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Edward Boches (Mullen's intrepid CCO) pointed out an interesting fact on Twitter Saturday night: Virtual goods will hit $1 billion in sales in 2009. Billion. With a "B."

The point provoked the usual reactions from me and others, including Jim Mitchem from Smash Communications. How could Facebook happy-face icons and pretend sweaters in PlayStation Home be making money? The "actual" retail stores are struggling and here we are are plopping down real cash for pretend items? What gives?

But then I stopped. Because really, what is virtual? What is a "virtual good?" I know what the articles covering this news are talking about with elitist disdain — Second Life outfits and the like. But what about music downloads? What about online movie rentals? What makes them so much more "tangible" than a musical greeting sent to your friend online? When you think about it, that figure is probably way too low. We just haven't accepted some basic truths of the virtual economy yet.

It's All In The Experience

As my grandparents aged and moved into a retirement home some years ago, they began asking us not to get them "things" for Christmas and birthday's anymore. "We've got enough things and we don't have any room for it anyway," they would say.

So as a family, our response was to get them gift cards to restaurants, tickets to events and the like. The object was to give them an experience, rather than another item to crowd their already cramped new apartment. The sentiment remained unchanged, but the gift itself became transitory.

This is the heart of the virtual economy that is emerging. With virtual goods, the value is not in the physical item that we own or give, but in the experience we share.

Think about all the money spent on greeting cards for the sole purpose of sharing a sentiment. For most of us, this is a disposable experience. We get a nice card with a personal note, it sits on our mantel for a few days and then it goes into a drawer or the trash can. So why shouldn't this activity go online? Sharing a sentiment is no less "real" in a virtual greeting card, right?

Same with virtual clothing or game items in online networks. These items enhance our experience and project a statement about who we are. They make us feel good. We can debate the value of it, but how can we judge a person's personal enjoyment in an experience? How is wearing a logo t-shirt any less a statement in a virtual community than it is in a real one?

My point is that most of us have always valued experiences more than things. We love our new car, but we treasure the memories of that trip to New York. We're a big fan of our game console, but we retell endlessly that time we took out 34 aliens with a single bomb in that game we were playing.

Which all, of course, brings up the next question: If a virtual good is an experience without a physical item, where do we draw the line on what is virtual?

Virtual Is Virtual

Something weird began happening over the last 10 years or so. Virtual experiences began to break their physical bounds. Movies became online rentals. Music became MP3s. Software became increasingly available in download-only formats.

So I ask again, what makes music today any more tangible than that smiley cactus you sent your friend on Facebook for her birthday?

Because of records and tapes, and then later CDs, we have been under the mis-impression for decades that music was physical. We could point to our collection of pressed discs and say, "Look, I own that." But the truth is we never owned anything. We were licensees experiencing a performance that happened elsewhere. The disc confused things for sure, but the truth is we never owned the music we thought we did.

Same with software. What's physical about a video game or even an operating system? Just because it came with a disc and a printed manual doesn't make the experience any less virtual.

So when we say that virtual goods will reach $1 billion in sales this year, we aren't so much touting the growth of an industry as much as pointing out our own ignorance of how much of the virtual economy we already engage in. $1 billion? Try maybe $1 trillion. Probably more.

It all comes down to a matter of degrees. We can say a downloaded recording of a Beethoven symphony is more valuable than a piece of virtual flair. But until we identify them both a virtual goods, we do ourselves a disservice by misunderstanding what people truly appreciate in what they buy.

We can talk about how the toaster auto-senses for a perfect piece of toast every time, but what people buy is the experience of eating a great piece of toast. We can tout a great computer, but what people buy is the experience of using the programs installed on it. We can tell people the cashmere is soft, but people buy and wear it for the luxurious feeling it gives them.

So the question isn't, "How can people waste their money on fake stuff?" The question is, "Why are we still not in touch with the fact that people buy things for the value of the experience it gives them?"

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Bob Knorpp Comment by Bob Knorpp on November 9, 2009 at 3:17pm
I guess that's the point, Jim. We wonder how people can spend money on "fake" goods, but it's really not that different from what's already been happening. We buy ideas and experience and other intangibles all the time.
Jim Mitchem Comment by Jim Mitchem on November 9, 2009 at 3:12pm
This topic confused me the other night, and I'm still confused. Especially when I think about how everything I've ever been paid for in my career has been virtual.

I'm going to go read The Metamorphosis now, to get my head straight.
Ben Kunz Comment by Ben Kunz on November 8, 2009 at 5:44pm
Bob, THIS is what I call a post. Extraordinary view on what is real, not real, and why we buy things.

You should check out the book "Spent" by Geoffrey Miller, who uses evolutionary psychology to explain why we crave things and associate value with objects -- often to signal status. Think of men who buy fancy watches when they are married, signaling they have high-quality sperm for other mates -- why do they/we do this? We're already hitched? Yet we "need" things and so pay "value" for them.

One twist on the value associated with unreality, is even for physical goods "value" is subjective. A Rolex tells time no better than a Timex. And -- perhaps most interesting -- a lot of the value comes from the experience of the trade transaction itself. The pleasure we get out of buying crap at Christmas is often the few minutes of giving. Or, classic case for men, think of a leather jacket. You buy it, and feel intense pleasure for a few hours, and then you realize it doesn't fit quite right, and it's rather stuffy, and you don't want to wear it in the rain, so you hang it in the closet and forget about it. The "value" was once high, and then quickly faded.

So you are absolutely right -- it's all "a matter of degrees," and the irony is, even for physical goods, the monetary "value" of something can decline quickly once the experience is over.

I love this concept and will push on it harder this week.

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