The Starving Activist is the sometimes-home for words. AR Neal (that’s me) finds them, cultivates them, and leaves them here. Enjoy.

Irresistable Shares: The Real Cost of Virtual Entertainment

Had to quit what I was doing to make this post.I just read a statistic about the cost of virtual goods. Don't know what they are? Here, let me help you out: Virtual goods are things you pay real actual "could use for groceries or the car note" money for and then use inside a simulation or game.Think Farmville.I don't get it--don't play it or any other game in the Book of Faces. But I understand that there are things like seeds, cows, and other stuff that one can actually buy for use in that game.Such information may not seem like a thing worth stopping the presses for, but here's the thing:

The overall market for virtual goods in the US is headed towards $2.9 billion for 2012... That’s up from $2.2 billion this year, and $1.6 billion in 2010.Virtual goods on Facebook are continuing to comprise more than half of that, going from $835 million in 2010 to $1.2 billion this year to $1.6 billion next year.

Those incredibly large numbers were based on 2011 estimates. Check out the full article from TechCrunch here.But in the world one finds

  • starving people
  • people without safe drinking water
  • people with no access to healthcare or education who desire it
  • homelessness
  • slavery
  • animal cruelty
  • rape and molestation of children and adults

I could go on. But yet, more than $2 billion went for some crap virtual goods in the US alone. Help me understand...

Camp NNWM, Day 10

Studio Blues (the session)