Posts Tagged ‘Facebook Payments’

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.

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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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The Impact Of Facebook’s Payment Platform On Virtual Goods

Monday, July 20th, 2009

Last Thursday, Facebook officially announced the alpha testing of their Facebook Payment platform. While they are just rolling it out now, it certainly hasn’t hindered a virtual goods ecosystem from forming across many applications. Certain bloggers have even predicted up to $500 million in 2009 virtual goods revenue for application developers. But now that Facebook has started focusing on a key component which will accelerate the development of the virtual goods ecosystem, how will this impact virtual goods sales on Facebook?

1. Facebook Payments Will Expand The Market Of Virtual Goods Purchasers

Facebook’s Trusted Brand Among Consumers

Let’s be honest. Facebook applications don’t have the most trustworthy reputation. Users find many apps to be “spammy,” useless, and unprofessional, causing them to be nervous about submitting payment information . Facebook itself, however, has a more trusted brand and relationship with users. There will be a significant portion of the Facebook audience who don’t trust their payment information with applications, but do with Facebook.

Facebook’s Brand Leverage

Facebook’s brand leverage and overall size allows it to execute certain initiatives that application developers are unable to. For example, prepaid cards have been found to capture an additional segment of users that don’t have the ability to pay via credit card. However, due to size and cost, it doesn’t make sense for an application developer to launch a prepaid card service on their own. A Facebook branded card on store shelves could do very well in capturing that additional segment of paying users that are currently unavailable to application developers.

Ability To Capture Foreign Audiences

The fastest growing regions on Facebook are all foreign audiences. Developers have struggled monetizing Facebook users outside of North America. Advertising rates are even more dismal than usual, and there are few high payout CPA offers.

Virtual goods presents an opportunity to monetize these high growth audiences. The major road block is accepting international payments . While Credit Cards are a common payment method in North America, popular payment methods vary widely country to country. Habbo Hotel, for example,  has over 160 payment methods to cover their international audience and claims it to be one of the keys to success. This makes it very difficult for individual developers to serve those foreign audiences unless they integrate with an aggregator such as Global Collect. Even then, setup fees are in the thousands and therefore out of reach for most developers.

While it’s not economical for individual app developers to take on the burden of directly integrating with the wide range of international payment methods, it is completely within reason for Facebook to do so. In fact, Facebook has already placed an emphasis on international audiences by accepting credit card payments in 10+ currencies and I expect them to continue to expand this over time.

2. Facebook Payments Will Increase Purchase Conversion

Hundreds of Reasons To Buy Into Facebook Credits

At Viximo, we’ve found that on social networks a major motivator for users paying into a virtual currency is how many different outlets of purchase are available for that currency. The more reasons you give a user to buy into a currency, the higher the rate of success. With the ability to use Facebook credits across numerous applications, users will soon have hundreds of reasons to buy into the system.

Getting a user to buy into a currency is the majority of the battle. After that, the “monopoly money” mindset takes over. The psychology of spending “credits” instead of “dollars” impacts a user’s spending behavior. A test run by Viximo shows that users were 10X more likely to buy a virtual good when they already had stored value in the system. For example, if a user bought currency to play a game, but then ended up in a virtual gift store, that user is 10X more likely to purchase a virtual gift then if they didn’t already have currency available.

Access to Millions of Stored Credit Cards

Success of paid applications on the iPhone platform are partly attributable to the millions of credit cards Apple has stored for one click purchasing. Storing credit cards and one click buying drastically reduces the barrier of payment, and increases the ability of “impulse” buys (which many virtual goods are). Facebook, likely, already has more stored credit cards then any application developer just from their virtual gifting feature. The database of credit cards will quickly grow as more applications are able to integrate Facebook payments. Sharing that database across Facebooks apps will benefit all application developers.

In App User Flow

Some payment methods used by applications to date, such as PayPal, require a user to be taken off site and to a secure Paypal page. At Viximo, we have noticed drastic abandonment rates when this extra step is added into the user process. Facebook’s payments keep the user in the experience of the application with a standard Facebook popover. It might seem like a small difference, but this has a large impact on conversion.

3. Negative Impact on the CPA Offer ecosystem

CPA offer networks such as Gambit, Offerpal, and SuperRewards have been popular methods to monetize virtual currencies and goods on the Facebook platform. In many ways, it was a means to an end, a way to enable the virtual goods ecosystem. Users often complete CPA offers for one of a few reasons:

1. They don’t have access to a Credit Card

2. They don’t trust an application with their payment information

3. They aren’t “sold” enough on virtual goods to enter their payment info

But as mentioned previously , Facebook payments mitigate many of these issues. I have talked to many app developers recently, and over the past 3 – 6 months they have seen the trend revenue coming from offers declining, in favor of direct payments. While Facebook payments will continue to push this trend, I suspect there will always be a place for offer networks, although their market share may be somewhat diminished.

Conclusion

Many questions remain about Facebook’s Payment plans. Who will Facebook allow to use their payment product? How much will they charge developers? Payments is a complex business, so how will they manage the challenges of the industry as their payment platform scales? Will Facebook extend payments beyond their internal ecosystem with Facebook Connect? Even with these questions unanswered it is clear that Facebook has a significant opportunity with their payment platform and  application developers selling virtual goods stand to greatly benefit from the initiative.

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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