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Virtual goods expected to hit 20 percent of game revenue

A new study by virtual goods provider Viximo suggests that by 2011, sales of virtual goods will amount to 20 percent of U.S. game software revenues.

According to the report (registration required), this forecast is predicated on the expectation that virtual goods will grow faster than the overall gaming software industry. In 2009, U.S. retail sales of console, portable, and PC game software generated revenues of $10.5 billion, an 11 percent decline over the $11.7 billion generated in 2008. In the meantime, virtual goods revenues are expected to hit roughly $1.6 billion in 2010 and … Read more

The virtual goods economy is booming

I spent some time this morning with Rob Frasca, CEO, Viximo, a virtual goods provider. Virtual goods have been growing both in adoption and in relative importance versus advertising, especially in the down economy. Facebook appears to have done $34.5 million in virtual goods revenue this year--primarily in the form of gifting.

Viximo has two main revenue streams: digital gifting and branded virtual goods. They provide a turnkey solution to sites who want to offer virtual goods or gifts. The user comes in and buys credits and can use them as they would any other giftcard. Viximo splits … Read more