Posts Tagged ‘Virtual Economy’

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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Viximo Study Finds Content Is King For Virtual Goods

Wednesday, July 29th, 2009

Viximo study finds content quality, relevancy, and interactivity increases virtual goods revenue.

Cambridge, MA () July 29, 2009 – Viximo, Inc. has released data from a forthcoming study, exemplifying the effects content has on virtual goods revenue. Sales and purchase conversion data were compared between highly ranked goods, finding that five star virtual gift content drove 3.7 times the amount of revenue as three star content. Virtual gifts were ranked using criteria such as production value, subject relevancy, and interactivity on a 1 – 5 star scale. Three star gifts, being the average, represented a quality similar to Facebook virtual gifts

Ravi Mehta, VP Products, concludes, “In the virtual economy, content continues to be king. Users purchase virtual goods for purely social and expressive reasons, so the quality of those goods has a profound effect on perceived value. Publishers selling virtual goods can sell more and fetch higher prices by providing their users with merchandise that is interactive, expressive, and tailored to the social dynamics of their sites.”

Viximo provides publishers access to a massive inventory of premium and branded virtual goods content through its Content Marketplace. To target and optimize sales for their publishers, Viximo recently released enhanced analytics as part of their Content Marketplace and Virtual Currency solutions. Viximo is still the only virtual goods solution that provides every aspect of a virtual economy, including content, virtual currency, and analytics.

Mehta says, “Implementing a micropayment or virtual currency system is just one part of building a viable virtual economy. Unless a site has great content, and the analytics needed to effectively merchandise that content, that site’s revenue will fall far short of its potential.” Social networks, dating sites and casual games need a broad array of merchandise and require newly replenished inventory on an ongoing basis to be successful.

Companies that offer analytics, but don’t provide the content that drives successful metrics, leave major holes for publishers . Viximo helps publishers find areas to improve revenue, but also, gives publishers the tools and assets to quickly make those improvements. Data for the study was gathered across Viximo’s network of publishers. You can receive the full study when it is released by emailing Viximo at info@viximo.com.

About Viximo:
Viximo provides Virtual Economy Solutions driven by unlimited, targeted, and premium content for consumers on social networks, online dating sites, and casual games. Coupled with their suite of analytics, currency, and payments providers, Viximo can have your virtual economy up and running in less than a week, and Viximo will work with you over time to maximize the revenue and customer engagement generated by that economy. Viximo can be found at http://viximo.com and you can access Viximo’s virtual goods strategy blog at http://blog.viximo.com/corporate.

Contact:
Brian Balfour, Founder and VP Product Marketing
Viximo Inc.
617-583-5671
info@viximo.com

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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

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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: 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.

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Who Buys Virtual Goods? It’s Not Who You Think

Wednesday, July 22nd, 2009

Everyone Buys Virtual Goods

After explaining why people buy virtual goods, I often get follow up questions around what type of people are active virtual goods buyers.   There is a common myth that virtual goods are only bought by teens or kids. But if you look at industry data you will notice that all ages, demographics, and cultures actively spend real dollars on virtual goods. Here are just a few examples in each age segment:

35 – 50 Years Old

Dogster – 67% between 35 – 50 years old. In 2007, Founder Ted Rheingold stated at the Virtual Goods Summit that over 50 million virtual gifts had been sent by 500,000 users in 2 years.

Scrapblog – 58% older than 34. In February 2009, Scrapblog moved to a virtual goods business model. Revenue figures are unknown.

Viximo Network – While I am unable to release specific data, across the Viximo network, the demographic of women between the age of 30 -45 purchase virtual goods at much higher rate than younger audiences

18 – 34 Years Old

HotorNot – 50% between 18 – 34 years old, another 35% older than 34. At its peak, HotorNot was doing around $2.5 Million a year on virtual goods.

Facebook – 46% between 18 – 34 years old. Estimated to do $75 million in virtual goods sales in 2009.

Fubar.com – 45% between 18 – 34 years old, another 37% older than 34. An “under the radar” social network, been selling virtual goods for years making at least several million per year.

12 – 17 Years Old

MyYearBook – Social Network for High School students.In May 2009, co-founder Catherine Cook stated MYB was making “over 8 figures” (that’s millions) only a few months after launching its virtual currency. (http://www.virtualgoodsnews.com/2009/05/myyearbook-making-millions-with-virtual-currency-sales.html)

Gaia Online – 60% between 12 – 17 years old.Gaia has reported that it makes over $12+ Million a year in virtual goods sales.

Stardoll – 67% between 7 – 17 years old. Stardoll is estimated to have had $30 Million in revenue in 2008 and also named one of 25 most valuable startups by Silicon Alley Insider that same year. (http://www.businessinsider.com/companies/stardoll)

12 and Younger

Club Penguin – Estimated yearly revenue of $60 – $70 Million, Bought by Disney for $700 Million in 2007. Was once the fastest growing site for kids aged 6 – 12.

Neopets – Bought by Viacom in 2005 for $160 Million

Webkinz – Most recent estimates were revenues of $700 Million. Their purchase of in store toys is just a conduit for users to redeem a code to receive virtual currency and items within the virtual world.

From the list, you can probably also see that virtual goods doesn’t gender discriminate either. In dating sites like HotorNot, males are the primary buyers of virtual goods. In environments like Scrapblog and Stardoll, women are the dominate buyers.

Each segment of audience requires different techniques to make a virtual economy successful. In future blog posts, I’ll detail the factors you need to consider when matching your virtual economy to your audience.

** All demographic statistics were pulled using Quantcast.

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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