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Engage Expo Presentation On Virtual Goods
Engage Expo Presentation On Virtual Goods
Engage Expo Presentation On Virtual Goods
Engage Expo Presentation On Virtual Goods
Engage Expo Presentation On Virtual Goods
Engage Expo Presentation On Virtual Goods
Engage Expo Presentation On Virtual Goods
Engage Expo Presentation On Virtual Goods
Engage Expo Presentation On Virtual Goods
Engage Expo Presentation On Virtual Goods
Engage Expo Presentation On Virtual Goods
Engage Expo Presentation On Virtual Goods
Engage Expo Presentation On Virtual Goods
Engage Expo Presentation On Virtual Goods
Engage Expo Presentation On Virtual Goods
Engage Expo Presentation On Virtual Goods
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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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