Broken down in terms of some interesting numbers, Ted Sorom has laid out a year in review summary of the virtual goods industry at TechCrunch. Perhaps most interesting figure is that $7,300,000,000 is the expected global revenue for virtual good sales from 2010, although the number of virtual hotdogs eaten by NPCs in Ravenwood Fair is a close second.
The full article is available at TechCrunch.
This is, of course, a somewhat diverse and limited set of measures. It is also one that includes everything from the sale of digital game software to the sale of goods within the games and other environments themselves. However, it offers a glimpse not only into the size of the virtual goods industry, but some of the many features, goods, and values that are currently available for considering these economies.