Archive for the ‘viximo-company’ Category

Holiday Virtual Goods Lessons From Starbucks

Monday, December 21st, 2009

Last week local news reporter Jon Keller of WBZ (Boston’s channel 4) caught wind of the emerging virtual goods industry and came by and did an interview with Viximo about virtual goods and the holiday season.  The holidays bring along some very good opportunities for publishers with virtual goods models to increase revenue.  As I sit here at Starbucks writing this blog post, the similarities between offline merchandising and virtual goods merchandising become very clear.  Here are just a few best practices for virtual goods providers on how to capitalize around the holiday season.

The Content

Go to your nearest Starbucks (it’s probably only 100 feet away) and the first thing you’ll notice is their holiday merchandise. This includes specialty drinks such as the Peppermint Mocha and Gingerbread Latte, Christmas themed bags of coffee beans, mugs and even pastries with festive toppings.

Starbucks Peppermint Mocha points to the most important thing about any virtual goods holiday program; creating fun and compelling holiday themed merchandise.  Users are in the spending mood around the holidays, and creating specialty items for them to purchase increases what they would normally spend.   The December holiday season provides a timeframe of several weeks for users to purchase holiday content and release the content in waves.  New sets every week will keep users coming back during the entire holiday season.

Holiday Virtual Gifts

Holiday Context

It is not just the merchandise that gets people to spend, but the overall environment.  The moment you walk into a Starbucks right now you are surrounded by holiday decorations, Christmas music, and more.  These things set the environment and mood which contributes to a consumers purchasing behavior.

How do you recreate this in the virtual environment?  Simple things like giving the storefront and shopping experience a holiday theme can set the tone.

Promotion

As you walk into a Starbucks you are immediately hit with promotional messages informing you of their specialty holiday merchandise.  A sign in the window, a billboard right inside the door, a holiday themed menu, and a promotional stand up at the counter provide four touch points before you even order.

Similar to offline merchandise, no one is going to buy your virtual merchandise unless they know about it.   The holidays provide an opportunity to reach out to your users in a fun and festive way to promote your specialty products.  As with Starbucks, make sure you have multiple touch points within the purchasing flow in the form of promotional emails, calls to action, storefront, and purchasing dialogue.

Limited Time Only

Could Starbucks sell their specialty holiday drinks year round and profit?  Absolutely.  But offering them for a limited time only sparks interest and creates urgency.  If customers know it is only around for a limited time, they had better get their fill while they can.

Make sure you get the same message across in promotions about your virtual holiday items.  Leave them in the storefront for a couple days after the holiday, but make them unable to be purchased so consumers who want to purchase them know they missed out and will have to get in early next time.

Pricing

Taking a quick scan of Starbucks Holiday drinks you’ll notice that they are 25% – 50% more expensive than any other drink on the menu.  Does it cost Starbucks more to make?  Maybe, but certainly not 25% – 50% more.

Consumers are willing to pay more for specialty, limited time only items, especially during the holidays. Does this sound familiar:  “It’s more expensive then I usually spend.  Oh well, that’s what the holidays are for.”  Price your holiday items higher than the average price of your other goods and you will see increased results in revenue and engagement.

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Viximo Adds Lady Gaga and Interscope Artists To A Growing Portfolio of Premium Virtual Goods

Tuesday, November 17th, 2009

Cambridge, MA (PRWEB) November 17th, 2009 – Viximo, the only complete provider of virtual goods solutions, and Interscope Geffen A&M, a division of Universal Music Group, the world’s leading music company, today announced that Viximo will be powering virtual goods for Lady Gaga and other Interscope artists.

Virtual goods based on Lady Gaga, like her infamous disco stick and bubble dress, will be made available to Viximo’s extensive network of social networking, online dating, and casual gaming publishers that use Viximo’s Virtual Economy Solution and Virtual Goods apps to power their virtual goods business. In addition, launching today, Lady Gaga will be leveraging Viximo’s technology to offer branded virtual gifts through a customized storefront directly to her 4 million fans on Facebook.

“Virtual goods is a growing opportunity for artists such as Lady Gaga” said Brian Balfour, Founder and VP Product Marketing of Viximo. “Interscope Records continues to innovate being one of the first labels to form a virtual goods strategy for their artists.”

