Archive for the ‘viximo-company’ Category

Virtual Goods Market: Facebook app monetization; myYearbook achieves profitability; Facebook allows 3rd party developers access to the Gift Store

Friday, August 21st, 2009

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

Facebook’s Virtual Goods explosion!
The Majority of the top 40 social apps on Facebook monetize through a virtual goods model

myYearbook profits from Lunch Money!
The popular teen focused social networking site announces profitability with 33% of revenue generated from virtual goods and virtual currency.

Facebook opens the doors to the store!
Facebook confirms it will allow 3rd party developers (currently on a limited trial basis) to integrate items into their Gift Shop – including physical merchandise

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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: Getting To The Core

Thursday, August 20th, 2009

applecore

At Viximo, we have evaluated dozens of companies selling virtual goods to identify and compare the common threads between successful and unsuccessful implementations. I will be sharing some of these insights through a weekly blog series called “Virtual Goods Keys to Success.” As the first post in this series the lesson is one which you should think about prior to implementing: making virtual goods part of the core experience rather than just an additional feature.

In order for virtual goods to be successful, they need to be a core part of a product’s experience. Virtual goods need to be more than just one of many features, but a thread throughout the overall social experience. Users buy virtual goods for three primary reasons: status, socializing, and winning. In order for virtual goods to accomplish one of those three goals, they need to be tightly tied with the actions a user commonly takes.

A virtual goods business model is not one that can be “duct taped” on the side of a community (i.e advertising). There is a mindset in the technology industry that you should build the least amount you can to test and see if it works. While in many cases this is an effective means of testing new ideas, in the virtual goods case this typically means the legs are cut from beneath before virtual goods even has a chance to rise. As a result, we see many failed virtual goods implementation attempts that involve a link to a storefront buried within a site, stocked with some images from iStockphoto. While a certain amount of “test” traffic will be funneled to that experience, if a user doesn’t see it as a core piece of the overall experience, they aren’t going to enter their credit card.

Virtual goods turns away from old models, such as ads and subscriptions that are interruptive and stifling, and embodies a business model that is a core part of the social experience which adds value. As a result, virtual goods is a massive opportunity, but one that requires a certain level of dedication and consistent iteration. This is part of the reason we created Viximo, to drastically reduce barriers to implementing and managing a virtual economy, while still being flexible to the differences of every community.

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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Are Virtual Goods Right For Your Company?

Tuesday, August 18th, 2009

Virtual Goods and Virtual Currency are gaining a  significant amount of attention these days among the press and the technology industry as a new way to drive revenue.  With online ad revenues plummeting, it is easy to understand that everyone is searching for  that next big thing which will help replace lost revenue.  But for a publisher, how do you cut through  all the hype, and get down to truly evaluating if virtual goods are right for your product?

Is Your Product Social?

Virtual goods are valued by users based on their social implications.   A user doesn’t send a virtual gift because the graphics are worth a lot of money.  They send a virtual gift because it’s a valued social gesture within a community.   For example, a user can send the same virtual gift via email to a friend or on Facebook.  While containing the same graphics, the Facebook virtual gift has much more value since it is posted on their user’s profile, announced in their friends feeds, and sets them apart from everyone else sending that person a message.

Social products typically come in the form of social networks, online dating sites, games, and virtual worlds.  However if your product doesn’t fit within one of those defined verticals, but still has a strong community base, then there may be opportunity.  Conversely, if the social community element doesn’t exist, then it is very unlikely a user will buy a virtual good.

Is Your Product Engaging?

With the explosion of social products over the past 5 years, users are spending much longer on an individual site.  They have become a regular and important part of peoples’ lives.   As a result, engagement has a strong correlation with how much users spend on virtual goods.  A user isn’t going to invest money in a product that they don’t use very often.    The more engaged the users are in the community, the more likely those social values that drive the value of virtual goods exist in the community as well.

Many  products have a segment of “power” users that have much higher activity levels then the rest of the user base.  These are the users that are likely candidates to purchase virtual goods.   Virtual goods help increase engagement, but only make an already engaging product even more engaging.  Virtual goods alone will not turn a boring experience into a captivating product.

Do Your Users Value Status, Socializing, or Winning?

Status, Socializing, and Winning are the three main reasons users buy virtual goods.   One or all of these three elements are highly valued  by users within a strong social community.  Virtual goods provide premium  avenues to tap into these three behaviors.

What Doesn’t Matter

It is interesting to note that items such as age, demographic, or location are not factors.  Users of all ages and demographics have been found to buy virtual goods in the right social environments.   You should not disqualify your product as a candidate for virtual goods based on age, sex, or location especially if you have the above three elements.

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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: Market Size Underestimated; Tremendous Revenue; and Britney Spears?

Friday, August 14th, 2009

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

Virtual Goods Market Size – eMarketer
eMarketer takes a stab at estimating the US and Global virtual goods market sizes but completely underestimates global numbers.

