Posts Tagged ‘social networks’

Charging for online content – who’s willing to pay for what?

Wednesday, February 17th, 2010

A new study conducted by Nielsen has revealed that consumers will definitely “maybe” pay for online news and entertainment content that they now receive for free. However, the majority of respondents (85 percent) indicated that they’d rather the currently free content stay that way. Interestingly, survey respondents were far more willing to pay for certain services, while others don’t seem to be worthy of breaking out the credit card for, especially if they’ve previously done so. The study is in depth, as Nielsen surveyed over 27,000 consumers across 52 countries.

The big winners in the “will maybe pay for” category include theatrical movies, music, games, and professionally produced video (i.e. television). The current print industry buzz around microtransactions in online magazines and newspapers fell into the middle of the pack, an improvement over a Forrester Research report in November found that 80 percent of U.S. consumers would not bother to access online newspaper or magazine sites if they were no longer free. Rounding out the pack were amateur productions including podcasts, consumer generated video and blogs. Interestingly, social communities (i.e. social networks) scored just above podcasts and below Radio. A dichotomy unresolved, as the gaming activity on these social communities is clearly generating large amounts of revenue, that some are obviously interested in paying for.

paid-content-type

Some statistics from Nielsen’s survey:

  • More than half of those surveyed (52%) preferred a microtransaction payment model over a full subscription to acquire content. However, only 43% indicated that implementing an easy payment method would make them more likely to pay for online content.
  • Better than three out of every four survey participants (78%) believe if they already subscribe to a newspaper, magazine, radio or television service they should be able to use its online content for free.
  • At the same time, 71% of global consumers say online content of any kind will have to be considerably better than what is currently free before they will pay for it.
  • Nearly eight out of every ten (79%) would no longer use a web site that charges them, presuming they can find the same information at no cost.
  • As a group, they are ambivalent about whether the quality of online content would suffer if companies could not charge for it—34% think so while 30% do not; and the remaining 36% have no firm opinion.
  • But they are far more united (62%) in their conviction that once they purchase content, it should be theirs to copy or share with whomever they want.

What’s also interesting to note from this survey is the top slots. Movies, Music, Television, and Games. Is there perhaps a program a great number of us already have installed on our machines that gives us direct access to all 4? If you own and iPhone or iPod, or simply like music, television, and movies at your fingertips, chances are you’ve got iTunes installed on your machine. While I’m not going to say that Apple itself has revolutionized the industry, but they have certainly built a platform that has introduced millions to the concept and procedure of purchasing content online with a direct digital deliver method. Now….if print media publishers could reconcile a content gateway through iTunes…well, that might drastically effect the results of the Nielsen survey.

 

Facebook to overtake MySpace marketers spend in 2010

Thursday, December 24th, 2009

A new report published by emarketer.com indicates that 2010 will see Facebook over take MySpace in terms of dollars being spent by marketers and advertisers. Facebook has overtaken MySpace in terms of overall popularity and social networking destination of choice, and is already the premier destination for marketers in the US and a number of worldwide markets.

In 2010, emarketer reports, Facebook advertising spend will be $605 million, versus $385 million on MySpace. “As more marketers incorporate social networks in their business, they will no longer look at them as siloed destinations. Instead, they will look to increase the impact of their social network presence by linking it to other marketing initiatives, both online and offline,” said Debra Aho Williamson, eMarketer senior analyst

1

The report also states that combined social and mobile, as well as local interactions will yield more advertising opportunities in 2010. The key theme of social network marketing will by earned media. Adding to the advertising opportunities, emarketer predicts that social ad networks will increase in importance.

2

To this end, the report states that US online social network ad spending will top over $1.21 billion in 2009. This represents a 3.9 percent increase over 2008, and 2010 is predecited to have a 7.1 percent increase. However, this data flies directly in the face of overall US online ad spending this year.

“When companies budget for social media marketing in 2010 and beyond, a substantial portion of their expenses will go toward creating and maintaining a fan page, managing promotions or public relations outreach within a social network, and measuring the impact of a social network presence on brand health and sales,” noted Ms. Williamson.

The report “Social Network Ad Spending : 2010 Outlook” is now available from emarketer.com and also addresses:

  • How much money are marketers spending for paid advertising in social networks?
  • What percentage of marketers use social network marketing?
  • Why is the concept of earned media important?
  • How will social networks affect local advertising?
  • Where do social and search intersect?
  • Will social ad networks deliver results?
 

