Startups associated with social gaming were all the funding rage in 2008. (Think SGN’s $15 million last May, for example, or the $17 million that went to Playfish in October.) And though executives with casual game startups recently told me they’re confident they’ll survive this recession, the challenges and opportunities for social games, which still primarily exist on major social networks, are considerably different. So what about the coming year worries and excites top execs in the social gaming space most? Read More about Social Gaming in 2009: Challenges and Opportunities
Startups selling virtual goods and offering virtual experiences are raking in the venture capital these days. Perhaps it’s the fact that virtual gifting hit the mainstream in 2007 or because people are worried about the impact of business travel on the environment, but the virtual world is beginning to get its share of real dollars.
In the first half of 2008, virtual worlds raised $345 million in venture investment, according to data from Virtual Worlds Management, a media company that covers the industry. And while it may be easy to dismiss the virtual economy as frivolous or scoff at the idea of attending a virtual trade show as useless, deriding the intangible misses a crucial point about today’s culture: A lot of it is happening online. Read More about Venture Capital Loves Virtual