The dialog about Social + Commerce frequently ignores digital goods and micro-transactions, but the opportunity is enormous!
MMO games command enormous attention share. Minecraft ranks higher than Facebook and Tinder on both Sessions / DAU / Day and Time / Session.
MMO games command enormous attention share. Minecraft ranks higher than Facebook and Tinder on both Sessions / DAU / Day and Time / Session.
Data from 2019 shows 90% of MMO players spend money in-game.
Digital goods and micro-transactions are scalable in every sense - easy to produce with minimal distribution requirements.
Digital goods and micro-transactions are scalable in every sense - easy to produce with minimal distribution requirements.
Digital goods tied to social interaction (i.e. games) are highly discoverable (every user is an influencer, every player is a creator), inherently social, and promote peer to peer commerce (trading).
Digital currencies, goods, and economies already exist, from World of Warcraft's 1st party Auction House to Team Fortress 2's 3rd party marketplaces.
The numbers are mind boggling. The Counterstrike AWP Dragon Lore sniper skin is valued at $61,000.
The numbers are mind boggling. The Counterstrike AWP Dragon Lore sniper skin is valued at $61,000.
The market for digital goods is currently estimated to be over $50Bn with incredible growth as eSports, gaming, and online social platforms continue to grow.
The most incredible part? The flywheel.
Buying digital goods improves the user experience whether it is a skin in a game or a custom chat emoji on Twitch, which increases engagement frequency and depth, which increases affinity and propensity to buy again.
Buying digital goods improves the user experience whether it is a skin in a game or a custom chat emoji on Twitch, which increases engagement frequency and depth, which increases affinity and propensity to buy again.