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Published byEmerson Lammert Modified over 10 years ago
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Money for Nothing: User-Generated Virtual Goods Cary Rosenzweig, CEO, IMVU Inc. May 5, 2010 Web 2.0 Conference
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An online community where members use 3D avatars to meet new people, chat, create and have fun with friends
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Agenda IMVU Virtual Goods Key Learning
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Company Overview Founded in 2004 Based in Palo Alto, CA 90 employees 3 institutional rounds $30M raised
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Snapshot 3D avatars 50M+ registered users 10M+ uniques/month* User Generated Content 4 Million Items in Catalog *Source: Quantcast, global Cumulative Registrations Millions April 10Jan 06
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2009 Results 2009 Raised $10 million in January, led by Best Buy Capital Doubled revenue to $22 million in calendar 2009 Became profitable and cash flow positive
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Attractive Demographics 70% Female 60% 18+ years old 60% USA
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User Generated Content 4 Million Virtual Items April 2004April 2010
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2010 Outlook 2010 Double revenue again to $44 million End year at $60 million annualized revenue run rate Invest profits into hiring… from 60 to 120 employees Extend reach beyond English- and PC-only Begin pivot… Virtual World to Social Entertainment From Dress Up to Level Up Game Mechanics 2D and 3D Games
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Virtual Goods
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12 Thanks to PlaySpan & VGMarket Survey (n=2,425; 7/09) http://corp.playspan.com/pressroom.html Free to Play Leads the Way - %
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13 Thanks to PlaySpan & VGMarket Survey (n=1,736; 7/09) http://corp.playspan.com/pressroom.html Free to Play Leads the Way - $
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What are Virtual Goods?
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Digital Items with Contextual Meaning
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(A) Functional Virtual Goods
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(B) Decorative Virtual Goods
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Why Virtual Goods?
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1. Enhance Game Play (kill more, run faster)
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2. Express Your Identity (dress up, decorate)
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3. Build Relationships (gifts)
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4. Shop (browse & buy)
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SOCIAL CONTEXT Provides Meaning & Emotion
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Key Learning
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Its all about community Key Learning Virtual goods are consumer products Payment options must be flexible UGC is hard Patience is a virtue
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Q & A
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