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.
👾 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 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 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.
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