“Virtual goods provide a great way for our artists to expand their brand and engage their fans,” said David Spingarn, Head of New Ventures and Strategic Investments for Interscope Geffen A&M. “We are pleased that Viximo is enabling us to easily execute a virtual goods offering within a great collection of online communities.”

In addition to Lady Gaga, Viximo will also be powering virtual goods for other Interscope artists, such as The Pussycat Dolls, who are also launching a customized storefront today on Facebook. Viximo’s solutions offer everything these artists need to grow a virtual goods business on their Facebook Fan Page, including micropayments, analytics, and – most importantly – exceptional content. Viximo offers the same virtual economy solution, powered by premium and engaging content, to its network of social networking sites. As a result, Viximo is rapidly expanding both its publisher and content network to meet the demand of the thriving virtual goods market.

About Viximo:
Viximo monetizes your audience and increases engagement with the only complete virtual goods solution for social networking, online dating, and casual gaming sites. Viximo’s suite of solutions including premium content, analytics, virtual currency, and micro-transaction payments, can have your virtual economy up and running in less than one week. For more information visit http://viximo.com or learn about strategies for virtual goods at http://blog.viximo.com.

About Interscope Geffen A&M Records:
Combining the legacies of three of the most influential record labels in modern music history, Interscope Geffen A&M Records embarked on a new tradition of musical achievement with its unification on January 1, 1999. Headed by Chairman Jimmy Iovine, Interscope Geffen A&M is a major force in global music, developing chart-topping artists across a wide range of musical genres including rock, rap, pop and alternative. Interscope Geffen A&M Records is part of Universal Music Group, the world’s largest music company.

Contact:
Brian Balfour, Founder and VP Product Marketing
Viximo Inc.
617-583-5671
info@viximo.com

You Should Follow Us On Twitter Here

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Do you want to implement a virtual economy? Already selling virtual goods and want to increase your revenue? Viximo provides publishers and brands virtual goods solutions that help them establish and grow new revenue through virtual goods. Our solutions have proven to drive more virtual goods revenue and engagement, then managing on your own. To learn more about our solutions, visit our website or email us at publishers@viximo.com.

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Virtual Goods Market: Women and Virtual Goods; Electronic Arts & Playfish; Gambit debunks the issues surrounding “Scamville”

Friday, November 13th, 2009

Here is this week’s recap of interesting news and insight into the Virtual Goods Market.

What Women Want…Virtual Goods apparently
According to researchers, women are a major demographic driving the virtual goods business in social games

Electronic Arts purchases Playfish
Despite recent controversy in the social gaming space regarding offers as an alternative payment method for virtual currency, EA acquires Playfish

An Alternative Look at Scamville
Gambit separates fact from fiction in the ongoing “Scamville” debate

You Should Follow Us On Twitter Here

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Do you want to implement a virtual economy? Already selling virtual goods and want to increase your revenue? Viximo provides publishers and brands virtual goods solutions that help them establish and grow new revenue through virtual goods. Our solutions have proven to drive more virtual goods revenue and engagement, then managing on your own. To learn more about our solutions, visit our website or email us at publishers@viximo.com.


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Viximo Unveils Additions to its Virtual Goods Solution and Announces Zorpia As A New Partner

Thursday, October 29th, 2009

Cambridge, MA (PRWEB) October 29, 2009 – Viximo, the only provider of a complete virtual goods solution designed specifically for social sites such as social networks, online dating, and casual gaming, today announced the next version of its virtual goods solutions and Zorpia.com as a new partner. Viximo’s suite of products offers everything a publisher needs to launch or grow a virtual goods business including micropayments, analytics, and – most importantly – exceptional virtual goods content that engages consumers.

The additions to Viximo’s economy tools provide a deeper set of analytics, currency management and aggregated payment providers to further simplify enabling, optimizing, and growing a virtual goods business. Viximo’s solution supports various types of virtual currencies including cash, reward, mixed, or dual currency systems, and aggregates the best payment methods including one click credit card purchasing, PayPal, mobile, and CPA offers.

Additionally, Viximo’s dashboard includes inventory management tools and a rich set of analytics that. Viximo tracks key metrics for a virtual goods business including currency sinks and sources, exchange rates, merchandising, conversion, pricing, and more.

“Our virtual goods solution is designed to provide social networks with a powerful solution they can grow with, yet spend only a week integrating,” said Brian Balfour Founder and VP of Product Marketing at Viximo. “This allows web publishers to focus on their core business—engaging their audience—while we provide their users with targeted and merchandised virtual goods through a well vetted and integrated system.”