Tencent triumphs with revenue!
Tencent, seemingly immune to the economic slowdown, reports amazing growth in Q2

Gimme More…Britney that is…
Britney Spears has gone virtual with the launch of her exclusive, branded, virtual gifts on Facebook

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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Only 2 Days Left – Virtual Goods Primer – Webinar Sign Up

Monday, August 10th, 2009

giftsinyourface

UPDATE:  There are only two days left to sign up for this webinar.  Sign up at the links below!!

Sign up for our FREE webinar is now available.  This Webinar titled, Virtual Goods Primer, will be an overview for anyone interested or involved in implementing a virtual goods model for their product.

What: Virtual Goods Primer Webinar

When: Wed, August 12th 2pm EST, 11am PST

Where: Sign Up Here –  https://www2.gotomeeting.com/register/769184475

The webinar will cover the following topics:

-  Where and why virtual goods emerged
-  Advantages of a virtual goods business model
-  Why users buy virtual goods
-  Core things you need to implement virtual goods.
-  And much more!

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Virtual Goods Market: Virtual Goods expand Philanthropic Horizons; Marketing through Design; EA plans for a Virtual Goods future; and more!

Friday, August 7th, 2009

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

Philanthropy – Virtual Goods Style
The Pan Mass challenge takes a nod from the Virtual Goods business model to reach new audiences and increase donations in support of cancer research.

Surviving the Recession with Virtual Goods
Lack of advertising dollars in a global economic downturn has the makers of social applications diversifying their revenue streams to include virtual goods.

Designing for Demand
Consider how game mechanics and design patterns can be used as effective marketing techniques to sell virtual goods.

Electronic Arts plans to expand upon its success with Virtual Goods
EA incorporates virtual goods into current and future products, becoming one of the major players in the US to adopt this revenue model

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Speaking At Virtual Goods Conference In September

Friday, August 7th, 2009

vgconfblog

Viximo is happy to be part of the upcoming Virtual Goods Conference in San Jose, September 23 and 24.  Ravi Mehta, VP Products and Content, will be giving a presentation on the “State of the Virtual Goods Industry,” and Brian Balfour, Founder and VP Product Marketing, will be on a panel discussing how to take your virtual goods business to the next level.    Let us know if you are going to be there!  You can save $200 by registering with the promo code of “SPEAKERVIP” here.

What:  Virtual Goods Conference [Register Here]

Who:  Brian Balfour, Ravi Mehta and ton of other great speakers

Where:  San Jose Convention Center

When:  September 23rd and 24th, 2009

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Will The US Virtual Goods Market Size Grow To Equal Asia’s?

Thursday, August 6th, 2009

namericavsasia

While the size of the global virtual goods market is a robust $5.5 Billion, it is no secret that the majority of this is generated in Asia.  Asia makes up about $5 Billion (or 90%) of the global virtual goods market.   Are virtual goods an isolated occurrence in Asia?  Will the size of the North American virtual goods market  ever be equal to or greater then Asia’s?

We Are Still Early

North America is still in the first inning of the virtual goods ballgame.  Virtual goods only started to gain serious traction in the US near the end of 2007, early 2008.  The Asian virtual goods market, however,  has developed over a period of almost 10 years to reach  the point it is at today.   Despite being new, the US virtual goods market has seen some very promising growth in just the past  several years.   Virtual goods revenue in the US has grown from negligible amounts in early 2007, to, a projected, over $500 million in 2009.  Key road blocks, like payments, are being solved by new startups while companies like Viximo are providing expertise, and content/technology solutions, to help those new to virtual goods.

A Lot Of Room For Growth

Virtual Goods in North America still has a large amount of room for growth.  The percentage of internet users that have been exposed to virtual goods in North America is still small compared to the exposure rate of the Asian internet population.  In addition, the US’s internet population is 66% larger then Korea and Japan’s internet audience combined. Japan and Korea being where a  significant amount of Asia’s virtual goods revenue is generated.

Atul Bagga from ThinkEquity had some interesting data comparing virtual goods purchasers in China  to the US.  When compared, users who buy virtual goods in China spend 3X the amount per month , then virtual goods purchasers in the US, despite the fact that  Chinese users have 1/6th the average income.  Consumers in the US have  much more discretionary income. As virtual goods become more prevalent, we expect per user spending to match, if not exceed  that of the Chinese user .

The largest companies in the North American market have yet to fully implement virtual goods models.  Facebook recently started rolling out their payment platform as a first step in an expanded virtual goods strategy.  MySpace has been rumored to have virtual goods as a serious part of their near term road map.  Recently, at Casual Connect in Seattle, virtual goods and social gaming was the talk of the conference by large gaming companies, with EA announcing a significant virtual goods strategy.

Mobile Is A Big Factor

The size of the internet audience isn’t the only factor.  In Asia, a significant amount of virtual goods revenue comes from purchases of virtual goods on mobile phones.  Largely this is due to the fact that  mobile penetration is larger in Asia then North America, and the technology infrastructure, particularly in Korea, is far superior.  In comparison, the North American mobile market is also in its infancy. But with innovations like Apple’s app platform, and Android, we have already seen a significant increase in virtual goods purchases on mobile phones.

