of Six Pixels of Separation and CTRL ALT Delete, and the host of Thinking With Mitch Joel, one of the longest-running business podcasts in the world. His writing and commentary appear in outlets including Harvard Business Review, Fast Company and Inc. Magazine. He is a member of Dr. Marshall Goldsmith’s 100 Coaches and was named to the Thinkers50 Radar. Mitch also hosts Groove – The No Treble Podcast, documenting the oral history of electric bass players. Mitch is also Co-Founder of ThinkersOne, a platform that enables companies to bring personalized thought leadership from world-class experts into meetings, events and off-sites in focused 15-minute bursts.

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