Viximo’s publisher network has been rapidly expanding and announced one of many new additions, Zorpia, one of the largest international social networks with over 16 million members. Viximo’s virtual economy and currency solution will provide Zorpia the tools to quickly enable, manage, and optimize their virtual goods business. Combined with Viximo’s premier virtual goods applications, such as virtual gifts, Viximo’s publishers are able to easily incorporate a robust inventory of content including licensed content from brands, celebrities, and sports teams.

“Working with Viximo has helped accelerate our virtual goods plans” said Jeffery Ng, Founder and CEO of Zorpia. “As we grow our virtual goods business, having Viximo’s expertise in the space will be an asset.”

About Viximo:
Viximo monetizes your audience and increases engagement with the only complete virtual goods solution for social networking, online dating, and casual gaming sites. Viximo’s suite of products focuses on delivering premium, top quality content to your users, supported by a foundation of analytics, virtual currency, and micro-transaction payments. With Viximo you can have your virtual economy up and running in less than one week. For more information visit http://viximo.com or learn about strategies for virtual goods at http://blog.viximo.com.

About Zorpia:
Zorpia’s 16 million members (‘Zorpians’) are truly spread around the world, making it the social network of choice for people who want to make friends of all kinds. Ranked in the top 1000 websites in many countries around the world, Zorpia is one of the few social networks to have seen growth in the past 6 months. With an extremely comprehensive feature set, award winning Zorpia continues to unite people from all parts of the world.

Contact:
Brian Balfour, Founder and VP Product Marketing
Viximo Inc.
617-583-5671
info@viximo.com

You Should Follow Us On Twitter Here

——————————————————————————————————————

Do you want to implement a virtual economy? Already selling virtual goods and want to increase your revenue? Viximo provides publishers and brands virtual goods solutions that help them establish and grow new revenue through virtual goods. Our solutions have proven to drive more virtual goods revenue and engagement, then managing on your own. To learn more about our solutions, visit our website or email us at publishers@viximo.com.


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Virtual Goods Market: Behind the scenes of Cafe World; Virtual Goods Summit 2009; US reaches $1 billion in virtual goods revenue; Gambit breaks down the benefits of monetizing younger users

Friday, October 16th, 2009

Here is this week’s recap of interesting news and insight into the Virtual Goods Market.

The making of Zynga’s Cafe World – which has reached 10 million users in one week
Roy Sehgal, general manager of Clubhouse Studio, explains that, “20 percent of the effort was building the game and 80 percent is operating the game as an ongoing service.” Such is often the situation with Virtual Goods use cases – a situation Viximo helps partners with through ongoing management and optimization.

Virtual Goods Summit 2009
Join us at this year’s Virtual Goods Summit (taking place on October 29-30th in San Francisco) and hear a presentation by Viximo’s own Brian Balfour (Founder, VP Product Marketing) titled, “Getting Started with Virtual Goods and Virtual Gifts”

US Virtual Goods Sales reach $1 billion
The United States virtual goods industry continues to grow with estimates for 2009 reaching 1 billion dollars – more than doubling from the previous year.

Gambit offers tips to monetize younger users
Susan Su of Gambit examines how and why you should be monetizing teens and twenty-somethings

You Should Follow Us On Twitter Here

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Do you want to implement a virtual economy? Already selling virtual goods and want to increase your revenue? Viximo provides publishers and brands virtual goods solutions that help them establish and grow new revenue through virtual goods. Our solutions have proven to drive more virtual goods revenue and engagement, then managing on your own. To learn more about our solutions, visit our website or email us at publishers@viximo.com.

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Virtual Goods Market: Freemium model increasingly mainstream; Dive into the data of Second Life; Weeworld sees continued growth; Age and ARPPU data from Gambit; Digitalization of Consumption

Friday, September 25th, 2009

Here is this week’s recap of interesting news and insight into the Virtual Goods Market.

Major gaming companies adopting virtual goods
More and more mainstream gaming companies (including Electronic Arts, Atari, and Activision-Blizzard) are monetizing through virtual goods.

