News for hackers. Stuff that matters.
Re:The Problem With Virtual Goods by andypants on Friday August 05, 2011 @04:03PM (#2851502)
I would think that playing with real money online would have more complicated legal issues, since you're not just a game, you're effectively an online casino.

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.

Re:The Problem With Virtual Goods by chgriffin on Friday August 05, 2011 @04:11PM (#2851546)
The legal issues are solved by Betable (http://developers.betable.com/developers/signin). Betable already has gambling licenses which have been issued to them by the UK Gambling Commission (http://bit.ly/mSX3kN). They act as the backend to your game and handle all gambling related activity and compliance. Because the game just acts as a pass-through front end, and never handles any of the gambling activity, it is not a gambling operator, and therefore, it doesn't need a license. Instead, Betable acts as the operator and is licensed.

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).

Re:The Problem With Virtual Goods by StavrosK on Friday August 05, 2011 @05:40PM (#2851899)
Someone works for betable, I see.
Re:The Problem With Virtual Goods by chgriffin on Friday August 05, 2011 @05:44PM (#2851913)
Yep, that's why I know so much about the space :)
Re:The Problem With Virtual Goods by civilian on Friday August 05, 2011 @04:55PM (#2851733)
I think the author of this article forgot that online gambling is illegal. Or at least, it's illegal for (US) banks to process money coming from gambling websites.
Re:The Problem With Virtual Goods by chgriffin on Friday August 05, 2011 @05:01PM (#2851751)
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 virtual goods, virtual currency, etc.
Re:The Problem With Virtual Goods by aristus on Friday August 05, 2011 @08:39PM (#2852409)
And by "they", you mean you, right? You are the CEO of Betable.
Re:The Problem With Virtual Goods by ethnomusicolog on Saturday August 06, 2011 @09:44AM (#2853812)
So what? if it's true and good for developpers shouldn't he be the one drumming this stuff up?
Re:The Problem With Virtual Goods by troymc on Friday August 05, 2011 @04:20PM (#2851589)
Gambling used to be a big business in Second Life (the virtual world), until Linden Lab banned it outright.

http://wiki.secondlife.com/wiki/Linden_Lab_Official:Policy_R...

Re:The Problem With Virtual Goods by chgriffin on Friday August 05, 2011 @04:21PM (#2851595)
Now, they could piggy-back on Betable's licenses and legally offer a casino in Second Life.
Re:The Problem With Virtual Goods by majmun on Friday August 05, 2011 @04:03PM (#2851498)
problems with virtual goods are same as problems in stock exchanges witch is also some form of computer game.
Re:The Problem With Virtual Goods by d-lectable on Friday August 05, 2011 @04:28PM (#2851623)
Well stock exchanges offer tangible value for people who participate. The value of virtual good is limited and is basically a consumption good. Adding gambling to social games allow users to extract value from their favorite games.
Re:The Problem With Virtual Goods by civilian on Friday August 05, 2011 @04:54PM (#2851726)
Ahhh! I'm scared of the stock exchanges witch!
Re:The Problem With Virtual Goods by davidtyleryork on Friday August 05, 2011 @05:38PM (#2851888)
@civilian this comment made me laugh :)
Re:The Problem With Virtual Goods by leon_ on Friday August 05, 2011 @06:37PM (#2852087)
> This new category called Social Gambling Games (“SGG”) will disrupt both the gaming industry

> Betable is working on developing a platform for legally integrating real-money play into Social Gambling Games

Nice blogspam.

Re:The Problem With Virtual Goods by davidtyleryork on Friday August 05, 2011 @06:56PM (#2852142)
I don't think it's "blogspam" to educate the developer community about this opportunity. Betable is basically a hack for both the gaming and gambling industries. It hacks the gambling industry by letting new players easily enter the space to spark innovation, and it hacks the gaming industry by giving small developers a monetization channel that makes MUCH more money per player.

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.

Re:The Problem With Virtual Goods by tzs on Friday August 05, 2011 @11:48PM (#2852924)
By the very definition of "blogspam", this is clearly NOT blogspam. Blogspam means taking material from another source and using it for a blog entry, adding little or nothing of value to the material, and then promoting your blog entry.