Category virtual worlds

The Virtual Thief (and what that means for privacy)

In 2006, we created a online marketplace for virtual goods in Second Life. Our competitor had a daunting network effect advantage, but we had no intention of fighting over the existing market. The real market in our eyes was consumers yet to come (they never really came, but that’s a different story). To drive traffic,… Continue reading

Are Game Dynamics Jumping the Shark?

AdAge today asks “What’s saving the current crop of virtual games from becoming the next Second Life?”, with their answer being game dynamics. I am a huge believer in the power of creatively designed incentives and game-like compulsion loops, but I suspect enthusiasm for badges, levels and points have hit “fad” and “over-reliance” territory.  Foursquare,… Continue reading

Why do people buy virtual goods? (on motivations and compulsions)

Virtual goods have finally been legitimized as a revenue model, rather than a niche (even weird) activity ignored in favor of advertising. Now the concept is spreading beyond its game / virtual world roots, and we’re seeing large numbers of companies trying to figure out a “virtual goods” strategy. While I believe very strongly in… Continue reading