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BizReport | Ecommerce archives February 29, 2012

PlaySpan: Virtual goods purchases up 100% since 2009

When it comes to playing games, US consumers are looking for a little bit more. More goods, that is. According to a new report virtual goods purchases have increased 100% since 2009 as more consumers play games and look to... >>

BizReport | Mobile Marketing December 20, 2011

Mobile purchases for real and virtual goods up

There is more going on in the mobile realm than texting and social networking - although those are two of the hottest mobile areas. Game playing and shopping are two other hot areas, with some consumers shopping for virtual goods... >>

BizReport | Ecommerce archives December 09, 2011

Elastic Path: 27% of holiday shoppers to buy virtual gifts

Recent consumer research from Elastic Patch reveals that over a quarter of holiday shoppers plan to purchase digital goods as gifts and will up their spend from 2010.... >>

BizReport | Social Marketing September 12, 2011

Report: African-Americans biggest virtual goods spenders

By 2012 eMarketer estimates the virtual goods market (US, in social games) will exceed $790 million; some other research indicates the virtual goods marketplace will generate billions for brands in the space. A new report from MocoSpace indicates which demographics... >>

BizReport | Ecommerce archives August 22, 2011

Consumable items top in-app game purchases

A new report from Flurry Analytics reveals that over two-thirds of all items purchased in iOS and Android 'freemium' game apps are consumables with premium virtual currency being the top buy. ... >>

BizReport | Research archives May 27, 2011

MocoSpace: Men out-buying women in virtual goods category

Men and women may be gaming in nearly equal numbers, but when it comes to cashing in virtual rewards from games, men are more likely to be at the virtual register. According to new research from MocoSpace men are nine... >>

BizReport | Social Marketing May 16, 2011

Brands get their social game on

McDonald's have done it and Lady Gaga is about to do it and, according to a report from eMarketer, many more brands will soon be doing it. Doing what? Tapping into social gaming, that's what.... >>

BizReport | Ecommerce archives February 02, 2011

Report: Virtual goods hot in Asia/Pacific region

Virtual goods are a hot commodity for consumers and for merchants heading into the second decade of the 21st century, but the consumption is much higher in one place. One region of the globe is far and away the top... >>

BizReport | Research archives November 26, 2010

Gaming expected to grow 20%, what brands can do to engage

Whether on social networks, mobile apps or gaming hubs, consumers around the globe are engaging with games. But, unlike the past, most gamers aren't playing solitary games, they are playing branded games in social atmospheres. Not all games are created... >>

BizReport | Blogs & Content archives November 10, 2010

MocoSpace: Gamers spending more outside socnets

When it comes to online gaming, the big money as of late is in virtual goods purchasing. Because of that many game publishers and even advertisers have gone into the social space as well, but they may be in the... >>

BizReport | Social Marketing October 29, 2010

PayPal to bring quick micro-payments to Facebook

PayPal has announced a partnership with Facebook that will facilitate the purchase of virtual goods on the social network with just a couple of clicks.... >>

BizReport | Social Marketing September 29, 2010

Demand for virtual goods continues to rise

The trend for paying something for nothing, particularly on social networks and in social games, is set to continue with the U.S. virtual goods market doubling from 2009's $1.1 billion to $2.1 billion by 2011, reports Inside Network. ... >>

BizReport | Social Marketing September 28, 2010

Retailers can now incentivise with Facebook Credits

The proliferation of Facebook Credits continues. Starting this week, retailers can use Facebook Credits to incentivize online shoppers thanks to a new platform, Ifeelgoods. ... >>

BizReport | Ecommerce archives September 21, 2010

Buy Anyware streamlines online checkouts

Global e-business platform Plimus has introduced a new platform which should make it simpler for consumers to buy online. Called Buy Anyware, the platform eliminates the need for virtual storefronts as consumers can buy virtual goods directly from social, gaming... >>

BizReport | Ecommerce archives July 22, 2010

Women love to shop, even for virtual goods

We all know women love to shop but did you know that female online gamers also go on spending sprees - for virtual goods? According to a new survey from market research firm VGMarket and virtual currency company PlaySpan, female... >>

BizReport | Ecommerce archives July 09, 2010

Yahoo taps Offerpal Media for alternative payments

Social gaming developers using Yahoo's Application Platform now have alternatives to cash or credit card based game monetization. The Internet brand has tapped Offerpal Media to power an alternative payments system which should give developers more option in the creation... >>

BizReport | Ecommerce archives June 08, 2010

Pente Group, PlaySpan partner for virtual currency hub

A new player in the virtual currency world launches this week. Pente Group and PlaySpan have partnered to create a branded virtual currency hub, a place where merchants, celebrities and brands can create a full service payment solution for virtual... >>

BizReport | Trends & Ideas archives May 31, 2010

Report: More consumers spend more real money on virtual goods

Sales of virtual goods in North America are continuing to rise according to a recent report from research firm Magid Associates and online game monetization company PlaySpan, but where are they being purchased from?... >>

BizReport | Advertising archives April 13, 2010

Offerpal expands alt-payments for global audience

Gamers have another option for continuing play, earning social gaming points or buying products. Virtual currency hub Offerpal has expanded their payment platform to include alternative payment options for a global audience. The alt-payments include phone cards, e-payment systems, pre-paid... >>

BizReport | Trends & Ideas archives February 22, 2010

Social games driving virtual goods market

The virtual goods market is set to soar and virtual currency and payments solution provider Social Gold has published a report that shows over half of virtual goods customers make repeat purchases.... >>

BizReport | Blogs & Content archives December 23, 2009

gWallet releases gLTV

Virtual goods and currency firm gWallet has released the next generation of social monetization software. Their new platform gives social marketers the ability to measure the 'lifetime value' of a social consumer rather than the value of a simple click.... >>

BizReport | Ecommerce archives December 03, 2009

Offerpal launches gaming rewards platform

A new platform and program for virtual goods and currency is just the latest blip on the virtual advertising screen. But, it is also a sign that virtual goods/currency is still growing and still a place where marketers can increase... >>

BizReport | Social Marketing December 02, 2009

Platform offers payment alternatives as well as virtual goods

Marketers who want to take advantage of the growing interest in virtual currency and goods as well as have a payment processing option may want to look into newcomer gWallet. The monetization platform gives brands and marketers the ability to... >>

BizReport | Blogs & Content archives November 19, 2009

Offerpal releases policies for virtual goods offers

When it comes to online advertising new avenues are constantly popping up. One of the newest avenues is the virtual goods/currency avenue, by which consumers accrue points or currency and then send the points send virtual - or sometimes real... >>

BizReport | Social Marketing November 12, 2009

Study: Women want virtual cash, goods

When it comes to online advertising, most women are willing to watch ads or play games and apps in exchange for virtual currency. According to a new study from Q Interactive, women play games and view ads so that they... >>

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