Players of the social game Farmville sent 500 million Valentines over 48 hours this past weekend, the Gigaom blog reported. The valentines were free, but players pay for a lot of other virtual goods. Engage Digital Media recently released 2009 figures for “virtual goods-related investments,” showing that “more than $1.38 billion was invested in 87 virtual goods-related companies,” triple 2008′s figure. In a more in-depth story, the BBC reported that most of the virtual economy’s momentum is in social games, not so much social network sites (though some social games, such as Farmville, are found on social-network sites). “In Asia, sales are already around the $5 billion mark and rapidly growing.” The BBC piece describes how this economy works.
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NetFamilyNews – by Anne Collier
- Leadership in bullying prevention and so much more
- Kindness really could be going viral! Just look…
- More clarity on teens’ ‘Am I pretty?’ videos
- A bit of videogaming is good for kids: Study
- Virginia teen sexting case: (Somewhat) reduced injustice
- ‘Revenge porn’: Exposing cruel disclosure
- Zooming in on social norms (sidebar)
- Beginning of the end of #purge, revenge porn or social cruelty?
Analysis & News – by Larry Magid
- Why Google (and Facebook) should admit kids under 13
- As Ferguson struggles, Georgia teens create app to rate police departments
- Tech can make driving dangerous, but also safer
- IAC’s Ask.com buys Ask.fm and hires a safety officer to stem bullying
- Massive data breach shows skills of Russian hackers
- Google to reward sites with HTTPS security in search rankings
- Five teens & ‘one mature adult’ create Push for Pizza app
- Safe computing includes minding your ergonomics