The document discusses social gaming and virtual goods. It notes that social gaming apps see much higher engagement than other app categories like messaging and dating. Social context and casual games have led to the rise of social gaming. Virtual goods in games, virtual worlds, and social networks are becoming mainstream and generate billions in revenue each year. Virtual goods go beyond just digital content by being bound to platforms, having unique identities, and being tradeable. For games and platforms, virtual goods must provide added value through exclusivity, interaction, and functionality to be successful.