Posts Tagged ‘virtual gifts’

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

  • 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

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

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

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

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: 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

Top 3 Reasons People Buy Virtual Goods

Wednesday, July 15th, 2009

The Virtual Goods industry is growing extremely quickly. Some estimate the size of the industry to reach $5.5 billion globally this year, and it is just beginning. There is no escaping the fact that consumers spend money on virtual goods, even in economic down times.

Others in the virtual goods industry, such as Charles Hudson and Jeremy Liew, have written articles explaining the psychology behind buying virtual items. Yet, the question of why people spend money on virtual goods is still one of the most common questions I am asked. So I decided I would add an additional perspective as to why users buy virtual goods.

Overview

Virtual goods are sold in four primary arenas; Social Networks, Online Dating Sites, Games, and Virtual Worlds. Over the past 6 years, these categories of social, community driven, products have grown exponentially. A new paradigm has been created in which users behave and value things very differently in these social communities compared to other types of online properties. However, despite the rise of these social products, few matched their business model to these new behaviors and values. Instead companies tried to retrofit old business models, such as banner advertising, to no avail. As it turns out, Virtual Goods is the business model that gets to the core of what users value most within these environments. To understand virtual goods we need to understand what drives this value system:

Status – Virtual goods help you stand out from the crowd

In our offline social lives, we spend a significant amount of time and money making ourselves stand out from the crowd. The clothes we wear, the cars we drive, the restaurants we frequent are all examples of measures we take to stand out and be noticed. In online social environments with thousands, even millions, of users this social behavior is amplified.

In virtual worlds, where users are socializing, playing games, and interacting with hundreds of others in the same “room,” they don’t want to look like everyone else. Paying for avatar clothing, hair styles, and other accessories is natural to ensure you establish a visual identity that represents you. Even paying for different virtual abilities like flying or dancing helps users stand out from the crowd and express status within a community.

Another great example is online dating . Most online dating sites have a standard feature where you can send someone a free “wink” or “smile.” If you are a “hot girl” on a dating site, you probably get hundreds of these. Conversely, if you are one of the hundreds of guys vying for her attention, do you think you will stand out more if you are one of many sending a free wink, or one of the few that send a visually rich, interactive, virtual gift? Naturally, users who distinguish themselves more on online dating sites, achieve their ultimate goal of getting more dates.

Socializing – Virtual goods help you express yourself

In the offline world, we have numerous ways to socialize, communicate, and express ourselves: the tone of our voice, our facial expressions, our mannerisms, or social gestures. But online environments unfortunately restrict us from these abilities. There is only so much we can explain through text. Yet, this ability is so important to us that we have found online alternatives such as emoticons J.

In social environments where you are establishing and maintaining relationships, self expression is a very valuable commodity. For example, MySpace allows users customize their profile pages to express their personal style and interests. This feature is so popular it is widely regarded as one of a few reasons why MySpace was so successful in gaining traction. So pervasive is this need for self expression that despite the fact that MySpace has never sold customized backgrounds directly, an entire secondary black market of “Pimp My Profile” sites emerged to take advantage of user’s willingness to pay (directly or via advertising).

Users actively pay for profile designs or “bling” on the various social networks to visually express their interests, style, and “who they are.” This visual message is much more powerful and engaging than reading through text under an “interests” section.

On dating sites, a lot of time and effort goes into crafting communication and messages to potential matches. It’s difficult to be consistently witty and engaging through plain text messages. The addition of Virtual Gifts provides a rich interactive visual message which can help the sender express their humor or style much more effectively.

Winning – Virtual Goods help you gain an advantage

Virtual goods are commonly utilized as a way for users to gain an advantage to reach their end goal. In gaming, that goal is beating the computer or another player. Here too, virtual goods can be used to achieve that goal . For example, users who spend hours playing a racing game will gladly pay to add wheels to their cart which will allow them to drive faster, and in turn help them win.

But these types of goods, commonly referred to as “functional goods,” aren’t just for games. We can once again take an example from the world of online dating. Here, the ultimate end goal is to land dates. To achieve this, a user can purchase a “featured spot,” on a user page or in search results, to increase exposure to the site’s audience and thus increase their chances of being noticed by a potential mate.

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

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