A definition of virtual world asset classes, the virtual worlds ecosystem and the attendant accounting, valuation, taxation and legal issues that arise in virtual world economics.
Audio: http://feeds.feedburner.com/BroaderPerspectivePodcast
Melanie SwanTechnophysicist, Blockchain Theorist, Philosophy, Purdue University at Institute for Blockchain Studies
1. Virtual World Valuation
Accounting, valuation, taxation and legal issues in virtual worlds
November 2007
Melanie Swan
MS Futures Group
melanieswan.com
2. Virtual World Valuation 2
Valuation summary
Virtual worlds are becoming increasingly
routine for business, academic and
government use
Financial professionals and regulators are now getting involved;
there is an opportunity for a leading accountancy to define and
lead virtual world accounting and valuation practices
Demand for advisory services is growing along with strategic
investment and M&A activity in all areas of the value chain
Doing business in a virtual world is similar to doing business in
a foreign country
3. Virtual World Valuation 3
Agenda
Virtual worlds
What are virtual worlds?
Who is using virtual worlds?
Second Life
Financial perspective
Accounting issues
Valuation issues
Tax issues
Legal and other issues
Industry leadership opportunities
4. Virtual World Valuation 4
What are virtual worlds?
Definition: 3D online persistent world
with a sense of presence and
simultaneous experience in context
Examples (over 30 worlds):
Second Life
ActiveWorlds
BrandGames
Entropia Universe
There
Kaneva
MultiVerse
Club Penguin (pre-teen)
WebKins (pre-teen)
Source: http://www.virtualworldsreview.com
6. Virtual World Valuation 6
Who is using virtual worlds?
IBM
Dr. Dobbs Life 2.0 Conference
Princeton
International Spaceflight Museum
US Congress
Second Health Operating Theater
Showtime “The L Word”CBS “CSI New York”
Vodafone “Inside Out”
SLCN “Metanomics”
7. Virtual World Valuation 7
Second Life is the biggest virtual world
40,000 concurrency (at any time)
475,000 active users (last 7 days)
1.5 m active users (last 2 months)
11 m total accounts
2 m assets created per day
35 TB of user-created data
800,000 unique items sold or
traded per month
500 events per day
15 m concurrent scripts
10 Gbps peak bandwidth
Source: http://secondlife.com/whatis/economy-graphs.php
Million Square Meters of
Second Life Land
Total User
Hours (millions)
Source: Linden Lab
8. Virtual World Valuation 8
Diverse Second Life residents
0
5
10
15
20
25
30
35
40
18-24 25-34 35-44 45+
0
10
20
30
40
50
60
70
18-24 25-34 35-44 45+
43% female
60% international
Top 5 countries:
US, Germany,
Brazil, Japan, UK
Source: http://static.secondlife.com/economy/stats_200710.xls
Resident market share by age tier Average monthly hours by age tier
%
9. Virtual World Valuation 9
Currency: Linden$
LindeX exchange operated by
Linden Lab
Buy: USD $.30 transaction fee
Sell: 3.5% transaction fee
Monetary policy
Sources: http://secondlife.com/whatis/economy-market.php,
http://secondlife.com/whatis/economy-graphs.php, http://secondlife.reuters.com
270 L$ =
$1 USD
US$ Spent by Users
(in Millions)
US $ Exchanged on
Lindex (in Millions)
11. Virtual World Valuation 11
Advisory firm presence in virtual worlds
H&R Block Island
BDO Stoy Hayward Island
KAWG&F (Baltimore MD CPA firm), CPA Island
Accenture
12. Virtual World Valuation 12
Virtual world accounting issues
Asset and liability accounting
Precedent by analogy:
software and websites
Revenue recognition
Currency related issues
Revaluations and gain/loss
International and regulatory
issues
13. Virtual World Valuation 13
Traditional accounting asset definitions
Asset
Any item of economic value owned by an individual or
corporation, especially that which could be converted
to cash
Tangible Assets
Assets having a physical existence, such as cash,
equipment, and real estate
Intangible Assets
Identifiable non-monetary assets without physical substance
Examples: computer software, licenses, patents, brands and
copyrights
Source: International Financial Reporting Standards (IFRS)
14. Virtual World Valuation 14
Are virtual world assets different?
