Background According to published research, revenues from virtual goods are growing as much as 40 percent per year and U.S. sales could reach $2.1 billion1 in 2011 and $2.4 billion2 during 2012, with an even stronger global market (over $7 billion3), due to strong growth in Asia. Thus, every virtual goods and services provider -- from games to smartphone apps, dating sites to social networks -- should be scrambling for new ways to increase conversion ...

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