Startup Life
Technology. Startups. Venture Capital. My Life.
Technology. Startups. Venture Capital. My Life.
Oct 30th
Virtual Goods have begun to penetrate social networks like Facebook and mobile applications like Tap Tap Revenge (by Tapulous) and I Am T-Pain (by Smule). They have spread like wildfire, with game developers itching to better understand the economics of virtual goods and the psychology of gamers. This post will explore the rapid market growth, types of virtual goods, user psychology and steps to launching virtual goods in your application or game.
Market Growth
The estimated market size has gone from a nascent space in 2008 to approximately $500 million (Aug. 2009; Source: Viximo) to over $1 billion by end 2009 (Oct. 2009; VentureBeat) only 2 months later. If you are at all surprised by this vast market size, you should know that the Asian virtual goods market is seven times bigger than US (estimated at $7 billion for 2009).
Zynga, one of the leading social games companies, launched a game called Farmville in June 2009, and has already become the most popular game application on Facebook with 62.4 million active users as of October 29, 2009 and will easily break through $150 million in 2009 revenue.
Types of Virtual Goods
Developers are very creative. So far, the types of virtual goods can largely be placed into 2 buckets:
Since functional goods affect game play activities, game developers should give users the ability to either earn these items/goods through game play or provide a shortcut in acquiring them with a virtual currency. Functional goods can be managed to have low or high value price points; generally, the value of these functional goods can be set by carefully managing and understanding scarcity. Ensure to have some items that are very common (Developers: ensure to “prime the pump” by getting users familiar with using some free and low-cost items), and some that are very rare and expensive.
While A/B testing how much users will pay for items, understand that as the aggregate number of social interactions per user increases within an application, each rare item’s value will proportionately increase for those users. Another consideration while establishing demand for your virtual goods is whether or not you need a secondary market where users can sell, trade or profit from their virtual goods (See more from Bill Grosso’s presentation on Managing a Virtual Economy).
There are many reasons why a user would pay more for certain items. Let’s try to better understand game user psychology.
Psychology of Purchasing Virtual Goods
Users will buy virtual goods for many different reasons. Buying decisions will be based on a number of factors including user motivation, several forms of influence, boredom and competitiveness. If you’re a developer, think carefully about users of your applications: Why would they want to buy a virtual good within your application? What added value would they receive? Which other people would see they bought this good, and could they benefit as well? Below, I outline a number of different reasons why users choose to purchase virtual goods:
5 Key Steps for Launching Virtual Goods
In a presentation by Amy Jo Kim, CEO of Shufflebrain, about why and how virtual goods work, she outlined 5 steps for launching virtual goods.
There are many different companies that offer solutions to help with your virtual currency. If you’re looking for good vendors, try: PayPal, Gambit, boku, Zorg or $uperRewards.
Why are your users buying your goods? How did you generate interest or scarcity in your application? Please share your story and learnings about user psychology and buying decisions in the comments area below.
Aug 11th
In researching the online and mobile worlds of virtual goods and avatars, I came across this interesting presentation by a consulting firm called +8* (Plus Eight Star) on Slideshare. It’s amazing how many things have been pioneered by those countries (largely Korea and Japan) that took so long to make it to the US.
I particularly like the reference to South Park.
Jun 4th
All day long I am surrounded by BlackBerry and iPhone apps and business models. After listening to an intriguing talk by Nathan Eagle, a Professor at MIT, I started to think about how a single application can be developed to reach everyone in developing countries (a much larger proportion of mobile phone users than those in developed countries). Nathan mentioned that some applications in developing countries use USSD protocol as opposed to SMS or data-rich applications. I wanted to learn more.
Here are some of my findings:
USSD (“Unstructured Supplementary Services Data”) is a mature core mobile-network technology similar to Telnet; it is session-based. In fact, it is as old as GSM technology — and guess what — it works on EVERY GSM-based handset from a Nokia 1100 to a BlackBerry Bold.
Mobile software developers are constantly trying to find a way to write (code) once and reach many (different handset models). USSD can work for some application types, but not all. USSD will not offer feature-rich capabilities, but it can send and receive data through sessions (no data is saved on the device), allow for navigable menus, and it can interact with billing accounts on-file with wireless carriers.
After doing some research, it seems as though this technology is predominantly being exploited in developing countries, where there have been some very creative uses of USSD applications.
Here are some of the many uses this technology can provide (at a much cheaper cost than SMS messaging — a huge consideration for communication in developing countries):
- Mobile banking and payments
- Point-of-sale banking (using your mobile prepaid account as the source of payment)
- One-time password request notifications
- Weather services
- Menu-based navigation of corporate or city services
- Advertising
- Voice Chat
- Roaming
As it stands, USSD technology is being underused primarily due to a lack of available applications and content providers, a lack of understanding, and a lack of motivation at the operator level. Only recently, Bharti and Vodafone have productized this medium by launching USSD portals; largely however, this technology is under-developed and under-utilized.
Comments on a LinkedIN thread about USSD showed the following benefits of USSD technology (post from Gaurav Sarin):
1) Handset agnostic – 99% compatibility of active handsets
2) Easy Surfing – browser based experience for customers
3) Free content discovery for customers – since most operators do not generate CDRs of USSD sessions
4) Real Time session with the server – faster & more secure than SMS
5) Higher reliability as compared to SMS – SMS has a 70 -80% successful delivery rate
What are your thoughts on USSD?