Posts Tagged ‘Branded Virtual Goods’

The Path To 60 Million Monthly Users; Welcoming Dale Strang as CEO

Wednesday, January 6th, 2010

Two years and three months ago, Sean Lindsay (Viximo’s CTO) and myself started Viximo in the tiny loft coworking space known as Betahouse.  Since then it has been a whirlwind of a ride.  The virtual goods market has grown and evolved to beat even  our expectations.  We have some great milestones to talk about, but first let’s spend a little time talking about where the virtual goods market, and Viximo, stand today.

The Virtual Goods Market Is Exploding

Over two years ago, Viximo took a bet that virtual goods was going to become THE way to monetize the social web.   In 2008, we saw some slight  growth, but in 2009 it was as if someone hit the warp speed button.  Today, we now estimate that in 2009 $1 Billion dollars was spent on virtual goods here in North America.  Some estimates suggest that  number will grow to $1.6 Billion in 2010, but from what we are seeing we wouldn’t be surprised if it doubled to $2 Billion.  I think it’s safe to say that virtual goods have officially hit the scene.

A Massive Opportunity For Thousands of Web Publishers

While much of the early virtual goods success has focused around large companies like Facebook, Zynga, Playfish, Playdom, and Myspace, there is  life outside the top 1%.  Companies, such as  MyYearBook.com and Fubar.com, have had significant success with virtual goods.  These are companies that while having substantial audiences, struggled to drive real profits from old business models such as online advertising.  Virtual goods is an opportunity for more than just the top few.  There are thousands of publishers including social networks, online dating sites, casual gaming sites, and even old school forums that have a giant opportunity sitting in front of them with virtual goods.

Virtual Goods Is Not Easy

But just because it’s a great opportunity, doesn’t mean it’s easy.  There are a lot of pieces to the virtual goods puzzle.  Payments, analytics, virtual currency, apps and games, content, merchandising, optimization, and more are all needed to be successful.   Each piece, individually, isn’t difficult, but in the aggregate it can be very challenging, especially for companies that don’t have unlimited resources such as  Facebook or Myspace.

Viximo Makes Virtual Goods Easy

There are many solutions on the market which provide a small individual piece of the overall virtual goods puzzle, but Viximo is the first, and currently only, solution that brings together everything a publisher needs for virtual goods in one complete, easy to implement, customizable solution.  Over the past two years, we’ve learned a lot about what works and what doesn’t.  We help manage our partners virtual economies based on our  expertise  maximizing revenue.   Overall, Viximo is the easiest way for a publisher to drive revenue and engagement from virtual goods.

Viximo Publisher Network Grows to 60 Million Monthly Users

The focus of being the only complete virtual goods solution provider has resonated in the marketplace.  We are fortunate enough to have some great partners, with the recent additions of BlackPlanet.com, FanIQ.com, Smartdate.com, and more.  In addition to previous partners, such as Fotolog and Zorpia, our publisher network now reaches over 60 million monthly unique users.  We are excited to hit this growth milestone and look forward to growing even more.

Welcoming Dale Strang as CEO

To help us continue this growth, we are welcoming Dale Strang as our new Chief Executive Officer.  Dale comes with an extensive background in interactive entertainment, gaming, and publishing.  He held executive positions at IGN entertainment, Ziff Davis, and most recently at ad network startup 5to1.  Everyone at  Viximo is excited to add Dale to the team as we continue to grow with the ever expanding virtual goods market.

We want to thank everyone who has helped contribute to our success.  An official copy of the press release regarding our new partners and Dale Strang can be found here.

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.

  • Share/Bookmark

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.

  • Share/Bookmark

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

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

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.

  • Share/Bookmark

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

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

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.
  • Share/Bookmark

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

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

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.
  • Share/Bookmark

Virtual Goods Market: The Booming Virtual Economy; Benefits for Brands; Virtual Worlds & Teens

Friday, July 24th, 2009

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

Virtual Street is the new Wall Street
A comprehensive look at the emerging virtual economy and an examination of growth within the space despite “real world” economic woes.

Virtual Goods – the online answer for Brands
Brand-e.biz clearly defines the benefits of virtual goods for brands including the answer to elusive CPM value on social networking sites.

Hanging out in Virtual Worlds
The Economist takes a look at the explosion of virtual worlds aimed at teens and the massive revenue opportunity it presents via Virtual Goods.

  • Share/Bookmark

Virtual Goods Market: 8 Virtual Goods Investments; Facebook Virtual Gifts Revenue $75M; Facebook Acknowledges Payments Alpha; and more!

Friday, July 17th, 2009

Here is this weeks recap of interesting news and insight into the Virtual Goods Market.

Investments in Virtual Goods are Booming!
As reported by Virtual Goods News, Q2 2009 marks the largest total investment in Virtual Goods businesses to date. Highlighted is the $200 million investment by Russian Firm, Digital Sky, in the Facebook Social Network — the single largest investment ever reported for a virtual goods business. Also examined is the sudden growth of investments in the mobile payment space.

Facebook Revenue Breakdown
Confused about how Facebook generates $550 million (estimated for 2009) in revenue? The Business Insider breaks down the ins and outs of the social networking giant’s revenue stream including its expected $75M from virtual gifts.

Big Business in Branded Virtual Goods
Ad Age takes a look at how brands are cashing in on the “freemium” business model now being adopted by online games and virtual worlds in the US. Far outpaced by their Asian counterparts, US gaming and virtual world companies are finally catching up (and cashing in) by moving toward this “play for free” paradigm. Along for the ride, merchandisers are more frequently inserting real world items and brands into the online universe.

Hogwarts meets Facebook
The premiere of the sixth Harry Potter movie sparks the launch of Harry Potter themed virtual goods, further demonstrating the potential for mainstream advertisers to benefit from sponsored virtual goods.

Facebook Announces Alpha Launch of Payments Platform
Facebook officially announces their alpha launch of “Facebook Credits” to enable payments on applications.

Virtual Goods for Flash Game Developers
Lost Garden takes a hard look at the revenue potential of flash games and explains why ads are orders of magnitude less successful than virtual goods (and other monetization strategies).

You Should Follow Us On Twitter Here

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

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.
  • Share/Bookmark