PR WEB – Oct 7 – meetMoi, a mobile dating company, has released virtual gifting as a new opportunity for user-to-user interaction as well as revenue generation. In addition to traditional messaging, users are able to send virtual gifts without the step of purchasing virtual currency first. meetMoi has found virtual gifts to be not just a revenue source, but also a great way for users to flirt and communicate. FULL ARTICLE @ PR WEB
Category: Virtual Goods
Digital Toys And Tools Generating Real Bucks
BUSINESS TIMES — Aug 10 – Virtual goods are fast becoming big business for real. Zynga, the online social gaming company founded in 2007, gets two-thirds of its projected $100M annual revenue selling virtual goods ranging from digital farm buildings to poker chips. In 2009, an estimated $400M to $600M will be spent on virtual goods in the U.S., and $5.5 billion globally, according to Brian Balfour, founder of Viximo. His firm provides virtual goods services to social networking, online dating and casual gaming sites. Zynga CEO Mark Pincus believes North American virtual goods activity could exceed $15 billion by 2014. FULL ARTICLE @ SF BUSINESS JOURNAL
Viximo Seeks To Turn Virtual Goods Into Real Profit
MHT — Aug 7 – It’s hard enough for online retailers to get consumers to spend money on real goods and services but Viximo is betting that sites will want to get into the business of selling virtual goods. Viximo provides a white-label virtual goods store with gifts and personal accessories designed to complement online identities and messages. The company is getting traction in places such as dating sites, casual games and social networks, where virtual goods are used as gifts, incentives and add-ons to user profiles. In April, Viximo announced a $5M funding from Waltham-based North Bridge and Boston-based Sigma Partners.
The full article was originally published at MHT, but is no longer available.
Will The US Virtual Goods Market Size Grow To Equal Asia’s?
VIXIMO BLOG — Aug 6 – Asia makes up ~$5 Billion (or 90%) of the global virtual goods market. Virtual goods only started to gain serious traction in the US near the end of 2007. Virtual goods revenue in the US is projected to reach $500M in 2009 and still has a large amount of room for growth given that the US’s internet population is 66% larger then Korea and Japan’s internet audience combined.
The full article was originally published at Viximo Blog, but is no longer available.
Virtual Goods Primer
VIXIMO — Aug 5 — Viximo is hosting a webinar titled, Virtual Goods Primer, which will be an overview for anyone interested in implementing a virtual goods model for their product and will cover:
– Where and why virtual goods emerged
– Advantages of a virtual goods business model
– Why users buy virtual goods
– Core things you need to implement virtual goods.
When: Wed, August 12th 2pm EST, 11am PST
Sign Up Here – https://www2.gotomeeting.com/
The full article was originally published at Viximo Blog, but is no longer available.
Viximo Finds Content Is King For Virtual Goods
PR WEB — July 29 — Viximo, has released data from a study, exemplifying the effects content has on virtual goods revenue. Virtual gifts were ranked using criteria such as production value, subject relevancy, and interactivity on a 1 – 5 star scale. 3* gifts, being the average, represented a quality similar to Facebook virtual gifts. Sales and conversion data were compared between the ranked goods, finding that 5* gift content drove 3.7x the revenue of 3* content. Conclusion: the quality of goods has a profound effect on perceived value. Publishers selling virtual goods sell more and fetch higher prices by well designed merchandise tailored to their sites.
The full article was originally published at Viximo Blog, but is no longer available.
Breaking The Ice With A Virtual Gift
ZOOSK — July 24 – Zoosk conducted a survey among one thousand Zooskers to learn more about their thoughts on virtual gifts.
- 76% would be more likely to respond to a potential match if they received a virtual gift from that person
– 15% have ever sent someone a virtual gift
– 37% send “traditional” virtual gifts, such as digital flowers or a box of chocolates
– 27% show off “wild side” by selecting virtual gifts like a martini or a strawberry dripped in chocolate
The full article was originally published at Zoosk blog, but is no longer available.
Who Buys Virtual Goods?
35 – 50 Years Old
Dogster – 67% between 35 – 50 years old
Scrapblog – 58% older than 34
18 – 34 Years Old
HotorNot – 50% between 18 – 34 years old, 35% older than 34. HotorNot was doing around $2.5M a year on virtual goods.
12 – 17 Years Old
Gaia Online – 60% between 12 – 17 years old. Gaia has reported that it makes $12M a year in virtual goods.
The full article was originally published at Viximo Blog, but is no longer available.
Top 3 Reasons Why People Buy Virtual Goods
VIXIMO — July 14 — The Virtual Goods industry is growing extremely quickly. Some estimate the size of the industry to reach $5.5 billion globally this year. Virtual goods are sold in four primary arenas; Social Networks, Online Dating Sites, Games and Virtual Worlds. To understand virtual goods we need to understand what drives this value system:
- Virtual goods help users stand out from the crowd – Paying for avatar clothing, hair styles, and other accessories is natural to ensure you establish a visual identity that represents you. Users who distinguish themselves more on dating sites are getting more dates.
– Virtual goods help users express themselves – MySpace allows users to customize their profile pages to express their personal style and interests. This feature is so popular it is widely regarded as one of a few reasons why MySpace was so successful in gaining traction.
– Virtual Goods help users to gain an advantage – Users can purchase a “featured spot” in search results to increase exposure to the site’s audience and thus increase their chances of being noticed by a potential mate.
The full article was originally published at Viximo Blog, but is no longer available.
Virtual Greats Partners With Viximo
PR WEB — June 23 — Virtual Greats, a virtual goods and sales distribution system, and Viximo, which provides content, analytics, and virtual currency solutions to publishers (social networks, dating sites, gaming sites, etc) and content creators (brands, media, digital artists), today announced a partnership deal providing publishers with turnkey virtual goods solutions, including an unrivalled library of branded entertainment, sports and fashion content.
The full article was originally published at eMedia Wire, but is no longer available.