Virtual Goods Summit standout – Asian VG Market worth ~$7 billion

Monday, November 2nd, 2009

While last week’s Virtual Goods Summit in San Francisco had a wide range of facts, figures, details, and knowledge shared, the standout from this conference was +8 CEO Benjamin Joffe’s presentation on the Asian virtual goods market, and how it’s achieved a massive $7 billion valuation.

According to Joffe’s research, the nine largest publically traded online gaming companies have a valuation of $52 million. Conversely, the top four North American and European companies in the same group come in $30 million less, at $22 million.

Not only looking at just the numbers, Joffe went on to put a bit of history and development behind the figured. As duly noted, the virtual goods market and business model had it’s beginnings in Asia, primarily as a way to ward off game piracy. Recognizing the potential in the market, South Korea’s Nexon was one of the very first on the scene with virtual goods sales. 92 million registered users later, Nexon’s MapleStory is still generating revenues through virtual goods sales. Just a bit further to the north China’s Tencent is looking at $1.5 – $2 billion in sales from it’s popular QQ chat service which features a heavy online gaming influence. The bulk of these revenues are derived from virtual goods sales. According to Joffe, China’s total market could top $5 billion in revenue this year alone. Likewise, the lesser heard of Japanese virtual goods market shouldn’t be underestimated. Raking in over $1 billion a year, Japan’s top three social networks monetize manly through mobile games and their associated services. Perhaps one of the more extreme examples in the Japanese virtual goods marketplace, due to their rarity, Joffe reports that some virtual items have a real world market value of over $1,000, however, again, this is in extremely rare cases.

Joffe’s 127 slide powerpoint presentation from the Virtual Goods Summit:

 

This week at Electronic Arts – more action than Medal of Honor

Friday, June 19th, 2009

To say that there were just a few things happening at EA this week would be just shy of an understatement.  Not only did now former COO John Pleasants more or less lay out EA’s plan to get back to the top of the gaming heap, but they’ve also stepped things up a bit by publicly posting a job ad for a “User Experience Designer”.  Oh, and shortly after Pleasants’ interview (literally his last day), he left EA to become the new CEO of Playdom.  Right.  Let’s get started.

john_pleasantsOn Wednesday, paidContent.org ran a very informative and interesting interview between reporter Tameka Kee and at the time EA COO John Pleasants.  Kee’s interview focuses mainly on what EA’s up to in regards to the strong push to an online component to their latest games, citing The Sims 3 as a prime example.  Pleasants admits that EA is, “…creating a live service across a portfolio of titles, with some social aspects and a variety of business models, including micro-transactions and subscriptions.”

Speaking to the social aspect of gaming Pleasants gives a strong nod to free-to-play/microtransaction supported gaming studios such as Playfish and Zynga, and states, “we’re in investment mode, and we’ll be announcing deals with companies that will be of note sometime in the near future.”  To this end, it’s also come to the light of day (although nearly half a month old now), that EA recently posted a job listing for a “User Experience Designer” that can “lead the design and prototyping of applications for online games, community features and e-commerce transactions” for a “new social gaming platform.”  Read: we need someone with experience in building social networks, communities AND has microtransaction experience.  To be honest, that sounds more like three jobs in one, but then again, I’m no staffing director.  This new developer would be ‘the man’ to drive the reigns at EA’s Ontario, Canada based Waterloo studio.  Looks like Margaret Wallace’s predictions on some of the old school giants investing in social gaming is right on the money.

Ok, fine and dandy, the world at EA is looking bright and shiny.

But hold the phone – what what?  John Pleasants has been named the CEO of Playdom.  Say wha now?

They say hindsight is 20/20, but if you read the interview that Pleasants did with Dean Takahashi from VentureBeat with this knowledge now in hand, you might be able to detect just a splash of animosity tossed in there.  Such statements such as, “Yeah, he tells me what to do and I do it.” In regards to his working relationship with CEO John Riccitiello, and “I don’t want to sound like I’m countering my boss. But I think quality is an overused word for a dynamic equation.  Trends are changing. You have to have quality, following the right trends. You have to make quality stuff, but it can’t be in a category that is disappearing or becoming a niche. John has been vocal about saying that our marketing didn’t work well. We didn’t manufacture hits. To make a hit, you have to both make the right thing through high product quality and also hit the market in the right way.”  Sir, it not only sounds like, but in fact, is, a direct counter to your bosses’ statements.

