Posts Tagged ‘Virtual Currency’

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

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

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

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:

———————————————————————————————-

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
###

  • 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 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

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

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

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.

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

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

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

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

What Factors are Driving the Growth of Virtual Goods?

Tuesday, July 28th, 2009

Upward Graph

There is no question that virtual goods is the hot new business to be in. Social networks, games and virtual worlds are implementing virtual goods at an increasing rate. $408 million of venture capital was invested in virtual goods companies in 2008 , and that number already exceeds $300 million in the first two quarters of 2009.

But virtual goods have been successful in Asia since 2000. Social networks, games, and even virtual worlds such as Second Life have been around for years. This begs the question, why are virtual goods just recently becoming the new “it girl”?

Advertising, The Lazy Mans Revenue

During the “web 2.0” era, a boom of social products, especially social networks, emerged. Users were flocking to them in large numbers and companies looked for easy revenue. Like most, they turned to advertising. Little thought or innovation had to be put into the business model. Product innovation was taking place, but left behind was parallel innovation in the business model.

Around early 2007, however, the impact of such laziness started to take its toll on most companies with social products. CPM’s were dismal for all players including Facebook, and most companies were barely profitable or running at a loss. It was time to stop jamming a square peg through a round hole, and start exploring alternative revenue streams.

US Economy Falls in 2008, and with it online ad revenues

In mid 2008, the US economy saw some pretty rough times. The stock market plummeted, banks were collapsing, and it was clear that advertising revenues were going to follow a similar path. Online Ad CPM’s started to fall everywhere including “hot” social networks and games.

Companies that were breaking even or running a small profit on ad revenues started seeing red. A fire had been lit, and “exploration” around virtual goods quickly turned to “action.” This has a strong correlation to one of the key reasons virtual goods emerged in Asia. Asia never had a robust advertising industry to lean on, so they were forced to find other ways to monetize right from the start.

The Facebook Application Platform Acts as a Catalyst

In mid 2007, Facebook released the first version of its application platform. Almost overnight, three person teams in cramped apartments had millions of users using their product. And while having this level of user adoption was exciting, most developers were there for one thing, to make money. Many tried advertising, but CPM’s were even more dismal on applications than on the social networks themselves.

Virtual currencies were originally used to incentivize users to invite their friends and spread the application virally. But agile teams of developers, with nothing to lose, started to test if users would pay or complete CPA offers to redeem the currency. Sure enough, the money started rolling in along with stories of individual developers making $1 million a month off of virtual goods. Facebook had unknowingly provided the catalyst which sparked experimentation with virtual currencies and goods.

Facebook tests virtual goods model with gifts

In February 2007, Facebook launched virtual gifts and eventually (as was estimated after the fact) their virtual gifts revenue approached $15 Million. While niche sites like Dogster and Hot or Not had previously been successful with virtual goods, it wasn’t until Facebook launched their gifts that a major North American social network with mass audience appeal was doing well with the virtual goods model. This was an important step in winning over skeptics that thought the virtual goods monetization strategy was just an isolated occurrence.

Virtual Currency Reaches Critical Mass

With the growth of Facebook apps, Myspace apps, and other large social sites with virtual currencies, a critical mass of users has been exposed to virtual currencies. Users now understand “how it works” and most importantly accept the model. This has two impacts. One, the model of a currency (or stored value system) mitigates micro transaction costs where so many in the past have failed. And, two, a company can now launch a virtual currency model in their product with much less confusion and larger initial adoption from its users.

While the growth of virtual goods is exciting in general, I find it more encouraging that we are finally getting away from business models that disrupt and interfere with user behavior, but instead enhance it. We expect the next few years to be even more exciting for the virtual goods industry here in North America and abroad.

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

5 Reasons Why People Send Virtual Gifts

Tuesday, June 23rd, 2009

Ravi Mehta, Viximo’s VP of Product and Content has a great blog post on his personal blog on reasons why people send virtual gifts.    To see the full post visit here:

http://virtualgoodsinsider.com/2009/06/23/five-reason-why-people-send-virtual-gifts/

In his post he goes into detail about the 5 following reasons why people send virtual gifts:

1.  Virtual Gifts as Greeting Cards

2.  Virtual Gifts as Signals

3.  Virtual Gifts as Accolades

4.  Virtual Gifts as Social Play

5.  Virtual Gifts as Reciprocation

View Full Post

  • Share/Bookmark