Mobile virtual goods revenue to reach $3bn in 2011 and $4.6bn by 2016
A new report from Juniper Research has found that an increase in social gaming will push the global market for virtual goods bought from mobile social media services from $3 billion this year to $4.6 billion by 2016.
While this increase is largely attributed to a sharp rise in smartphone adoption, it’s interesting to note is that sales of virtual goods via mobile platforms are really flourishing in Japan and China.
This is not really that surprising though, given that Chinese social gaming companies like Happy Elements has the ability to raise millions of dollars in funding to not only expand their reach in Asia, but also bring their social games to western markets.
Social gaming can benefit brands in a number of ways and increasing tablet usage is expected to provide further growth in the social gaming market, particularly in the west, as tablets offer a significantly better user experience for social gaming than smartphones.
However, any brand looking to invest in social virtual goods should be aware of app store payments in the likes of Apple App Store, Android Market and BlackBerry App World. Any company wishing to sell virtual goods from within their own app risk losing a whopping 30% of the payment value to the app store.
So while virtual goods provide a way of monetising mobile social media and social gaming, brands need to find a way to avoid app stores taking a slice of their revenue.
Other key findings from Juniper’s report include:
- The spend on advertising targeted at tablets is expected to account for almost half of total mobile social media advertising spend by 2016.
- The Far East & China will continue to account for the biggest share of mobile social media revenues, followed by North America.

