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	<title>ohai - Handcrafted Massively Multiplayer Online Games for Everyone &#187; Virtual Goods in the News</title>
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		<title>Chief ohai Susan tells PBS&#8217; Media Shift how virtual goods might help the news industry</title>
		<link>http://www.ohai.com/2010/02/08/chief-ohai-susan-tells-pbs-media-shift-how-virtual-goods-can-help-the-news/</link>
		<comments>http://www.ohai.com/2010/02/08/chief-ohai-susan-tells-pbs-media-shift-how-virtual-goods-can-help-the-news/#comments</comments>
		<pubDate>Tue, 09 Feb 2010 02:17:14 +0000</pubDate>
		<dc:creator>James</dc:creator>
				<category><![CDATA[Virtual Goods]]></category>
		<category><![CDATA[susan wu]]></category>
		<category><![CDATA[Virtual Goods in the News]]></category>

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		<description><![CDATA[ohai, PBS&#8217;s Media Lab has a very interesting editorial on what virtual goods can teach the news industry, which is struggling to find new ways of funding itself in the digital age. Chris O’Brien points to the virtual goods industry as an inspiration, and gets some wisdom from chief ohai Susan: Here&#8217;s what she understood [...]]]></description>
			<content:encoded><![CDATA[<p>ohai, <a href="http://www.pbs.org/idealab/2010/02/what-can-virtual-goods-teach-us-about-paying-for-news034.html" onclick="pageTracker._trackPageview('/outgoing/www.pbs.org/idealab/2010/02/what-can-virtual-goods-teach-us-about-paying-for-news034.html?referer=');">PBS&#8217;s Media Lab has a very interesting editorial</a> on what virtual goods can teach the news industry, which is struggling to find new ways of funding itself in the digital age.  Chris O’Brien points to the virtual goods industry as an inspiration, and gets some wisdom from chief ohai Susan:</p>
<blockquote><p>Here&#8217;s what she understood early on about the value of virtual goods: In the real world, we have all sorts of intangible interactions, from shaking hands to smiling to offering blessings. The value of virtual goods is not about the object, but rather its ability to express an emotion or feeling in a way that has value. &#8220;Sending someone a virtual beer is not about the beer,&#8221; Wu told me. &#8220;It&#8217;s a way to show, &#8216;I have an affection for you.&#8217;&#8221;</p></blockquote>
<p><a href="http://www.pbs.org/idealab/2010/02/what-can-virtual-goods-teach-us-about-paying-for-news034.html" onclick="pageTracker._trackPageview('/outgoing/www.pbs.org/idealab/2010/02/what-can-virtual-goods-teach-us-about-paying-for-news034.html?referer=');">Much more here</a>.</p>
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		<title>In Study, 41% of Women in Social Games Use Virtual Currency, 10% Purchase With Real Cash</title>
		<link>http://www.ohai.com/2009/11/16/in-study-41-of-women-in-social-games-use-virtual-currency-10-purchase-with-real-cash/</link>
		<comments>http://www.ohai.com/2009/11/16/in-study-41-of-women-in-social-games-use-virtual-currency-10-purchase-with-real-cash/#comments</comments>
		<pubDate>Mon, 16 Nov 2009 21:51:25 +0000</pubDate>
		<dc:creator>James</dc:creator>
				<category><![CDATA[Virtual Goods]]></category>
		<category><![CDATA[Virtual Goods in the News]]></category>

		<guid isPermaLink="false">http://www.ohai.com/?p=425</guid>
		<description><![CDATA[Interesting data from a study by online marketing firm Q Interactive: 41% of female players who play social games use the virtual currency within them, and at high rates: &#8220;Of those using virtual currency, 57 percent engage in online transactions on a daily basis, whether it be once (33.4 percent) or multiple times (23.8 percent) [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignleft size-full wp-image-424" title="woman buying virtual currency" src="http://www.ohai.com/wp-content/uploads/2009/11/woman-buying-virtual-currency.jpg" alt="woman buying virtual currency" width="150" height="150" />Interesting data from <a href="http://www.brandweek.com/bw/content_display/news-and-features/direct/e3i8d89a411d4e37fb51572ae37de27a3cf" onclick="pageTracker._trackPageview('/outgoing/www.brandweek.com/bw/content_display/news-and-features/direct/e3i8d89a411d4e37fb51572ae37de27a3cf?referer=');">a study by online marketing firm Q Interactive</a>: 41% of female players who play social games use the virtual currency within them, and at high rates: &#8220;Of those using virtual currency, 57 percent engage in online transactions on a daily basis, whether it be once (33.4 percent) or multiple times (23.8 percent) per day. About one quarter (23.2 percent) use virtual currency weekly.&#8221;  Among those who do use virtual currency, one in ten women purchase it with real cash (as opposed to taking a survey or other &#8220;offer&#8221;-based exchanges): &#8220;Only 10.4 percent have spent real money, with half (47.10 percent) spending under $20 and 38.2 percent spending between $20 and $100.&#8221;  That&#8217;s actually a pretty impressive conversion rate, especially with a plurality paying more than twenty bucks.  <em>Image credit: <a href="http://www.brandweek.com" onclick="pageTracker._trackPageview('/outgoing/www.brandweek.com?referer=');">brandweek.com</a></em></p>
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