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	<title>turtlethink.com &#187; Economics</title>
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		<title>US Virtual Goods Market</title>
		<link>http://turtlethink.com/2008/12/us-virtual-good-market/</link>
		<comments>http://turtlethink.com/2008/12/us-virtual-good-market/#comments</comments>
		<pubDate>Tue, 02 Dec 2008 22:12:55 +0000</pubDate>
		<dc:creator>Mark Kizelshteyn</dc:creator>
				<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[Economics]]></category>

		<guid isPermaLink="false">http://turtlethink.com/?p=92</guid>
		<description><![CDATA[Charles Wilson, VP of Business Development for Serious Business, explored the size of the US virtual goods market on his blog today. He estimates the size to be around $200 million, which I believe to be immensely conservative. He holds out on the variable of subscriptions to MMOs and does not incorporate numerous financial figures [...]]]></description>
			<content:encoded><![CDATA[<p>Charles Wilson, VP of Business Development for Serious Business, explored the size of the US virtual goods market on his <a href="http://www.charleshudson.net/">blog</a> today. He estimates the size to be around $200 million, which I believe to be immensely conservative. He holds out on the variable of subscriptions to MMOs and does not incorporate numerous financial figures (no fault of his own, they are not available) from a variety of virtual worlds. </p>
<p>I know the US does not compare to the immense Asian market of virtual goods, but I believe we are a bit higher than Wilson&#8217;s estimate. </p>
<p>Nonetheless, I highly recommend reading Wilson&#8217;s <a href="http://www.charleshudson.net/?p=512">post</a>; it does give a good overview of virtual goods and financial figures. </p>
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