NEW YORK, November 10 /PRNewswire/ -- While retailers are once again forecasting meager sales this holiday season, there is one sector of the market expected to do well: companies selling virtual goods. Cellufun (, the world's largest mobile social gaming community, had over 2.5 million transactions in the first three months after introducing virtual goods into its mobile marketplace.

We are now the largest and fastest growing marketplace in North America for mobile virtual goods. Cellufun members are encouraging their friends to purchase virtual goods on an unprecedented scale, said Cellufun CEO Neil Edwards. It doesn't take a retail expert to figure out that virtual goods are the hot sector now among mainstream consumers. The success of these numbers shows that in a down economy, users are willing to splurge on items that may be out of reach in the real world.

Cellufun offers over 3,500 items for sale, and the company adds virtual goods daily. Soon Cellufun will allow individual members or companies to author and sell their own virtual goods in their mobile marketplace, similar to an eBay-like open market.

From July 2009 until October 2009, Cellufun users purchased more than 2.5 million goods:

-- 30% of all transactions were clothes and fashion accessories -- Cellufun users buy customized outfits for their avatars. With women generating 65% of transactions, the company sold 4,051 necklaces, 6,807 dresses, and 11,070 pairs of women's designer shoes. -- 5% of all transactions were for virtual pets -- Cellufun offers virtual pets for adoption along with the purchase of goods, like kibble and special exercise equipment, for their animals. Users purchased 4,667 premium goldfish pets. -- 40% of all transactions were for game related items -- Cellufun offers several items for purchase which give in-game competitive advantages to users. -- 25% of all transactions were flirts and greetings -- Animated greetings called FunFlirts can be sent from one Cellufun member to another or to non-members via email or SMS.

Prices for virtual goods range from US$.05 for virtual kisses to US$4.00 for designers dresses to US$15.00 for the rare dragons up for adoption in Cellufun's virtual pet store. Members aged 24-49 led the online purchases. Their participation accounted for almost three-quarters of the total transactions.

Virtual goods are non-physical objects that are purchased or exchanged for use within online social, gaming, or dating communities. A virtual good has no intrinsic value in the real world beyond personal use value to the consumer buying the item. In North America, companies have thus far only created virtual goods markets for computer users. Yet, global demand has grown exponentially since 2007 and is now a US$5 billion dollar market. Much of this activity has occurred in Asia, where many consumers use their mobile phones to make purchases. Cellufun is the first US company to anticipate this trend, and now allows members to purchase and use virtual goods on any mobile phone, wherever they may be. The company anticipates that, by the end of 2010, virtual goods revenues will outpace their advertising revenues by a large margin.

About Cellufun

Cellufun is the world's largest mobile social and gaming community where people meet, shop, and play social games. It is available in 10 languages on any phone with a data plan with no download required. Cellufun partners with mobile operators and media companies to deliver branded entertainment and custom-designed mobile marketing solutions. Cellufun garners over 200 million page views per month.

Keith Katz, Cellufun, +1-212-385-2255 Joel Mazmanian, Rubenstein PR, +1-212-843-8295,

SOURCE: Cellufun

CONTACT: Keith Katz, +1-212-385-2255; Joel Mazmanian, +1-212-843-8295,