Perhaps there is in fact no bad blood going on here, but you’ve got to admit, the timing and the nuanced phrases are remarkably suspect.  With Playdom reporting numbers close to $10 million per quarter via microtransaction sales, it looks like Pleasants just made quite a wise move.  His departure only hails a continued mass exodus of top EA execs, but then again, former EA exec, John Schappert who left to go work with microsoft, is now heading back to NoCal to replace Pleasants.  Need a road map by now?  Me too.

While EA’s clearly trying to head in the right direction with casual gaming, social networking, and microtransactions, the question remains,can the behemoth get it together in time and can they really deliver what we want, before we know we want it?

 

Challenging economy not slowing growth of Microtransactions

Thursday, April 16th, 2009

While we all know that the ‘traditional’ advertising market has been taking a beating over the past few months, according to a recent Insidefacebook.com survey, social applications and games monetizing via direct or indirect payments has been less affected.  While a number of analyists offer up their opinions and site the entertainment industry’s traditionally strong performance during economic downturns (more free time and the increased desire for diversions) or the overall attractiveness of a low cost purchase (vs. buying that new car), Facebook applications developers have or have not (depending on how you look at it) been hit by the current economic state.

Facebook application payment providers in particular are reporting tremendous growth at a time when more and more businesses are looking at closing up shop.  Although no specific names or figures were named, Insidefacebook.com reports that overall, payment providers have seen on average a 35% growth in overall transaction and associated dollar volume rise over the Q1 2009, with some even reporting as high as 300%, due in part to new distribution partnerships.

And while a majority of these numbers are flowing from facebook, payment providers also reported that the demand for virtual currencies across other social networks (MySpace, hi5), mobile platforms (iPhone) and in online games in general have also spiked.  Consequently, developers large and small are reaping the benefits of this demand.  Zynga for example, one of the largest app providers on Facebook and MySpace is rumored to be pulling down quarterly revenues in the $10-$15 million range, while Playdom, the developers of MySpace’s #1 game is reporting similar numbers.  And obviously, for every major developer, there’s 10-15 smaller developers standing right behind it, working on their own unique application segment.  What does this all add up to?  Besides positive reinforcement in an area that’s been traditionally flogged as the black sheep, these types of numbers are making big waves in Silicon Valley, and VC’s that weren’t currently watching the space, sure are now.

But wait…isn’t facebook rolling out their own virtual currency?

In German, there’s a perfect word for this: Jaein, which is a combination of Ja, meaning yes, and nein, meaning no.  As we’ve previously reported, facebook has been flirting with the microtransaction/virtual currency tree for quite some time now, but have yet to make a full commitment to the project.  They have however taken great steps in the right direction, and perhaps even started introducing users to the concept (think Facebook Credits), the company still remains focused on growth over monetization.  Both devs and publishers of facebook applications would find a facebook currency advantageous, a number of them are also quick to point out that not even facebook themselves would be likely to deliver better services than a number of 3rd party payment providers.

All in all, while virtual currency monetization is obviously something we’ve been working on for quite some time here at fatfoogoo,  a revolution definitely seems to be afoot and we’re quite happy to be able to answer that all important question, “Can you?”  our answer?  “Yes we can, how soon would you like to get going?”

Find out more about fatfoogoo’s social networking monetization packages by visiting our solutions page.

 

Social gaming increases sales of virtual goods in social networks

Monday, March 30th, 2009

Putting some hard numbers behind what we’ve been thinking and believing for quite some time now, SnipClip trainee (read: intern) Matthias has poured over copious amounts of data over the past few months, and the results are in.  The survey was conducted over 15 various virtual worlds, social games and non-game social applications, and found significant differences in purchasing trends.  Most notably – sales of virtual goods in social gaming applications are ten times higher than those in non-gaming applications.

snipclip_logo_verticalAccording to the study, social games generate an average of $3.65 per monthly active user (MAU) per year.  Conversely, non-gaming applications have an MAU of only $0.37, with the highest average revenue being generated in virtual worlds, with an average of $8.04 per MAU per year.

Examining data strictly from social games and virtual worlds, the study found the average spend to be between $0.82 and $6.40, and $2.03 to $25.42, respectively.   This data supports SnipClip’s theory that virtual worlds and gaming applications are more engaging, therefore users are willing to spend more on virtual goods if they offer special functionality or higher social status.

