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VIRTUAL GOODS AND
VIRTUAL GIFTS


Engage Expo – March 10th, 2009
Understanding Virtual Goods
   People spend their time, energy, and money on the
 

   things that are important to them
  Engaged users  virtual goods potential
Virtual Goods
     Four key drivers for virtual goods adoption
 

       Self-expression

       Competitive advantage
       Social Gestures

       Status
Self-Expression

Scrapblog Premium Templates   Gaia Online
Self-Expression

Meez              IMVU
Competitive Advantage

MobWars (Facebook)   Friends for Sale (facebook)
Social Gestures

Hot or Not        Facebook
Status

Xbox Live Achievements   Kongregate
Payment and Virtual Goods
     Payments are still a challenge in virtual goods
 

       Credit  cards
       Incentivized offers

       Pre-paid cards

       Mobile solutions
VIRTUAL GIFTS
Virtual Gifts
     Gifting in real life
 

       What makes for a good gift?
       Why do people give gifts?
Where Virtual Gifts Work Best
   Community Sites
 

  Social Networks
Virtual Gifts - Examples
     Facebook
 

       Social proof
       Expressive

       Strength of relationship

       Relatively inexpensive
Virtual Gifts - Examples
     HotorNot
 

       Analog  equivalent
       Attention-seeking

       Status symbol
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
 
Blogs and Resources
   Jeremy Liew, Lightspeed Venture Partners
 

  Andrew Chen, Futuristic Play

  Virtual Goods News

  Inside Facebook

  Virtual Goods Summit

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Engage Expo Presentation On Virtual Goods