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The Problem With Virtual Goods

betab.ly

21–22 of 22 posts

Re: The Problem With Virtual Goods

#21
post #17

Earlier quoted context omitted.

I don't think they forgot that. There is a big world outside of the US that CAN gamble and bet LEGALLY online. Using Betable ( http://developers.betable.com/developers/signin ), game devs can reach the massive Ex-US audience (remember, 60% of Zynga's traffic is outside of the US), and monetize them >100X better (traditional online casinos generate about $300/month per player on average) than they currently do using v…

And by "they", you mean you, right? You are the CEO of Betable.

sure, I thought that was obvious

Re: The Problem With Virtual Goods

#22
post #17

Earlier quoted context omitted.

I don't think they forgot that. There is a big world outside of the US that CAN gamble and bet LEGALLY online. Using Betable ( http://developers.betable.com/developers/signin ), game devs can reach the massive Ex-US audience (remember, 60% of Zynga's traffic is outside of the US), and monetize them >100X better (traditional online casinos generate about $300/month per player on average) than they currently do using v…

And by "they", you mean you, right? You are the CEO of Betable.

So what? if it's true and good for developpers shouldn't he be the one drumming this stuff up?
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