Looking forward, SnipClip’s study projects potential virtual goods sales in social games at around $340 million per year.  Their non-gaming siblings should be looking at around $215 million.  Virtual Worlds arrive at the party, just slightly ahead of non-gaming social application with projected virtual goods revenues of approximately $244 million.  SnipClip does give a nod to the recent Tencent study, with their projections reaching into the billions mark, but does not include this data in their survey.  Reason being, that Tencent did not make a distinction in their survey between the virtual goods applications, i.e. classical online games, instant messaging, and social networks.

It’s no secret that social gaming is rapidly becoming a driving force on social networks, and obviously the providers are carefully watching revenue streams generated from virtual goods sales.  Facebook has been toying with microtransactions and a homogenized platform wide currency for years now. SnipClips’ survey points out that it’s more about the context in which virtual goods are sold and how this can clearly affect monetization rates.

Oliver Hanisch, heading the partnership and strategic alliance efforts at SnipClip recommends focusing on virtual goods applications that provide users with an engaging gaming experience and at the same time enable them to promote their social status within their community.

“Collecting branded virtual goods, as offered by SnipClip, provides both: a social gaming experience and a way for fans to express their passion for their favorite sports team, music group, or TV show. Therefore, we encourage community providers and content producers to consider the sales of virtual collectibles and provide our partners with an easy and ready to use solution.”

The SnipClip survey aggregated revenue and number of users data from 15 social games, social networks, and virtual worlds.  Average values were weighted by the number of users to provide a better-balanced picture.  Social games with 15.1 million or more active users and virtual worlds with 21.8 million or more active users were used.  Social networks, including facebook, social games such as Mob Wars, and virtual worlds such as Habbo Hotel are included in the study.

Reblog this post [with Zemanta]
 

Playfish CEO: Our mission is to change how the world plays games

Friday, March 27th, 2009

Playfish CEO Kristian Segerstrale took the stage at the GDC yesterday, and delivered his view on how social networks are influencing the way the world plays.  At Thursday’s GDC sessions, he delivered five industry trends that all social gaming developers need to keep in mind.

“Social games are a phenomenon occurring on both the business and the development side of the industry”, says Segerstrale.  During his talk on Thursday, Segerstrale also commented that social networks reach a half a billion people on a global scale.  These networks connect new and old friends, and the bridge to playing games together isn’t that far of a leap.  Segerstrale notes that these games are a natural extension of real world sociability, and that this form of word-of-mouth recommendations is fueling the expansive growth in the casual/social games segment.  Audience members were treated to Segerstrale’s five industry trends, including digital distribution and games as a service (gaas?).

The end of big franchises may be over

Speaking to the 800 pound gorilla in the room, Segerstrale duly notes that the industry is standing by the old guard, and continuing to churn out franchise titles, simply because they (or have) worked.  He admits that consumers will naturally gravitate towards the product they are familiar with vs. one they’ve never played before.  This ultimately makes the job of studio marketing departments a heckuva lot easier.

Conversely, this method will not work in social networks, as the adoption process is influenced and pushed through friends.  Judged on these terms, notes Segerstrale, the entire product relationship and distribution mechanism changes.  It’s not a question of who’s playing what, but rather the simple question of who’s playing, and who isn’t.

Games will all become services

Ok, all gaas jokes aside, the CEO says that as soon as a game becomes digitally distributed they are set up and ready to go for consistent updates.  A natural progression in game development is to consistently revamp and improve the title.  According to Segerstrale, this wipes the traditional model of the product cycle right off the map.  He also believes that social networks are pushing games developers to work like mini-MMO operators.  Meaning, if your social game is a success, bring a pillow and a toothbrush, as the project isn’t ‘over’, but rather, just beginning.  And perhaps the most important point under this heading, “All your revenues move from point of sale to continual,”  Again, product cycle – where?

Marketing by numbers

Releasing a little known secret, Segerstrale commented that the video game industry is one of the largest spenders when it comes to the marketing department.  He sees digital distribution as a mechanism to drive the marketing spend down.  He sees video game industry marketing trends moving away from ‘traditional’ and focusing more on a ‘web’ marketing approach.  Taking nothing away from marketing firms that did outstanding jobs during the 1970’s, 80’s and 90’s, Segerstrale says that traditional game marketing skills are of a limited use in today’s market, because acquiring new customers is more about the quality of the game, not how good the marketing plans behind it look.  He says that in today’s market, you need to constantly tweak games, and become a numbers ninja, gauging the cost of customer acquisition, retention and perhaps most importantly, monetization.