Non-physical, like software
Multi-state / non-persistent
Specific risks of impairment,
destruction, infringement
World disappearance
Economic disturbance
Ease of copying
International environment
Low transparency
• Physical identity obscured,
limited reporting infrastructure
15. Virtual World Valuation 15
Virtual world asset and liability classification
Intangible assets
Land and real estate
Objects
Scripts and animations
Intellectual property
• Patent, trademark,
copyright
Liabilities
Loans payable, bonds
16. Virtual World Valuation 16
Land is the most significant virtual asset
Purchase via auction or resale
Premium membership required
($9.95/mo)
USD $13 + $5 monthly for 512 sq m
USD $1,675 + $295 monthly for
65,536 sq m island
Source: http://www.secondlife.com
200720052003
Available plots
Available island areas
Raw
Land
Growth of
Second Life
17. Virtual World Valuation 17
Real estate
Anshe Chung
Second Life real estate developer
Virtual homes, offices and meeting spaces
19. Virtual World Valuation 19
Asset recognition and measurement
An asset is recognized when it
meets all of the following criteria
it is identifiable
the entity has control over the asset
it is probable that economic benefits
will flow to the entity
the cost of the asset can be
measured reliably
Initial measurement at cost of
generation or acquisition or other
assessment of fair value
Holly Kai Golf and Country Club
Sun Microsystems Pavilion
20. Virtual World Valuation 20
Asset useful life, depreciation, disposition
Useful life
Shorter life
Amortization
Software: purchased vs. developed
Non-software: amortized over useful life
Impairment
More frequent reassessment
Retirement and disposal
Disclosure
21. Virtual World Valuation 21
Revenue recognition and currency issues
Services
Developer
• Initial project
• Maintenance / support
Other
Site allowance/stipend
Currency issues
Not different from high-risk
international currencies
IBM’s Forbidden City Sim
22. Virtual World Valuation 22
Rapidly developing virtual world ecosystem
Virtual World Providers
Linden Lab/Second Life, ActiveWorlds, Entropia Universe, There, Kaneva, Muse,
MultiVerse, vastpark, metaplace, Cybertown, Habbo Hotel, Whyville, Voodoo Chat,
Taatu, Traveler, Sims Online, Club Penguin, WebKins, Hipihi, Uonenet, Noviking
Virtual Businesses and Brands
Anshe Chung Studios, DeCuir Creations, FairChang, Etopia, Hunter’s Cove, SL
Boutique, Preen, House of Nyla, Second Life Cable Network, Rezzable, caLLie
cLine, PeoplePool, Raven Pennyfeather, Lapointe & Bastchild Designs, InStyle,
Vista Animations, Chai Skins, Acedia Albion, AV Puli Animations, Reel
Expression, J&S Aviation, SZ Designs, Vindy Vindaloo, Esoterica Couture
Virtual World Developers and Agencies
Electric Sheep Company, Millions of Us, Rivers Run Red, CMP, Aimee Weber
Studio, depo consulting, Forterra, Metaversatility, Wish Farmers, Virtual
Worldlets, Icarus Studios, Proton Media, NGI Group 3Di, DAZ 3D, Code 4
3D Physics Engines and 3D Modeling Platforms
Havok, Ageia PhysX, Unreal Engine, Open GL, Maya, 3D Studio, Croquet,
SoftimageIXSI, Form Z, Strata 3D CX, RenderMan, Blender, Wings3D
Investment transaction in 2007 or acquisition
23. Virtual World Valuation 23
Virtual world valuation issues
Valuation situations
Asset transfer, purchase or sale
Internal accounting
Settlement: legal, estate, divorce, etc.
