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Creating value out of virtual goods
Simon Guild
Chairman, Bigpoint
Introduction - Bigpoint
The Company The Figures
Founded 2002
Number of Employees 550+
Concept
Free-to-Play (F2P) browser
Optional premium services on demand
Locations
Hamburg, Germany
Berlin, Germany
San Francisco, USA
São Paulo, Brazil
Malta
60 active games, 30 languages
More than 150 million users
250,000 registrations per day
Awards Winner
Best Gaming Portal 2010
Best Browser Game 2010
International Business Award 2010
Deloitte Rising Stars 2009
European Business Award 2009
Best Gaming Website USA 2009
MTV Games Award 2009
What is a virtual good?
Virtual goods are non-physical objects
that are purchased for use in online
communities or online games.
They have no intrinsic value and, by
definition, are intangible.
[thanks to wikipedia]
On the 14th of December 2009 the
Crystal Palace Space Station was listed
on public auction and in later that month it
sold for 3,300,000 PED which is equivalent
to $330,000 USD. The winning bidder
was Erik Novak aka 'Buzz Erik
Lightyear' from Canada. Buzz is already
well established in Entropia as one of the
most skilled crafters. He owns and supplies
a chain of department stores across Planet
Calypso. Owning the Space Station means
he will now earn tax when players mine and
hunt in the station.
Source: comScore
Why focus on games?
Subscription vs. Micro-Transaction
Caps total revenue by
a)excluding those unwilling to
commit to recurring revenue
b)Limiting those willing to pay
more.
Subscription
Price
Quantity
Demand
Maximize revenue by
perfectly aligning demand
with consumers marginal
willingness to pay
Price
Quantity
Demand
The 10% Rule
USERS REVENUE
10% of users Generate
80% of revenue
15% of users
Generate
15% of revenue
75% of users
Generate
5% of revenue
The 10% Rule: Transaction ROI
$2 Item $5 Item $10 Item $20 Item $50 Item $75 Item $100 Item
Revenue
TransactionVolume
The 10% Rule: The Standard Model
Total Views Registrations Active Pay Heavy Pay
10 % 10 % 10 % 10 %
Description User $
Revenue $100,000
Customer lifetime must be > 9 months!
The 10% Rule: Example
ARPPU $10
Paying User 10,000
Active User 100,000
Registration 1,000,000
Visitors 10,000,000
CPC $0.10
Cost per Lead $1
Cost per Paying User $100
Profit ??? -$900,000
Total Costs $1,000,000
So how does this
actually work
(traditionally)?
1. Importance
2. Impatience
Importance: I want better kit
Impatience: get me to level 8 now!
So how does this
actually work (in
a social world)?
1. Vanity
2. Self-Expression
3. Gifting
4. Socializing
… because Social Context provides meaning and emotion
Vanity …
Self-Expression …
Gifting …
Socialising …
• Virtual Goods evoke real emotions…
… in a well-understood social context
• Virtual Goods enable self-expression…
… and enhance social activities
• Virtual Economies drive ongoing use…
… and turn a game or website into a service
So let’s go back
to the real
world
Product
Price
Promotion
Place
The traditional marketing mix
Product, Price …
Promotion …
Distribution …
Distribution …
Distribution …
So how do we
create value?
Game
Mechanics
Social
Context
Marketing
Mix
Value
For additional information contact us!
BIGPOINT GmbH
Christoph-Probst-Weg 3
20251 Hamburg
Germany
Tel +49 40.88 14 13- 0
Fax +49 40.88 14 13- 11
BIGPOINT Inc.
2 Bryant Street
Suite 220
San Francisco, CA 94105
USA
Tel +1 646.350 0860
Fax +1 646.350 0863
info@bigpoint.net
www.bigpoint.net

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Simon Guild's Presentation

  • 1. Creating value out of virtual goods Simon Guild Chairman, Bigpoint
  • 2. Introduction - Bigpoint The Company The Figures Founded 2002 Number of Employees 550+ Concept Free-to-Play (F2P) browser Optional premium services on demand Locations Hamburg, Germany Berlin, Germany San Francisco, USA São Paulo, Brazil Malta 60 active games, 30 languages More than 150 million users 250,000 registrations per day Awards Winner Best Gaming Portal 2010 Best Browser Game 2010 International Business Award 2010 Deloitte Rising Stars 2009 European Business Award 2009 Best Gaming Website USA 2009 MTV Games Award 2009
  • 3. What is a virtual good? Virtual goods are non-physical objects that are purchased for use in online communities or online games. They have no intrinsic value and, by definition, are intangible. [thanks to wikipedia]
  • 4. On the 14th of December 2009 the Crystal Palace Space Station was listed on public auction and in later that month it sold for 3,300,000 PED which is equivalent to $330,000 USD. The winning bidder was Erik Novak aka 'Buzz Erik Lightyear' from Canada. Buzz is already well established in Entropia as one of the most skilled crafters. He owns and supplies a chain of department stores across Planet Calypso. Owning the Space Station means he will now earn tax when players mine and hunt in the station.
  • 6.
  • 7. Subscription vs. Micro-Transaction Caps total revenue by a)excluding those unwilling to commit to recurring revenue b)Limiting those willing to pay more. Subscription Price Quantity Demand Maximize revenue by perfectly aligning demand with consumers marginal willingness to pay Price Quantity Demand
  • 8. The 10% Rule USERS REVENUE 10% of users Generate 80% of revenue 15% of users Generate 15% of revenue 75% of users Generate 5% of revenue
  • 9. The 10% Rule: Transaction ROI $2 Item $5 Item $10 Item $20 Item $50 Item $75 Item $100 Item Revenue TransactionVolume
  • 10. The 10% Rule: The Standard Model Total Views Registrations Active Pay Heavy Pay 10 % 10 % 10 % 10 %
  • 11. Description User $ Revenue $100,000 Customer lifetime must be > 9 months! The 10% Rule: Example ARPPU $10 Paying User 10,000 Active User 100,000 Registration 1,000,000 Visitors 10,000,000 CPC $0.10 Cost per Lead $1 Cost per Paying User $100 Profit ??? -$900,000 Total Costs $1,000,000
  • 12. So how does this actually work (traditionally)?
  • 14. Importance: I want better kit
  • 15. Impatience: get me to level 8 now!
  • 16. So how does this actually work (in a social world)?
  • 17. 1. Vanity 2. Self-Expression 3. Gifting 4. Socializing … because Social Context provides meaning and emotion
  • 22. • Virtual Goods evoke real emotions… … in a well-understood social context • Virtual Goods enable self-expression… … and enhance social activities • Virtual Economies drive ongoing use… … and turn a game or website into a service
  • 23. So let’s go back to the real world
  • 30. So how do we create value?
  • 32. For additional information contact us! BIGPOINT GmbH Christoph-Probst-Weg 3 20251 Hamburg Germany Tel +49 40.88 14 13- 0 Fax +49 40.88 14 13- 11 BIGPOINT Inc. 2 Bryant Street Suite 220 San Francisco, CA 94105 USA Tel +1 646.350 0860 Fax +1 646.350 0863 info@bigpoint.net www.bigpoint.net