Game design changes

“…designing social games is much different than traditional games,” says Segerstrale, “we are forced to unlearn a lot.”  Social games are more in line with traditional board games, as opposed to a ‘video’ game.  With social games, Segerstrale says that developers have to put the interaction between screen, keyboard, and mouse on hold, and remember that they are creating a playground for users.  It’s not about collecting something or leveling up, but rather about creating a space where users can play out their own story.

“Design also starts driving audience and monetization, he says. How do I make this game really fun to play, but make it irresistible so that players want to pay to play them?”

Listen to your players

In a moment, of, ‘well, yeah?’, Segerstrale told audience members to listen to their players.

“Your players will teach you how to make better games.”

Nodding to the obvious, Segerstrale pointed out that naturally game developers receive qualitative feedback from players about what they love and hate about your product, but also points out that likes and dislikes can also be discerned from game data.  Another obvious approach?  Flat out ask players what’s what with the game.  He says that a structured analysis of this data will teach you how what to do, and what not to do within the current offering, or one in the works.  Developers need to find a balance between qualitative and quantitative data.

Wrapping up his talk, Segerstrale comments, “This is still a nascent industry.  Creating a hit is very hard. This isn’t a protected environment. There are over 50,000 Facebook applications. Product quality is everything. And monetization is still being developed.”

Segerstrale simply asked three things from participants entering the social gaming space: create products that focus on value, not spam; innovate and inspire; and focus on building games for the long run.

Reblog this post [with Zemanta]
 

Freemium model tops Social Networks monetization list

Monday, February 23rd, 2009

During Social Media Week held in New York City, Abrams Research polled over 200+ social media founders, bloggers, journalists, entrepreneurs and high profile Twitterati members from across the US and Canada asking a simple question, ‘How should social networks be monetized?’  Other topics surveyed ranged from which social networks were the most important to them, to where they see facebook, twitter, linkedin, and other social networks headed, and more.

According to the survey, just under one third (thirty-two percent) said that they would most likely pay to used facebook, with linkedin taking a very close second with thirty percent, and twitter rounding out the top three with twenty two percent.

As far as monetizing social networks, the survey revealed that a “freemium” business model was most acceptable to the audience.  A freemium business model is a monetization model that allows users to use a ‘basic’ version of a service for free, and then seeks to add revenue via purchased upgrades.  A prime example would be Playfish’s ‘Who Has the Biggest Brain’ application that allows users to access core functionality for free, but offers a ‘Go-Pro!’ option; a one time fee paid by users to access premium content including more games, time trials, etc.  An overwhelming forty-six percent of respondents said that freemium was the way to go.  Other than twenty percent of those surveyed responding with ‘contextual/targeted ads’, other interesting monetization models paled in comparison.  Nine percent stated that social networks should monetize by charging for research, only 6.9 percent liked a subscription model, and traditional banner ads scored the lowest with only three percent liking the idea.

What exactly are social networking users looking for from the experience?

Twenty-four percent of respondents stated that the most critical feature to them is the status update, closely followed by twenty-one percent ranking the newsfeeds as must-haves.  Rounding out the top four are comments coming in at seventeen percent, and personal messaging taking home fifteen percent of the pie.  Not quite as impressive, yet still noteworthy are those ranking in at less than ten percent: uploading and sharing photos and videos, mass-messaging, and tagging and untagging.

And while facebook tops the list of social networks that users would be willing to pay for, twitter takes the top spot as ‘must haves’ for businesses.  Forty-five percent of those surveyed advised businesses to have a twitter account (and presumably interact with clients/customers).  LinkedIn nabbed second place with twenty-one percent, YouTube with nineteen percent, and oddly enough facebook took the number four spot with fifteen percent.

All’s good, so where’s the problem?

Of the top movers and shakers surveyed, twenty-nine percent said that the biggest problems facing social networks is the “inevitable slide into uncoolness” (myspace, what?).  15.3 percent stated that lack of advertiser interest would be their demise, and 13.4 percent found the ‘inevitable spam problem’ to be the final nail in the coffin.

Download and read the full survey available from Arbrams Research (pdf download).

Reblog this post [with Zemanta]
 

Social Network hi5 introduces hi5 Games

Friday, February 6th, 2009

San Francisco based social network hi5 has recently announced the launch of hi5 Games, a vehicle for users to further interact with their social network contacts and meet new people.  With over 60 million unique visitors per month, hi5 is one of the world’s largest and fastest growing social networks.  hi5 Games will be presented in a fun and socially integrated gaming environment.

