The Problem With Virtual Goods
betab.ly
betab.ly
For instance, you wouldn't be able to market your game in the states, since it's illegal to have transactions with online gambling services.
Betable supports virtual currency, so if you wanted to market your game to players in the US, you can create a virtual currency version of your game, market it everywhere in the world, and only expose the real-money gaming functionality to players in legal jurisdictions (e.g. those outside of the US, Turkey and Holland).
http://wiki.secondlife.com/wiki/Linden_Lab_Official:Policy_R...
> Betable is working on developing a platform for legally integrating real-money play into Social Gambling Games
Nice blogspam.
This is huge for game developers because they can afford to build their games faster and market more aggressively if they use real-money play vs. virtual goods. In our article, we mention that it takes a million users at an ARPU of $1 to make $1M in revenue. Many gambling games have an ARPU of $70-$100, so even if you fall in between $1 and $100 and hit, for instance, $10 ARPU, you are talking about an order of magnitude increase in your revenue per player. The flexibility that this will award game developers is awesome, and we think worthy of a post here.
Also, we believe that the best new games that will build on this will combine the best aspect of social games (as we know them) and gambling mechanics. These games will be a merger of the two: Social Gambling Games.