Second Life stats
Linden Lab releases user and economic statistics including data on virtual goods

WeeWorld wins with virtual goods
Weeworld sees continued growth in its user base and revenue streams – including revenue from virtual goods

Gambit shares data on age in relation to ARPPU
Data provided by Gambit breaks down ARPPU by age group while Susan Su examines the factors behind it

Virtual goods in context: digitalization of consumption
Missed the above presentation by Vili Lehdonvirta, at the Virtual Goods Conference? Take a look at the slides here

You Should Follow Us On Twitter Here

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Do you want to implement a virtual economy? Already selling virtual goods and want to increase your revenue? Viximo provides publishers and brands virtual goods solutions that help them establish and grow new revenue through virtual goods. Our solutions have proven to drive more virtual goods revenue and engagement, then managing on your own. To learn more about our solutions, visit our website or email us at publishers@viximo.com.

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Fotolog Partners With Viximo For Premium Virtual Goods

Wednesday, September 23rd, 2009

The Viximo blog has been a little quite lately. The Viximo team has been working hard on a lot of new partners and initiatives, the first of which we are announcing today. We are excited to be partnering with Fotolog to help offer virtual goods to their member base of 27 million+. Fotolog is one of the world’s premier photo-blogging and social networking sites. Users of Fotolog will be able to see the implementation go live in the very near future. Full press release is below:

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Fotolog Partners With Viximo For Premium Virtual Goods

Fotolog leverages Viximo’s Content Marketplace to make premium virtual goods and gifts available to its 27 million+ members.

Cambridge, MA (PRWEB) September 23, 2009 – Viximo, the only complete provider of virtual goods solutions for social networking, dating, and casual gaming sites, today announced a partnership with Fotolog, the world’s leading photo-blogging site. Fotolog will leverage Viximo’s solutions to offer virtual goods to Fotolog’s 27 million members.

Viximo’s virtual gift solution will provide an optimized virtual gifting experience for Fotolog’s users. Combined with Viximo’s Content Marketplace, Fotolog’s storefront will have a robust, fresh inventory of premium content including licensed content from brands, celebrities, and musicians.

“Our partnership with Viximo will allow us to put our virtual goods program in high gear.” said Yossi Langer, President and Chief Product Officer of Fotolog. “Our millions of users are going to love Viximo’s vast array of high quality content.”

“We are thrilled to add Fotolog to our growing publisher network,” said Brian Balfour, Founder and VP Product Marketing at Viximo. “Fotolog is one of the world’s premier social networking sites, and we are proud to help both monetize and increase the engagement of their audience.”

Viximo’s solutions offer everything a social network needs to launch or grow a virtual goods business including micropayments, analytics, and – most importantly – exceptional content. As a result, Viximo is rapidly expanding both its publisher and content network to meet the demand of the thriving virtual goods market.

About Viximo:
Viximo monetizes your audience and increases engagement with the only complete virtual goods solution for social networking, online dating, and casual gaming sites. Viximo’s suite of solutions including premium content, analytics, virtual currency, and micro-transaction payments, can have your virtual economy up and running in less than one week. For more information visit http://viximo.com or learn about strategies for virtual goods at http://blog.viximo.com.

About Fotolog:
Fotolog is the world’s leading photo-blogging site, one of the world’s largest social networking sites, and a global cultural phenomenon. More than 27 million members in over 200 countries use Fotolog as a simple and fun way to express themselves through online photo diaries and photo blogs. Fotolog is published by Hi-media Group. For more information on Fotolog, visit http://www.fotolog.com, for more information about Hi-media Group, visit http://www.hi-media.com
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Virtual Goods Market: Non-profits in Facebook’s gift store; Mobile payment providers galore!; Mature companies continue to increase revenue; Best practices from Gambit

Friday, September 4th, 2009

Here is this week’s recap of interesting news and insight into the Virtual Goods Market.

Non-Profits Next Up for the Facebook Gift Store
Following on the heels of branded content from Britney Spears and the opening of the gift store to real world items, Facebook once again adds another player on to the field – this time with charitable causes in mind

Mobile payment providers fight for dominance in an ever expanding market
The number of mobile payment providers continues to expand as more and more companies grasp for market share in the world of microtransactions

Established companies continue to see revenue increases
Even in Asia, where the virtual goods business model has matured, established companies have room for growth

The ins and outs of offer based payments
Gambit breaks down the best practices of the offer based payments model including common complaints and best solutions

You Should Follow Us On Twitter Here

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Do you want to implement a virtual economy? Already selling virtual goods and want to increase your revenue? Viximo provides publishers and brands virtual goods solutions that help them establish and grow new revenue through virtual goods. Our solutions have proven to drive more virtual goods revenue and engagement, then managing on your own. To learn more about our solutions, visit our website or email us at publishers@viximo.com.


