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.
NEW! Subscribe to our newsletter
Please sign up for our email newsletter. We publish about twice a month (you can easily unsubscribe if you need to).
NetFamilyNews – by Anne Collier
- Spoiler alert: Kid loves teaching Twitter to Dad
- At the IGF: Youth participation = greater youth e-safety
- Enabling peer protection: Knowledge is empowerment
- Millennials’ changing social media use: Survey
- Heard of Twitch? Amazon has!
- Dealing with the nasties online
- Leadership in bullying prevention and so much more
- Kindness really could be going viral! Just look…
Analysis & News – by Larry Magid
- UN bringing child rights into the digital age
- IGF attendees complain about censorship in Turkey while some advocate it for youth
- Internet Governance Forum topics include human rights, network neutrality and child protection
- Protecting children online needs to allow for their right to free speech
- It’s time for schools to upgrade both technology and pedagogy
- 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