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	<title>ZuluZulu &#187; Virtual worlds</title>
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	<description>Social media platforms &#38; web publishing services</description>
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		<title>Techcrunch50 focuses on virtual worlds &amp; virtual goods</title>
		<link>http://zuluzulu.net/techcrunch50-focuses-on-virtual-worlds-virtual-goods/</link>
		<comments>http://zuluzulu.net/techcrunch50-focuses-on-virtual-worlds-virtual-goods/#comments</comments>
		<pubDate>Mon, 08 Sep 2008 11:44:10 +0000</pubDate>
		<dc:creator>Wessel van Rensburg</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Worth a look]]></category>
		<category><![CDATA[Digital advertising]]></category>
		<category><![CDATA[Virtual worlds]]></category>

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		<description><![CDATA[According to Jason Calacanis the amount of money made from the selling of virtual goods in virtual worlds in China exceeds the amount made from all internet advertising in China.
Techcrunch50, the list of 50 (actually 52) hot new tech start-ups being announced today focuses heavilly on virtual worlds. In a video (below) Michael Arrington and [...]]]></description>
			<content:encoded><![CDATA[<p>According to Jason Calacanis <strong>the amount of money made from the selling of virtual goods in virtual worlds in China exceeds the amount made from all internet advertising in China</strong>.</p>
<p><em>Techcrunch50</em>, <a href="http://www.techcrunch.com/2008/09/08/announcing-the-techcrunch50-finalists/" rel="nofollow" title="Techcrunch50 2008 list">the list of 50 (actually 52) hot new tech start-ups</a> being announced today focuses heavilly on virtual worlds. In a video (below) Michael Arrington and Jason Calacanis decribes the growth in virtual world technology and membership outside the US as a major trend. Also that the cost of setting up virtual worlds is falling.</p>
<div align="center"><object width="292" height="219" ><embed height="219" width="292" allowscriptaccess="always" src="http://cosmos.bcst.yahoo.com/up/fop/embedflv/swf/fop_wrapper.swf?id=9595272&#038;autoStart=0&#038;prepanelEnable=1&#038;infopanelEnable=1&#038;carouselEnable=0" type="application/x-shockwave-flash"></embed></object></div>
<p>Virtual worlds are a youth phenomena. So brand advertisers looking to reach that allusive 16 to 24 year old demographic should take note (See my previous post &#8211; <a href="http://zuluzulu.net/can-the-joy-of-text-satisfy-the-brand-builders-and-web-other-trends/" title="Key trends in online advertising and user patterns" >Can the joy of text satisfy the brand builders?</a> ). </p>
<p>Unfortunately for advertisers the business model making traction so far is mainly the selling of virtual goods. A phenomena also seen on <em>Facebook</em>. But there are some companies looking to develop virtual world advertising.</p>
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