SAN FRANCISCO--(BUSINESS WIRE)--A new report released today by research firm Inside Network (a division of WebMediaBrands Inc., Nasdaq: WEBM) concludes that the total US market size for virtual goods will reach $2.9 billion in 2012, up from $2.2 billion in 2011.
The report, "Inside Virtual Goods: The Future of Social Gaming 2012" is the latest original research study in the Inside Virtual Goods series, co-authored by Justin Smith and Charles Hudson.
"We expect strong continued growth across all segments of the virtual goods market in 2012, with the especially notable year-over-year growth in the mobile gaming segment, says Justin Smith, founder of Inside Network.
“Based on our research and market projects for growth in the US mobile gaming market, we could see virtual goods in mobile games hit the $500 million mark in 2011, up from $350 million in 2011,” adds Charles Hudson, co-author of the Inside Virtual Goods research series.
Inside Virtual Goods: The US Virtual Goods Market 2011 – 2012 presents updated estimates for next year’s virtual goods market in the United States, and reveals that the 2012 virtual goods market will increase 30% over its 2011 size.
Smith and Hudson’s research is based on extended interviews with top executives and entrepreneurs in virtual goods. Inside Virtual Goods: The US Virtual Goods Market 2011 – 2012 brings together original research and analysis, and presents findings not available publicly.
Where will social gaming go in 2012 and what are the biggest opportunities left unclaimed?
Inside Virtual Goods: The US Virtual Goods Market 2011 – 2012 focuses on the following areas:
1. Social Networks, Applications, and Games - The continued growth of the virtual goods market on social networks is one of the biggest stories of 2011. We delve deeply into the trends, stats, key players, opportunities, and challenges facing the space this year and next.
2. Mobile Applications and Games – Mobile application developers that have been early adopters of the free-to-play model are have seen significant growth in 2011, making mobile the fastest-growing component of the US virtual goods market. Our study breaks down the key opportunities and challenges facing this emerging space going into 2012.
3. Casual and Hardcore MMOs - Developers in the MMO / MMORPG space have been among the earliest adopters of the free-to-play model, while Virtual worlds and casual MMOs continue to represent a share of the virtual goods opportunity in the United States. Our study breaks down the key trends in monetization and engagement, and the prospects for the future.
4. Console Games – The console market continues to be one of the areas where microtransactions are establishing a meaningful foothold in the market. We explore why the model is succeeding, revenue and user trends, and the key issues facing this space as we head into 2012.
The US virtual goods market became an industry to watch in 2009 and 2010, and continued to demonstrate incredible growth throughout 2011. Inside Virtual Goods: The US Virtual Goods Market 2011 – 2012 shows how 2012 will be an even more important year as virtual goods touches new industries and reaches broader audiences than ever before.
For more details and to purchase the report, please visit:
http://www.insidevirtualgoods.com
Contacts
Justin Smith, 650-646-5175
About WebMediaBrands Inc.
WebMediaBrands Inc. (Nasdaq: WEBM) (http://www.webmediabrands.com), headquartered in New York, NY, is a leading Internet media company that provides content, education, and career services to social media, traditional media, and creative professionals through a portfolio of vertical online properties, communities, and trade shows. The Company’s online business includes: (i) mediabistro.com, a leading blog network providing content, education, community, and career resources (including the industry's leading online job board) about major media industry verticals including social media, traditional media, Facebook, TV news, sports media news, advertising, public relations, publishing, design, mobile, and the Semantic Web; (ii) InsideNetwork.com, a leading network of online properties dedicated to providing original market research, data services, news, events, and job listings on the Facebook platform, social gaming, and mobile applications ecosystems; and (iii) AllCreativeWorld.com, a leading network of online properties providing content, education, community, career, and other resources for creative and design professionals. The Company’s online business also includes community, membership and e-commerce offerings including a freelance listing service, a marketplace for designing and purchasing logos and premium membership services. The Company’s trade show and educational offerings include conferences, online and in-person courses, and video subscription libraries on topics covered by the Company’s online business.
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