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Virtual Goods Market: Facebook Tests Mobile Payments; Farmville’s Rise to Power

Friday, August 28th, 2009

Here is this week’s recap of interesting news and insight into the Virtual Goods Market.

Facebook expands payment options for credits
Facebook begins testing mobile payments to expand payment methods for its new credit system

Life on the Farm
FarmVille rivals World of Warcraft’s popularity in just over two months – monetizes through virtual goods.


You Should Follow Us On Twitter Here

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Do you want to implement a virtual economy? Already selling virtual goods and want to increase your revenue? Viximo provides publishers and brands virtual goods solutions that help them establish and grow new revenue through virtual goods. Our solutions have proven to drive more virtual goods revenue and engagement, then managing on your own. To learn more about our solutions, visit our website or email us at publishers@viximo.com.

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Virtual Goods Keys To Success: Content, Content, Content

Wednesday, August 26th, 2009

Virtual goods is new to most established companies, and many don’t know where to get started.  Knowing where you should be spending your time in planning, implementing, and managing your virtual economy is a major Key To Success.  In many cases, the area that companies should arguably be spending the most time on, content, is often overlooked and ignored.  As a result, at Viximo we evangelize to our partners the need to focus on content for the following reasons:

Content Defines The Virtual Goods Experience

Content heavily impacts the overall social experience of the product.  What type of virtual goods use case you implement, and the overall inventory, defines why your users should purchase virtual goods.  In order for virtual goods to be successful, the content needs to accomplish at least one of the three primary reasons why users buy virtual goods.  Achieving this requires embedding the content within the social behaviors of the user.  Payments, analytics, and other required infrastructure of a virtual goods model don’t impact why users would buy virtual goods.

Content Is The Primary Driver of Virtual Goods Revenue

Your content is the actual merchandise that you are selling to your users and is the primary factor in converting interested users into actual purchasers.  Consider an example of buying physical merchandise. If you are looking for new clothes, are you going to shop in a store that has trends from three years ago and doesn’t keep their inventory fresh season to season?  Are you going to buy the clothes if  they are low quality?  Or maybe you end up in the store due to a great promotion, but once you get there none of the clothes are anything you want.

The point is that while your virtual content/merchandise might be “just pixels,” many of the same rules apply to virtual merchandise as they do to physical merchandise.  A store is only as good as its merchandise.  The content needs to be high quality, fresh, targeted, and accomplish the objective  the user is seeking to achieve by buying it.  In fact, Viximo has done supporting research to measure how these elements directly impact revenue.  You can do an amazing job driving users to a storefront, but if they get there and don’t see anything they want or understand why it is valuable to them, they won’t convert to purchasers.

Content Is Difficult and Expensive

As stated above content that is high quality, targeted, and fresh is going to have a major impact on your virtual goods revenue.  When you combine these elements, content becomes not only time consuming, but expensive.   In fact, CyWorld one of the most experienced and profitable virtual goods companies contracts with over 4400 designers to be able to execute on their content needs.  Add in additional options, such as branded or sponsored goods that require business development deals, and the difficulty is multiplied.  Even if you don’t use services like Viximo’s content marketplace, we encourage you to carefully plan how you will generate hundreds to thousands of high quality virtual items every year given that with most publishers it is not typically a core competency.

Other Components Are More Easily Solvable

Hopefully by now you see the importance of content and why it requires your attention.  But there are other pieces to a virtual goods implementation such as currency/payments and analytics.  However, those other pieces are much easier to put into place.

Take payments for example.  There are 20+ payment companies, most with very similar feature sets and fees.  You could spend countless hours evaluating the 20+ payment companies out there.  In the end, even if you end up with the best payment infrastructure in the world, if you don’t have content that people want to buy, it won’t matter.

You Should Follow Us On Twitter Here

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Do you want to implement a virtual economy? Already selling virtual goods and want to increase your revenue? Viximo provides publishers and brands virtual goods solutions that help them establish and grow new revenue through virtual goods. Our solutions have proven to drive more virtual goods revenue and engagement, then managing on your own. To learn more about our solutions, visit our website or email us at publishers@viximo.com.
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