Valuation considerations
Ownership
Portability to other virtual worlds
Virtual business risks
Intangibles
• Intellectual property
• Brand value: reputation, management,
innovation and human capital
24. Virtual World Valuation 24
Virtual world valuation issues
Assets to be valued
In-world business: product, service
Brand: sim, business, avatar
Account: avatars/characters, assets
World, economy
Valuation techniques
DCF: emphasize near-term flows, low TV
Sales comparison: Second Life classifieds,
stores, eBay
Recent transactions
Multiples: assets, sales, EBITDA, trading
Metrics: customers, contracts, sim and web
traffic, conversion
Motorati SpokesAvatar:
caLLie cLine
Coke’s virtual branding
25. Virtual World Valuation 25
Virtual world tax issues
VAT, sales tax
Income tax
1099 contractors
Gains tax
Challenges of levying tax
Identity verification
Identification of activity
Monitoring, tracking and enforcement
Highly international environment
26. Virtual World Valuation 26
Legal and other issues
Key rules
Linden Lab: Terms of Service Agreement,
Community Standards, Privacy Policy,
Digital Millennium Copyright Act Policy
Sim covenants
Dispute resolution
Metaverse Republic
Recent cases
Eros, LLC v. Doe (pending)
• Copyright infringement (US $2,250)
Marc Bragg v. Linden Lab (Oct 2007)
• Land acquisition via landbots (US $8,000)
Money laundering
27. Virtual World Valuation 27
The future of finance and virtual worlds
Growth: participants, breadth, size
Formalization of the financial sector
Stock indices and mutual funds
In-world stock market crash
Third-party audit and analyst function
Regulatory initiatives
In-world GAAP
Explicit banking, securities and tax laws
Technical initiatives
Cross-world avatar portability
28. Virtual World Valuation 28
Industry leadership opportunities
Provide industry leadership
Accounting and valuation white paper
Implement international GAAP / IFRS
In-world third-party audit infrastructure
Client earnings announcements
Audit, valuation, tax, SOX checklists
Support clients in the virtual medium
Accounting and business advisory, virtual
dispute resolution
Facilitate internal initiatives
Recruiting, telepresence, collaboration
29. Virtual World Valuation 29
Valuation summary
Virtual worlds are becoming increasingly
routine for business, academic and
government use
Financial professionals and regulators are now getting involved;
there is an opportunity for a leading accountancy to define and
lead virtual world accounting and valuation practices
Demand for advisory services is growing along with strategic
investment and M&A activity in all areas of the value chain
Doing business in a virtual world is similar to doing business in
a foreign country
30. Thank you
Melanie Swan
MS Futures Group
Palo Alto, CA
melanieswan.com
Slides: http//www.melanieswan.com/presentations/Virtual_World_Valuation.ppt
Virtual World Valuation
Provided under an open source Creative Commons 3.0 license
http://creativecommons.org/licenses/by-nc-sa/3.0/
31. Virtual World Valuation 31
Resources
Getting started in Second Life
http://sl.nmc.org/wiki/Getting_Started
Second Life SLURL Directories
http://nbhorizons.com/list.htm (companies)
http://npsl.wikispaces.com/Tenant+Directory (non-profit commons)
http://edumuve.com/tour/ (international locations)
Event listings
http://secondlife.com/events
http://metaversed.com/ *
http://www.metanomics.metaversed.com/ *
News, blogs, etc.
http://secondlife.reuters.com/ *
http://www.ugotrade.com/
http://www.virtualworldsreview.com/
http://www.metaversemessenger.com/
http://dwellonit.blogspot.com/ (most visited locations)
* Finance and
Economics
Editor's Notes
51, 51, 153
1000/1000 Virtual world economic activity is substantial (Second Life is over $1m USD/day)
Public or private worlds
ActiveWorlds (supports 400 concurrent av present & chat; private label world platform; 47,000 active in their demo world; Tourist, Citizen, World Owner; can be accessed from FB (TEST VIA MOBILE)
Entropia Universe – Swedish, 360,000 residents, MM virtual universe, own economy, sold banking licenses to RL banks
Kaneva: only human avatars, completely modeled after the physical world
In Aug, Disney acquired Club Penguin for $700m
Not MMORPGs because open-ended, no universal goals
MMORPG examples: World of Warcraft, Ultima Online, Star Wars
Games have structure, beginnings and endings, Second Life does not. There are many games within Second Life, but the platform and reason for being there is not the game. It’s about the community and knowledge that on the other side of every avatar is another human being.
Another difference is that the content in games is created by large teams of developers and “consumed” by the customers. In Second Life, the customer creates all of the content and shares it with others in a variety of ways.
Variety of individuals and organizations, many people are familiar with the recreational uses, but there is perhaps just as much serious or professional activity
1000 businesses and 1000 academic institutions; no analyst firm officially following this yet
Millions of ‘residents’
Entertainment
Enterprise: Traditional physical world business migrates in-world + In-world emergent brands
Academic and educational organizations: Extension of existing eLearning mechanisms
Science: Intl spaceflight museum, AFM demo, molecule, weather, plane traffic, data visualization platform=google earth
Government: info, personalized face, modeling disease spread
Non-profit: Etopia eco-sim with water treatment plant replica
Using virtual worlds to collaborate, create, interact, enjoy, experience, recruit, demonstrate, prototype
SL: the world SL grid: the underlying platform
Create an avatar, a visual representation of your presence. This is how you will appear to others in the world.
