Revenues come from advertising, virtual goods, and e-commerce.
收入来源于广告,虚拟商品还有电子商务。
Here's a slide that shows the shift from AD revenue to virtual goods sales.
以下图片显示社交游戏的收益来源从广告转向虚拟商品销售。
By most estimates, customers spend about $1.5 billion a year on virtual goods worldwide.
估计在世界范围内,每年虚拟物品的销售额在15亿美金左右。
Players pay for play time or virtual goods within the games, and the social networks take a cut of the sales.
玩家需要为游戏时间或游戏里的虚拟商品付费,社交网络公司则从销售额中提成。
And mobile shoppers are buying high-ticket items like diamond rings and cars, not just virtual goods and ring tones.
移动购物者已开始购买像钻戒和汽车之类的高价商品,而不仅仅是虚拟商品和铃声。
Simply stated, branded virtual goods combine a real item - like artist merchandise - with some gaming or novelty element.
简单说吧,品牌化的虚拟物品结合了真实的物件,如艺人的衍生品,带有一些游戏和新奇的元素。
Surprising though this may seem to some, virtual goods such as swords, tractors and even digital boyfriends are much in demand.
尽管对于一些人来说这事可能有点不可思议,但是虚拟产品,比如刀剑、拖拉机甚至虚拟男朋友的销路都非常好。
Facebook appears to be building its own payment system for virtual goods purchased on its social network and on external sites.
脸谱(Facebook)似乎也正在建立自己的支付系统,使购买者无论是在自己的社交网站上还是在其他网站上购买虚拟商品都能运用该系统进行支付。
This heavy focus on the gaming aspect of location is certainly an interesting thing to watch, especially if virtual goods take off.
MyTown这种纯粹基于地理位置的游戏很有趣,值得我们持续关注,特别是在加入虚拟物品机制以后。
And Zynga investors say the drop in traffic had little effect on revenue because many players who dropped out didn't buy virtual goods.
而Zynga的投资者说流量的下跌对收入影响甚微,因为许多退出的玩家都不会购买虚拟商品。
Not a hit with advertisers, these online worlds earn most of their money from the sale of virtual goods, such as items to spruce up an avatar or a private room.
这些网上世界不需要广告宣传,主要靠销售虚拟物品来盈利,比如用于装扮虚拟人或个人房间的物品。
Tencent started in instant messaging in 1999 and unlike nearly everyone else, figured out a way to make money from it by selling virtual goods and services to enhance your avatar.
腾讯从1999年起进军即时通讯行业,与其他即时通讯软件不同,他开辟了通过出售增强QQ形象的虚拟商品和服务来赚钱的先河。
"Virtual goods sales already represent the primary source of revenue for social gaming on Facebook," he writes in the new report.
“虚拟产品销售已成为Facebook上社交游戏的主要收入来源,”他在这份新报告中写到。
That's cool for a virtual-goods purveyor like Zynga (whose gross margins on a product that costs nothing are 100%) but bad for almost any other merchant.
这对于像Zynga这样的虚拟商品供应商来说,简直是太酷了(其毛利润达到100%,成本为零),但对几乎所有其他商家来说,却很糟糕。
That's cool for a virtual-goods purveyor like Zynga (whose gross margins on a product that costs nothing are 100%) but bad for almost any other merchant.
这对于像Zynga这样的虚拟商品供应商来说,简直是太酷了(其毛利润达到100%,成本为零),但对几乎所有其他商家来说,却很糟糕。
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