Filed under:
Business models,
Culture,
MMO industry,
Opinion,
Second Life,
Virtual worlds

User-generated content is a contentious topic that puts developers, publishers, investors and ultimately users at odds with each-other.
Investors and publishers often react with frank disbelief at the idea of allowing users to create their own content, but setups like
Facebook and
Second Life enjoy considerable commercial success.
Facebook's 2008 revenue was estimated to be somewhat in excess of US$200 million for 2008, while
Second Life is estimated to have achieved somewhere between 100-200 million USD in the same period. User-generated content (UGC)
can be highly profitable, but whether getting into those profitable situations, and moreover
sustaining them is a whole other issue.
Continue reading User-generated-content, business models and funding
User-generated-content, business models and funding originally appeared on
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