Asia Leads North America In Innovation

In a must read report titled “Lessons Learned From Asia”, Benjamin Joffe of the consulting and research firm 8 Plus Star debunks two  very common assumptions.  One, everything in Asia is “weird,” and two, Asia  is full of copy cats.  But as Joffe explains in the presentation, Asia has actually lead  much of the innovation on the internet citing companies  such as Hozom, Qifang, Digu, that existed and were successful, before their North American counterparts Plaxo, Kiva, and Twitter.   If this trend holds true, then virtual goods in Asia aren’t “weird,” but more of an indicator of where North America is headed.

Conclusion

Overall, Viximo predicts the North American virtual goods market will grow to reach, and surpass Asia’s current virtual goods market size of $5 Billion.  But it is important to note that it won’t happen overnight.   2010 and 2011 will be important years for the industry.  However,  commitment and innovation is still required from companies subscribing to  old ad driven business models.

If you are intersted in learning more advantages and strategies around virtual goods, join us for our free webinar August 12th at 2pm EST.

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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4 Advantages of a Virtual Goods Business Model

Tuesday, August 4th, 2009

Virtual goods is emerging as a major business model for community driven products such as social networks, dating sites, multiplayer games, and more. Virtual Goods have proven to drive significant revenues for many companies, but compared to other models such as advertising, subscription, and fixed fees, what are the additional benefits from a virtual goods model, in regard to community based products?

Value Add Business Model

Everyone can agree that online ads do not contribute positively to the user experience in an online community. Mostly, this is due to that fact that users behave quite differently within a community product then an editorial product, such as NewYorkTimes.com. As a result of this difference, online advertising CPM’s are extremely low due to poor user engagement and click thru rates.

Virtual goods, on the other hand, provide premium avenues for users to do what they want to do: communicate. Virtual goods are not only tightly integrated with the way users behave, but they also enhance that behavior, and thus add value to the overall user experience. Virtual goods are part of the conversation, not an interruption like online ads.

Almost Perfect Price Discrimination

A major problem with a subscription or a fixed fee model is choosing the optimal price. Dating sites and games spend a significant amount of time attempting to determine the price point/s that will optimize revenue. But despite this effort, there will always be users who were willing to pay more, and users that would have been willing to pay less, but instead don’t join the service. In other words, there is a segment of revenue that is not being captured.

The amount users are willing to pay varies from user to user. Therefore, to optimize you need to allow users to pay the maximum amount they are willing to pay (in econ terms, price discriminate). Virtual goods enables this type of price discrimination by allowing users to buy as much, or as few goods as they want.

Stronger/Larger Community

A rule applies to almost all community driven products; the more users that are a part of the community, the more the community as a whole benefits. The more users a dating site has, the more potential matches for an individual user. The more users in a multiplayer game, the more potential people there are to play with.

Capturing money from the user is difficult in many cases, since charging a subscription or fixed fee installs a large gate to pass, significantly reducing the size of the overall community. Virtual goods allow for users to participate in the core experience for free, while still charging the users who are willing to pay but without the negative effect of decreasing the size of the community.

Increased Engagement and Stickiness

As explained above, virtual goods enable the ability to sustain a larger community. A larger community inherently increases stickiness and makes it more attractive for new users. In addition, with every virtual goods purchase a user makes, they are increasing their personal investment in the overall product. As users acquire virtual goods, a “trophy” effect takes place as the user is able to show off his/her personal collection .

Advertising, on the other hand, encourages the opposite by trying to convince users to go to a separate site. Similarly, a subscription business model creates a user mentality of “get in, get out.” The clock is always ticking, encouraging the user to leave the site before their credit card is charged again.

If you are intersted in learning more advantages and strategies around virtual goods, join us for our free webinar August 12th at 2pm EST.

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: Insights from Harvard; Innovation in Asia; Inside Habbo Hotel; and more!

Friday, July 31st, 2009

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

Harvard sees success with Virtual Goods
Sunil Gupta (the Edward W. Carter Professor of Business Administration at Harvard Business School) shares the results of his study which shows that viral campaigns (including virtual goods) are the advertising model of the future for social networks.

Friendster revamps business model to include Virtual Goods
Friendster, the pioneering social network looks to add additional streams of revenue including virtual goods

Disney goes digital on Facebook with Virtual Gifts!
Disney brings its brand power into the virtual realm on their Facebook page.

Innovation abounds in Asia!
Plus Eight Star takes a look at how innovation in Asia leads to such trends as the rise of virtual goods.

Take a trip to Habbo Hotel
WorldsinMotion.biz gets an insider’s view of the inner workings of Habbo Hotel from Sulka Haro (Habbo’s lead designer for game/service).  Sulka talks about a lot of the design and how it relates to the reasons people buy 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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