Virtual Goodness 4 Kids
The Opportunity
At this time when both the public and philanthropic resources support
the growing needs of children are highly constrained, a new and largely
"under the radar" economic trend holds the potential to increase the
funding available for children's issues and programs. Today, growing
numbers of people who play multiplayer games online, such as FarmVille
and Second Life, are spending real money to acquire digitized props or
tools that help them advance on their game. An estimated one in eight
Americans play social games online, spending $1.6 billion for these
"virtual goods." Virtual goods are items people can buy on Facebook
games, in virtual worlds or on mobile games.
While many see the purchase of virtual goods as "paying something for
nothing," revenues from their sale have increased 300% over the past
three years, and, in the U.S. alone, are projected to total $2.1 billion
in 2011 and $5 billion in 2014. Thanks to a two-year Stanton Fellowship
provided by the Durfee Foundation in Los Angeles, Wendy Lazarus, Founder
and Co-President of the Children's Partnership, is exploring this new
economy and testing out the most promising strategy for tapping into
revenues generated from the purchase of virtual goods in ways that
benefit children's health, education, and well-being. What makes this
initiative especially important is the potential to expand the revenue
base to meet kids' growing needs, rather than simply finding a new way
to tap the existing, limited pool of available resources.
For interested Game Company Partners, please read
more about this initiative.
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