Who uses the virtual world? Ordinary people
Context re: TV hrs/month
The only tool is monetary policy
http://www.benchmark.com/news/sv/2006/10_16_2006.php
Banks been around 3 yrs; mostly failed or reorganized; related to casino gambling
My Second Bank.com
“Unable to pay depositors, Ginko ceases banking operations”
The bank, which as of last week claimed to have 18,000 accounts worth a total of L$190 million (US$700,000), said it would issue what it called a “Ginko Perpetual Bonds,” a security on the World Stock Exchange, in an attempt to compensate depositors.
A gambling ban, insider theft at the World Stock Exchange and a bank run on Ginko Financial within the past week have combined to threaten confidence in the integrity of the Second Life financial sector.
Financial exchange platforms
Anshe Chung: Second Life, Entropia exchange
Stock markets
Completely unregulated
Nothing qualifying SL stocks for a registration exemption
Accounting, valuation and tax issues
1099 issue, depreciation (software, website precedents)
Presence to hold meetings, consultations with clients/potential clients
Conceptually, like doing business in another country; the usual risks are higher, there are additional risks. There are currency issues.
Different conceptually not fundamentally; we account for them in the same way but with a deeper application of risk, like foreign country
Not yet fully proven that these are “real assets” though implicitly standing up as so in US legal cases. Not universally tested worldwide. \ Multi-state / non-persistent
Ones and zeros stored on a computer server
Chinese MMORPG case re: physical world murder over an uncompleted VW transaction
Non-persistent / multi-state
Virtual asset = pixels, ones and zeros stored on a computer somewhere, in a different “un-asset-like” format until rezzed on someone’s screen
Similar examples: webpage is also stored one way & rendered another; also digital pic sharing sites like flickr. Is a website an asset if no one visits it?
Non-physical, like software
Specific risks of impairment, destruction, infringement
World disappearance, market disappearance
Easily copied, like software
Difficult to identify physical entity that is the creator/owner; 1:many avatars (alts)
Enforcement mechanisms more challenging massively international
Low transparency: frail reporting infrastructure, anonymity of Paypal, difficulty/lack of recordkeeping,
Issues: 1) VW asset = an asset? 2) Tangible or intangible?
Could have accruals, wouldn’t be any different in the virtual worlds application
Looking at an example: Land & RE market: 75 yr / 6 mo; 5000 yr / 450 mo; 13/mo = 150 /yr
Reserved; moved to eBay enabled auction system mid-Sept 3 mo grace period then reservations lapse
Island is about 16 acres
Develop the sim
Structures, landscape, FF&E, functionality
Development firm, independent contractor(s), self-develop
Anything else to place the asset into servicee
Homes and offices
Appearance more important b/c area for exploration, fun, personalization, more emphasis and expectation b/c can change it
Shop.onrez.com
Group: shopping emergency
Blogs: SL Men, ??
These parts are the same
Initial measurement…plus placing in service
Software (sophisticated programming languages):
Shorter lives from the risk and pace of change of the medium; given the lack of precedent, slot virtual world sim costs in the annual $108,000 Section 179 write-down
The useful life of an intangible asset:
Is the period over which the asset is expected to contribute directly or indirectly to the future cash flows of that entity.To an entity shall be based on an analysis of all pertinent factors, in particular: o The expected use of the asset by the entity. o The level of maintenance expenditures required to obtain the expected future cash flows from the asset (for example, a material level of required maintenance in relation to the carrying amount of the asset may suggest a very limited useful life).Shall be considered indefinite, if no legal, regulatory, contractual, competitive, economic, or other factors limit the useful life of an intangible asset to the reporting entity. The term indefinite does not mean infinite.
Externally purchased software; 3 or 5 year; external website designer who guarantees the product; 3 year
Internally developed sw, including website dvpt, can be expensed under R&D
In audit or SOX work, need to be asking about virtual world sim presence, internally/externally developed and maintained.
