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Recent Press Coverage of Inside Virtual Goods:

Inside Virtual Insanity
CNBC Street Signs

Sales of virtual goods boom in US
BBC

Money for Nothing: The serious business of pretend products
Newsweek

Trading in online virtual goods set to top $1bn
Financial Times

Virtual goods continue to make (real) serious money
CNET

Game Developers Respond to Facebook's New Virtual Currency
Wall Street Journal

Why sales of virtual goods are soaring
Forbes

Virtual Goods To Reach $1 Billion In 2009
MediaPost

Social gaming to generate more than half the $1.6 billion virtual goods market
GamePro

Virtual goods sales to hit $1 billion in 2009 as social games pay off big
VentureBeat

Consumers are spending lots of real money on virtual goods
Mercury News

Money for nothing: Sales of imaginary 'virtual gifts' approach $1 billion
Daily Finance

Virtual goods make for real cash
ADOTAS

Report: U.S. Virtual Goods Market to Hit $1 Billion This Year
Digital Media Wire

Report tracks the rise of virtual goods in the U.S.
BizReport

The true value of virtual goods
PBS

Wie Social Games Bedurfnisse schaffen
Handelskraft

Welcome to Inside Virtual Goods

Inside Virtual Goods is an exclusive in-depth research series from Inside Network presenting exclusive original research, data, and analysis on virtual goods, social gaming, and monetization on social platforms.

The Inside Virtual Goods series is designed for entrepreneurs, investors, and analysts seeking an inside view on virtual goods and social games to help guide critical business decisions.


Our Reports

Inside Virtual Goods: The Future of Social Gaming 2012

by Justin Smith & Charles Hudson

2011 will be remembered as the year that Zynga filed for its IPO, Google launched Google+, and Facebook executed the Credits transition. With the first potential social gaming IPO, Zynga plans to raise up to $2 billion to fund its continued global expansion. Meanwhile, Google is putting its weight behind what appears to have the potential to be the most serious competitor to Facebook as a social gaming platform in North America since the demise of MySpace. And at the same time, developers are still navigating through the Facebook Credits migration, while many are also expanding substantially onto mobile platforms to increase growth and expand reach...

Inside Virtual Goods: The US Virtual Goods Market 2011-2012

by Justin Smith & Charles Hudson

With an up-to-$2 billion IPO that Zynga may file in the coming weeks to fund its continued global expansion, Facebook's migration to Credits, Google's launch of Google+, and the continued rapid growth of in-app purchase-based businesses on the iOS and Android mobile platforms, virtual goods are impacting businesses across the media landscape. Virtual goods, and the companies that distribute them, are continuing to bring about one of the largest disruptions entertainment, communication, and e-commerce infrastructure businesses have seen in years...

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Inside Virtual Goods: Spending and Usage Patterns of the Social Gaming Audience 2011

by Justin Smith & Charles Hudson

Inside Virtual Goods: Spending and Usage Patterns of the Social Gaming Audience 2011 gives you an inside view of the market at this critical juncture in the intersection of social networking and online games.

We have surveyed nearly 2,000 players of social games on Facebook from around the world and across the demographic spectrum. Inside Virtual Goods: Spending and Usage Patterns of the Social Gaming Audience 2011 is the most in-depth independent survey of player behavior and spending patterns in the social gaming market.

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Inside Virtual Goods: Profiling the Social Gaming Middle Market 2011

by Justin Smith & Charles Hudson

Games on social networks became a billion dollar business in 2010, enabling the market's big developers to secure significant investments and pursue sizable exits. Now that Zynga has clearly established itself as the 800 pound gorilla, EA/Playfish are bringing more IP to market, and Playdom is being integrated across Disney, what opportunities remain for other small and medium sized social game developers in 2011?

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