<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Virtual Goods: Market, Types, User Psychology</title>
	<atom:link href="http://www.startuplifeblog.com/2009/10/30/virtual-goods-market-types-user-psychology/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.startuplifeblog.com/2009/10/30/virtual-goods-market-types-user-psychology/</link>
	<description>Technology. Startups. Venture Capital. My Life.</description>
	<lastBuildDate>Tue, 02 Aug 2011 22:30:07 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9.2</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: Reward Systems that Drive Engagement (via Amy Jo Kim) &#124; Startup Life</title>
		<link>http://www.startuplifeblog.com/2009/10/30/virtual-goods-market-types-user-psychology/comment-page-1/#comment-171</link>
		<dc:creator>Reward Systems that Drive Engagement (via Amy Jo Kim) &#124; Startup Life</dc:creator>
		<pubDate>Wed, 10 Mar 2010 04:43:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.startuplifeblog.com/?p=226#comment-171</guid>
		<description>[...] Many opportunities for self-expression [...]</description>
		<content:encoded><![CDATA[<p>[...] Many opportunities for self-expression [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: The Importance of Customer Acquisition Costs for Startups &#124; Startup Life</title>
		<link>http://www.startuplifeblog.com/2009/10/30/virtual-goods-market-types-user-psychology/comment-page-1/#comment-167</link>
		<dc:creator>The Importance of Customer Acquisition Costs for Startups &#124; Startup Life</dc:creator>
		<pubDate>Mon, 08 Mar 2010 14:04:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.startuplifeblog.com/?p=226#comment-167</guid>
		<description>[...] Many social games, such as those created by Zynga, leverage virtual currency, micro-transactions, emotional response mechanisms and social influence to promote the sale of decorative and functional virtual [...]</description>
		<content:encoded><![CDATA[<p>[...] Many social games, such as those created by Zynga, leverage virtual currency, micro-transactions, emotional response mechanisms and social influence to promote the sale of decorative and functional virtual [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: DemoCamp 25 Toronto Roundup &#124; Startup Life</title>
		<link>http://www.startuplifeblog.com/2009/10/30/virtual-goods-market-types-user-psychology/comment-page-1/#comment-123</link>
		<dc:creator>DemoCamp 25 Toronto Roundup &#124; Startup Life</dc:creator>
		<pubDate>Thu, 28 Jan 2010 16:38:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.startuplifeblog.com/?p=226#comment-123</guid>
		<description>[...] other aquarium-style games. Greg and the company really thought through the game mechanics and the game player’s psychology to maximize revenue-making opportunities. One of the best quotes that he said during his [...]</description>
		<content:encoded><![CDATA[<p>[...] other aquarium-style games. Greg and the company really thought through the game mechanics and the game player’s psychology to maximize revenue-making opportunities. One of the best quotes that he said during his [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: ExtremeU Pitch Day &#124; Startup Life</title>
		<link>http://www.startuplifeblog.com/2009/10/30/virtual-goods-market-types-user-psychology/comment-page-1/#comment-71</link>
		<dc:creator>ExtremeU Pitch Day &#124; Startup Life</dc:creator>
		<pubDate>Tue, 24 Nov 2009 21:44:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.startuplifeblog.com/?p=226#comment-71</guid>
		<description>[...] users and over 50,000 monthly active users (MAUs). Even in their early days, they have found that people will pay for virtual goods for a whole host of reasons, and that a couple of users even spent over $2,000 to compete against [...]</description>
		<content:encoded><![CDATA[<p>[...] users and over 50,000 monthly active users (MAUs). Even in their early days, they have found that people will pay for virtual goods for a whole host of reasons, and that a couple of users even spent over $2,000 to compete against [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Does Eliminate Pro Violate Apple&#8217;s Developer Agreement? &#124; Startup Life</title>
		<link>http://www.startuplifeblog.com/2009/10/30/virtual-goods-market-types-user-psychology/comment-page-1/#comment-40</link>
		<dc:creator>Does Eliminate Pro Violate Apple&#8217;s Developer Agreement? &#124; Startup Life</dc:creator>
		<pubDate>Thu, 05 Nov 2009 22:29:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.startuplifeblog.com/?p=226#comment-40</guid>
		<description>[...] Home              &#171; Virtual Goods: Market, Types, User Psychology [...]</description>
		<content:encoded><![CDATA[<p>[...] Home              &laquo; Virtual Goods: Market, Types, User Psychology [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Josh Sookman</title>
		<link>http://www.startuplifeblog.com/2009/10/30/virtual-goods-market-types-user-psychology/comment-page-1/#comment-33</link>
		<dc:creator>Josh Sookman</dc:creator>
		<pubDate>Wed, 04 Nov 2009 16:54:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.startuplifeblog.com/?p=226#comment-33</guid>
		<description>MTV Multiplayer just posted an interesting article on &#039;Eliminate,&#039; a game from ng:moco, that shows a very smart &quot;iPhone experiment&quot; with virtual goods. The company launched a 3D first person shooter (FPS) for free download, but sells &quot;batteries&quot; that allow users to recharge their players so that they can progress quicker through levels. Pretty simple concept. It will likely monetize well, however. Read the full article at: http://bit.ly/3jLthm.</description>
		<content:encoded><![CDATA[<p>MTV Multiplayer just posted an interesting article on &#8216;Eliminate,&#8217; a game from ng:moco, that shows a very smart &#8220;iPhone experiment&#8221; with virtual goods. The company launched a 3D first person shooter (FPS) for free download, but sells &#8220;batteries&#8221; that allow users to recharge their players so that they can progress quicker through levels. Pretty simple concept. It will likely monetize well, however. Read the full article at: <a href="http://bit.ly/3jLthm" rel="nofollow">http://bit.ly/3jLthm</a>.</p>
]]></content:encoded>
	</item>
</channel>
</rss>