Setting itself apart from other social networks, hi5 focuses on deeply integrating social context within game content.  Their integrated messaging, challenge, and invite features also seek to make it a more compelling gaming experience with existing friends and easier to find new friends.

Staying true to their commitment of delivering fun and interactive ‘social entertainment’, hi5 Games represents a new and important monetization opportunity using hi5 coins.  hi5 Coins is the systems’ proprietary virtual currency, and will allow users to purchase premium content, advanced gaming features, and status upgrades via direct transactions.  In addition to these microtransactions, hi5 will also offer advertisers new and immersive options within hi5 Games, thereby allowing brands to better engage their ideal target audience.

“For our target audience of 15 to 24 year-olds, social gaming represents a major expenditure of time and money around the globe. hi5 Games is just one of a range of immersive features that will further engage our users, both keeping them on the site longer and driving them towards new forms of monetization for our business,” said Ramu Yalamanchi, founder and CEO of hi5.

hi5 Games kicks things off by offering players a variety of casual games in sports, arcade, strategy and card genres.  The site will be adding additional games on a monthly basis.  hi5 Games launch highlights include Disco Bowling, Pool, and Mahjong.

Any hi5 Games players out there?  We’d love to hear your feedback: Leave a comment below…

Related articles

Reblog this post [with Zemanta]
 

PlayMesh introduces virtual goods monetization to the iPhone via iMafia

Monday, January 26th, 2009

Over the past year, we’ve seen a dramatic increase in social games, those that are played over social networks like facebook, myspace, Friendster, etc., but if San Francisco based PlayMesh have their way, 2009 could be the year of social games making the leap to mobile platforms. What’s more, PlayMesh’s iMafia has found an innovative solution to offering virtual goods on mobile platforms, traditionally a challenge for most iPhone applications.

If you’re on Facebook, there’s a pretty good chance that one of your friends has at one point or another tried to recruit you to join their ‘Mob’ via Mob Wars.  Building on the popularity of this game play format, PlayMesh co-founder Charles Ju says that the time is ripe to bring the concept from social networks to the iPhone.  iMafia, which was released on Friday, has been on a juggernaut course over the weekend and already ranks at number 55 (as of Monday morning, 26 January 09) on the Apple iPhone AppStore.

Capitalizing on the iPhone’s unique UI, iMafia players use screen gestures to navigate through the game world map.  Actions such as entering a building are accomplished via a simple tap function.  Similar to Mob Wars and other ‘domination’ type games, iMafia’s concept is simple, yet highly addictive: climb the ranks of a crime family, each ‘job’ requiring more and more skills/abilities.  Billed as (technically) an MMORPG, players can play against each other (and as it’s turn based, players do not need to be online at the same time), and may purchase virtual goods along the way to help them with quests.

So far, so good.  Not really much we’ve not already heard.  But here’s where things become interesting.  Ju says that iMafia is a mold breaker, as it successfully relies on virtual goods sales to monetize a social network in a free-to-play game context.

But hold on a second…Apple doesn’t allow developers to present free-to-play’s that rely solely on virtual goods sales to monetize, right?  I mean, call me crazy, but if this is the case, wouldn’t developers be giving away their apps as free-to-plays and seeking alternative payment options for monetizing their virtual goods?  Remember, the BigMac keeps a healthy 30 percent of all revenue generated from paid game sales, while others’ fees can be dramatically lower.  What gives?

What gives is that PlayMesh has put itself in a win-win situation, by circumventing Apple’s rules in so much as purchases of the companies’ other titles, Chess Puzzles, iType and Speed Shapes for example, count as ‘payments’ for virtual goods within iMafia.  Purchasing ‘Chess Puzzles ‘for example would grant the player premium points that can be used to increase your health, purchase bigger and better guns, or recruit more mafia members to your clan within the game.  However, what’s interesting to note is that the free versions of these applications have been removed, and are being replaced by paid versions, pending Apple’s approval.  This should be an interesting one to watch development, as it seems as though there’s more than just an App approval process going on here.  If Apple approves these paid applications, and PlayMesh uses them to fund virtual goods within another of it’s applications, the precedent is set, and I wouldn’t be surprised to see a deluge of other developers falling in line ASAP.

http://www.vimeo.com/2913153