13 Ravi Mehta -- igbos n_

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    13 Ravi Mehta -- igbos n_ - Presentation Transcript

    1. REAL VALUE FROM VIRTUAL GOODS Ravi Mehta VP, Publishing - Viximo [email_address] - Email www.virtualgoodsinsider.com - Blog Proprietary & Confidential
    2. WHAT IS A “VIRTUAL GOOD”?
      • VIRTUAL GOODS INDUSTRY
      Proprietary & Confidential As virtual goods evolve, they’ll grow to include all digital media including music and video
    3. VIRTUAL GOODS ARE GENERATING VERY REAL REVENUE FOR PIONEERING COMPANIES
      • VIRTUAL GOODS INDUSTRY
      Proprietary & Confidential China’s largest Internet portal generates 65% of its $500M revenue from virtual goods In 2005, this Korean gaming giant report ed $230 million in revenue with 80% generated by in-game items Korea’s Facebook generates $160M revenue annually – entirely from virtual goods Facebook’s Gifts service has generated $15M since February 2007 The youth oriented dating site generates 40% of its revenue ( $6-7M ) from sale of virtual flowers at up to $10 per flower This virtual world with over 75 million users globally generates $60M annually from virtual goods This niche social community for pet owners has had over 50 million giftings by its 500,000 users since its gifts program started 2 years ago NORTH AMERICA EUROPE ASIA MindArk’s virtual world, Entropia Universe, holds the 2008 Guinness World Record for “Most Expensive Virtual Object”, a space resort that was sold for $100,000
    4. WHY DO PEOPLE SPEND REAL MONEY ON STUFF THAT ISN’T “REAL”?
      • VIRTUAL GOODS INDUSTRY
      Proprietary & Confidential
      • A $100 bottle of Diaka Vodka which is colorless, flavorless, and made from $2 in grain
      • A $97,500 Piaget watch that contains a few ounces of precious metal and tells time (less accurately than your cell phone)
      • A $100,000 piece of “virtual” real estate that can be traded on a highly liquid market and generates a 20% annual return (2x most stocks)
      POP REALITY QUIZ Which of the following is most “ real” ? A Stanford University research study has shown that people aren’t wired to distinguish between “real” world stimuli and digital stimuli: Study participants showed the same tendency to smile back regardless of whether smiled at by a real person or a digital avatar. Study participants felt the same feelings of elation when receiving a physical gift and when receiving a “virtual” gift. Can’t relate? Put yourself in the shoes of someone who spends 20-50% of her waking hours immersed in an online community. How real and tangible would that community be to you?
    5. WHAT VALUE DO PEOPLE GET FROM VIRTUAL GOODS?
      • VIRTUAL GOODS INDUSTRY
      Proprietary & Confidential
    6. VIRTUAL GIFTS PROJECT THEIR VALUE ONTO SOCIAL GESTURES AND ENRICH COMMUNITES
      • VIRTUAL GOODS AND SOCIAL NETWORKING
      Proprietary & Confidential
    7. CASE STUDY: DOGSTER
      • VIRTUAL GOODS AND SOCIAL NETWORKING
      • Members spend between $0.25 and $4.00 to send virtual gifts
      • Dogster’s 500,000 mainstream members have sent over 50 million gifts in the past two years
      • Gifts sent for friendship, support of sick/dying pet, acknowledgement of community contribution, to reciprocate for gift given, “just because”
      Proprietary & Confidential

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    Digital Goods, The Future of Online Communities

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