For some companies its just a virtual office (non-software) but others (Eolus) use it as a data platform (software); scripts make it sw
3 yrs, longer for government or non-profit organizations
Disclosure
Lower threshold
Talked a lot about virtual world assets – services are another large chunk of the economy but more straightforward from an accounting standpoint
Life cycle issues with software in perpetual betas, still have significant releases
Depreciation – when you are outfitting your virtual office with some PP&E, FF&E….depreciate it?
http://www.news.com/8301-10784_3-6161999-7.html (Feb 2007 CBS invests $7m in ESC)
http://secondlife.reuters.com/stories/2007/10/11/omnicom-buys-stake-in-millions-of-us/
Intel acq Havok Sep 2007 (gaming, movies) trend to high-end chips, graphics processors
World longevity risk: technical, M&A or fad, migration from the Sims Online to SL
Ownership: of what is being valued, of the world
Reputation, knowledge & skills
Sim brand (virtual laguna beach, the l word, csi)
Internal accounting purposes (initial measurement when placing in service, re-assessment, disposition)
Overall valuation of a virtual economy
Difficult to size, no vetted published metrics
Difficult to know full activity: transaction mix of local currency/Linden$ and PayPal
X $’s now plus a % of forth-coming profits over the first six months with more emphasis on the % of profits portion
Software as part of a business purchase: Finally, let's say you buy a business and, as part of the purchase, you get software. This software is likely to be considered a Section 197 intangible (yes, Section 197, not Section 179 — again, go to the IRS Web site). That means it is either not generally available to the public, is subject to an exclusive license, or has been substantially changed. In this case, you have intangible property. And the property will have to be amortized over not 36 months or 60 months, but 15 years.
Usual business valuation methods
No problem with an entity valuation; WACC
Virtual world owner imposes VAT (at the source)
When a web development shop builds a website for the NY Times do they charge sales tax? No
Identification of activity – sex related
Current status – congress and IRS comment summary
Monitoring – attractiveness as a money laundering platform
Taxing Linden-denominated transactions would just shift the activity to PayPal/surrogates
Identity verification (1:many avatars)
http://secondlife.reuters.com/stories/2007/10/25/eros-lawyers-id-john-doe-avatar-youth-denies-hes-catteneo/
Robert Leatherwood, 19, of North Richland Hills, Tx., as Second Life avatar “Volkov Catteneo.”
Sold 50 copies illegally obtained of Stroker Serpentine’s EROS LLC SexGen bed with 150 sex animations (L$12,000; USD $45
Alderman’s team subpoenaed Linden Lab and PayPal for Catteneo’s Internet Protocol addresses, and then subpoenaed Internet service providers AT&T and Charter Communications to determine the real-world billing addresses associated with the IP information.
Taney, lawyer for Alderman. He said Leatherwood has 20 days to reach a settlement agreement, or he’ll move forward with discovery, where legal depositions will be collected from members of the two households that Catteneo’s IP addresses trace to.
Linden Lab ejected Bragg from Second Life after he allegedly used an exploit in the real estate auction system to purchase land below market value, and Bragg sued in response. The case recently settled out of court. Terms were not disclosed. LL’s TOS ruled not legally binding. 5 land bots currently operating.
Analyst – both market research and securities analyst
Growth: like eBay, more people will earn supplemental and eventually replacement income
Formalization of banking, securities and insurance sectors
Reuters/other to develop stock index
Virtual worlds index mutual fund (in-world and physical world listings)
First widespread in-world stock market crash
Third-party verified digital identity systems; Secure identity identification mechanism (though still waiting for this on the web)
Accounting and business advisory services
International Financial Reporting Standards (IFRS) are standards and interpretations adopted by the International Accounting Standards Board (IASB).
Provide industry leadership
White paper: accounting, valuation and tax issues
Implement IFRS / international GAAP in virtual worlds
Setup in-world independent third-party audit infrastructure
In-world client earnings announcements, analyst conferences: short-term wins; Reuters, others will cover it
Virtual worlds items included on audit, valuation and tax checklists
Support clients in the virtual medium
Accounting, audit, tax, valuation, securities advisory, consulting, SOX compliance, virtual dispute resolution, security
Facilitate internal initiatives
Recruiting, conferences and events
Internal collaboration, teleconferencing substitute
Accounting, audit, tax, valuation, securities advisory, consulting, SOX compliance, virtual dispute resolution, security
1000/1000 Virtual world economic activity is substantial (Second Life is over $1m USD/day)
When a web development shop builds a website for the NY Times do they charge sales tax? No