Posts Tagged ‘Virtual Economy’

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

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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

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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

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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: 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.


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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.

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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 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

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: 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.

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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

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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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