I don’t often recycle older posts in full – but sometimes I get all worked up, want to “blog it out of my system” only to discover I’ve already said it all. That’s how I feel about the explosion of virtual goods. So there it is, vintage July 2009, still valid, except this time I’d be using Facebook, Zynga, Playfish, PlayDom, CrowdStar, FoolDom (Ok, I made up the last one).
Virtual Worlds, such as World of Warcraft, Entropia Universe, Habbo Hotel, Club Penguin and Second Life grew 39% in the second quarter of 2009 to an estimated 579 million members, reports The Guardian.
“About one in 10 Americans reached into their wallets last year and spent an average of $30 on virtual goods, those pixelated swords, outfits and other non-real items used in online games such as Habbo and Club Penguin” – quotes the LA Times, using the same research report.
So why am I ranting about this? Let me put it very simply:
We’re wasting our brain on stupid things instead of being productive, while sending real money to Chinese entrepreneurs who laugh their *** off while running their sweatshops producing these digital goodies.
And you wonder why the US is declining while China prospers.
There, I said it … now I feel better. Now, for a refreshing and decidedly more intelligent view on China, US..etc read this piece by former wunderkind (may still be wunder but no longer kid) Ben Casnocha: Rising Tide Lifts All (Nation-State) Boats.
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- US Virtual Goods Market to Surpass $2 Billion in 2011 (eon.businesswire.com)
- Inside Virtual Goods: Tracking the US Virtual Goods Market 2010 – 2011, Is Here (insidefacebook.com)
- Report: U.S. virtual goods market growing (cnn.com)
- Virtual Goods Expected to Grow by 40 Percent Next Year, Study Says (bits.blogs.nytimes.com)
- Facebook Could Make $250M From Virtual Goods Next Year (gigaom.com)
(Cross-posted @ CloudAve)