IMVU Presentation

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IMVU Presentation

  1. 1. Virtual Goods Summit University October 29, 2009 An Avatar-Based Social Network and 3D Virtual World Lee Clancy VP Product Management and General Manager of Direct Revenue
  2. 2. Company Overview <ul><li>Founded in April, 2004 </li></ul><ul><li>Based in Palo Alto, CA </li></ul><ul><li>59 employees </li></ul><ul><li>3 institutional rounds </li></ul><ul><li>$30M raised </li></ul>
  3. 3. Snapshot <ul><li>40M+ registered users </li></ul><ul><li>6M uniques/month </li></ul><ul><li>$25M+ revenue run rate </li></ul><ul><li>Profitable </li></ul>Cumulative Registrations
  4. 4. Revenue Directly from Consumers IMVU Revenue Mix
  5. 5. Strong Demographics <ul><ul><ul><li>69% Female </li></ul></ul></ul><ul><ul><ul><li>58% 18+ years old </li></ul></ul></ul><ul><ul><ul><li>62% USA </li></ul></ul></ul>
  6. 6. High Engagement <ul><li>60+ minutes per day in 3D chat per user </li></ul><ul><li>80k+ peak simultaneous online users per day </li></ul><ul><li>770k chat sessions per day </li></ul><ul><li>175k virtual items sold daily </li></ul>
  7. 8. User Generated Content 3 Million Virtual Items
  8. 9. Customer Money IMVU’s Virtual Economy Credits IMVU Developer Credit Sink
  9. 10. <ul><li>It’s all about community </li></ul>Key Learnings <ul><li>Virtual goods are consumer products </li></ul><ul><li>Payment options must be flexible </li></ul><ul><li>UGC is hard </li></ul><ul><li>Patience is a virtue </li></ul>
  10. 11. Celebrating with Mohawks
  11. 12. <ul><li>Q & A </li></ul>

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