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.
Safer Internet Day 2105
- The policy of student data privacy
- News & views from ConnectSafely: April 23, 2015
- Cyberbullying is not a joke: Celebrities and public figures can make a difference
- Facebook’s Scrapbook encourages photos of children, but think before you post
- Pew Survey: Reports of Facebook’s demise among teens greatly exaggerated
- Should I worry about my teens texting?
- Chromebooks & Google Apps appeal to schools & consumers
- Raising digital kids: 10 tips for improving parent-teen relationships
- Setting screen-time limits – for parents
- Digital Trust Foundation seeking proposals on digital abuse programs
- Parent bullying: The one-upper society
- What is the best way to introduce screen media to our three-and-a-half-year-old?
- Internet Explorer had a long and important life, but it’s time to move on
- Seven good smartphone security habits
- Arkansas bill puts youth safety and privacy in jeopardy