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Engage Expo Presentation On Virtual Goods

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Here are the slides from my presentation at the Engage Expo. Enjoy!

Here are the slides from my presentation at the Engage Expo. Enjoy!

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Transcript

  • 1. VIRTUAL GOODS AND VIRTUAL GIFTS Engage Expo – March 10th, 2009
  • 2. Understanding Virtual Goods People spend their time, energy, and money on the   things that are important to them   Engaged users  virtual goods potential
  • 3. Virtual Goods Four key drivers for virtual goods adoption     Self-expression   Competitive advantage   Social Gestures   Status
  • 4. Self-Expression Scrapblog Premium Templates Gaia Online
  • 5. Self-Expression Meez IMVU
  • 6. Competitive Advantage MobWars (Facebook) Friends for Sale (facebook)
  • 7. Social Gestures Hot or Not Facebook
  • 8. Status Xbox Live Achievements Kongregate
  • 9. Payment and Virtual Goods Payments are still a challenge in virtual goods     Credit cards   Incentivized offers   Pre-paid cards   Mobile solutions
  • 10. VIRTUAL GIFTS
  • 11. Virtual Gifts Gifting in real life     What makes for a good gift?   Why do people give gifts?
  • 12. Where Virtual Gifts Work Best Community Sites     Social Networks
  • 13. Virtual Gifts - Examples Facebook     Social proof   Expressive   Strength of relationship   Relatively inexpensive
  • 14. Virtual Gifts - Examples HotorNot     Analog equivalent   Attention-seeking   Status symbol
  • 15. Market Sizing Overview (US) Conservative Estimate     Casual MMOs /Virtual Worlds = $50MM-$75MM   Social Networking Applications = $50MM-$75MM   Other FTP games = $50 million   Console games = ?   Hardcore MMOs = ?   Non-game applications = ? Total = $200 million+ in 2008  
  • 16. Blogs and Resources Jeremy Liew, Lightspeed Venture Partners     Andrew Chen, Futuristic Play   Virtual Goods News   Inside Facebook   Virtual Goods Summit

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