When Sony's Home launched for the PlayStation 3 launched earlier this month, not all the reactions were positive. One source of complaint, from the gaming press at least, was the presence of microtransactions and virtual goods, like Diesel outfits, that don't "do" anything. It's one area where the social world aspect of Home clashes against its gaming DNA. However, it seems a fair amount of users are taking to the virtual goods.

Virtual goods priced from $.49 to $4.99 are already brought in more revenue in their first four days than PS3-downloadable movies (ranging up to $14.99) did in their first week, Susan Panico, Sr. Director of the Playstation Network at Sony, told Silicon Alley Insider. She pointed out that it's an 80/20 split, with the most active 20% generating the most revenue.

I find it particularly significant that there is a base of users who appreciate virtual goods in Home. For all the criticism the virtual world has received, it sounds like it may become a solid revenue stream for Sony after all. [via SAI]

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One Response to Microtransactions Boom for Home

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