In the emerging market for virtual goods across many different online platforms, Virtual Greats are the pioneers of pioneers. Launching in June, the company positioned itself in an entirely new niche in the virtual goods space, handling licensing duties for branded virtual goods to be sold in worlds and games that acted as distribution partners. While Virtual Greats may be the first company dealing in branded virtual goods, there is no reason to believe it will be the last. Virtual Goods News engaged Virtual Greats CEO Dan Jansen to discuss how the branded virtual goods market is emerging.
"Brands are 70-80% of retail sales in the real world. In virtual worlds, I don't think we'll get to 70-80% but I think the aspirational role of brands in the real world applies to the virtual worlds. They've asked for all of our artists and brands," said Jansen. "I can't tell you how significant it's going to get, but if you have a $1-2 billion dollar market and brands could account for even a third of that, that's a very meaningful business."
VGN: Virtual Great's last license announcement was with the NBA earlier this week. How's that product launch going?
Jansen: We're launching with hundreds of jerseys, backboards, stuff to wear or things to put on homepages or MySpaces, we're very excited about the initial data

Q&A: Dan Jansen, CEO Of Virtual Greats, On The Potential Of Virtual Goods
03/20/2009 14:20



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