Posts Tagged ‘economic downturn’

$237M + invested in virtual goods in 6 companies in Q2 2009

Friday, July 10th, 2009

Virtual Goods News has recently released new numbers on virtual goods investments for Q2 in 2009. While this study finds over $37 million being invested in 6 companies that either monetize in full or part through virtual goods sales, the numbers overall are markedly down.

Update: The folks over at the good ship Virtual Goods News have recently sent over an update.  Upping the total amount invested from $37 million to $237 million by way of the $200 million investment made by Russian firm Digital Sky in the Facebook social network that occurred on May 26.  Duly noted, Facebook does not primarily monetize via virtual goods, however their virtual gifts, and branded virtual gifts do pull down a significant revenue number, enough to make them a serious player in just about any virtual goods related market.  Obviously, this record breaking influx of cash seriously skews the numbers below.

virtualgoodsnewslogoQ1 2009 saw a total of $69.1 million invested, again, down from Q4 2008’s $100.7 million. Certainly one factor in this downward trend must be attributed to the global economic downturn. Looking at the overall venture capital investment landscape, this downturn may simply be a reflection of the general decline in vc cash. Technology related industries have seen a particular decline, and virtual goods investments certainly fall into this category. Virtual Goods News’ sister site, Virtual Worlds News is also reporting record lows in venture capital investments. Again, remain calm, and exit the building in an orderly fashion. Oh no, wait. That’s not right. This might not be the most favorable news to come out of the virtual items sales industry, when seen from 30,000 feet up, our swimmers seem right in line with everyone else in the pool. The real question here is – when we start seeing the return to ‘business as usual’, will virtual goods/worlds investments also see this return?

Perhaps most notable in the studies findings is the increase in investments in the mobile payments sector. The largest single investment in the study was won by Boku, receiving $13 million. Boku is a mobile payments start-up that purchased both Paymo and Mobilcash. Competitor OneTXT also scored a cool $2 million, thereby making the segment the clear winner in Q2, netting approximately 40% of all dough invested in the virtual items/goods space. As Virtual Goods News notes, this is particularly noteworthy, as there was no publically disclosed data regarding mobile payments in all of 2008 and Q1 2009.

Perhaps, and this is a big perhaps, the North American market has seen proof in the pudding with microtransactions via virtual goods sales, and is looking to replicate other areas of monetization already found in Europe and areas of Asia? Paying for items via mobile providers is nothing new here in Europe, but I can’t remember a single time/place I’ve been able to do something similar in the US. If this is in fact the case, we could be staging for a rapid change in the way virtual goods are charged, sold, and delivered in North America. The only issue that worries me about this is that Asia and Europe have seen a gradual rollout of these methods, while the US hasn’t. Change is good, but too much change too fast can often be met with backlash. That’s not to say the entire North American market will make a rapid shift back to subscription only options, and the party’s over, but how about we get one method down and understood before we start throwing even more (sometimes confusing to the novice) options at consumers.

Virtual Goods News full list of the 6 companies that received venture capital investments in Q2 2009 can be found here.

 

Consumers plan to spend same amount or more on Entertainment in 2009

Saturday, April 18th, 2009

A recent tracking study conducted by the NPD group, Entertainment Trends in America, reveals that most American consumers intend on spending as much or even more on entertainment in 2009.

While music digital downloads took the top slot, with 75% of consumers surveyed indicating that they would spend the same or more on music as they did in 2008, 65% of those surveyed said that will spend the same amount or more on video games. Indicating a favorable nod to downloadable content, in this case, specifically music, only 60% of respondents indicated that they would spend the same or more on physical CD’s. Although spending on theatrical movies did not take the top slot, tracking at 73%, this entertainment sector appears to be in the best position for growth, as the same question in the previous years’ survey logged only a 66% response from those polled.

Theatrical release films look like the big winner for ’09, over half those surveyed 51%, indicated that they’d purchased a DVD or Blu-ray disk during the previous three months. Console or portable video games took the number two spot in recent purchased with 36%, and CD purchases clocked in a 31%.

“Even in the face of a down economy, entertainment remains a popular spending category,” said Russ Crupnick, entertainment industry analyst for NPD. “Most consumers say they’ll continue to purchase at least the same amount of many entertainment categories in the coming year.”

According to the NPD survey, the current per capita entertainment budget is $160 per month. However, this number is slightly misleading, as a majority of this spend is applied to dedicated television and internet access subscriptions. While we’ve all heard/seen/read predictions that consumers would start to trim the entertainment fat during the current economic downturn, the NPD study finds the only noticeable decline in magazine and newspaper subscriptions. Bad news for an industry already in turmoil.

These numbers clearly indicate that the entertainment industry as a whole may be far better positioned to ride out the current economic storm, NPD’s Russ Crupnick advises caution, “There is anxiety about the economy among entertainment buyers, increasing use of unpaid digital options for entertainment and competition for the entertainment dollar, but consumers have clearly shown that compelling content will get them back into the stores or theatres.”

 

Online gaming titles saw 27 percent increase in visitors in 2008

Thursday, January 29th, 2009

According to a new comScore report, 2008 saw a massive surge in online games.  The US market for online gaming grew to a healthy 86 million visitors in December ’08, compared to 67 just a year earlier.  Due to this jump in activity, the total time spent playing online games has risen 42 percent, with Americans’ time spent playing online games grew from 3.7 percent in December ’07 to 4.9 percent in December ’08.

The big winner in ’08 was Yahoo! Games taking the number 1 spot with 19.5 million visitors, a notable 20 percent rise from ’07 figures.  Powerhouse EA took the silver medal with 15.4 million visitors, up 21 percent.  Walt Disney’s legacy continues with Disney Games ranking 3rd with 13.4 million, a 13 percent gain.  Fourth place belongs to Wild Tangent with 13.3 million visitors, rising 74 percent yoy, and Addictinggames.com rounding out the top 5, with 11.3 million visitors, a 17 percent increase.  Most notable is the number 10 position, Spill Games which say only 6.7 million visitors, but a massive 269 percent increase over ‘07’s numbers.

“It appears that online, ad-supported gaming is one of the activities that has benefited during this economic downturn,” said Edward Hunter, comScore director of gaming solutions. “Not only have consumers turned to outlets such as gaming to take their minds off the economy, but as they curtail their discretionary gaming-related purchases they are turning to free alternatives.”

More eyeballs means more display ads

While most ‘traditional’ forms of online advertising are seeing some pretty slim pickins at the moment, the online gaming category is bucking the trend, and has seen some remarkably positive numbers.  From November 2007 to November 2008, the total number of display ads in the online gaming sector rose to 8.6 billion, a 29 percent increase.  Given the increase in more eyeballs, more and more display ads are being served, but players’ frequency of exposure remained relatively the same at 127 ad views/person.  Another positive for the end consumer is that the number of ads per page, a measure of “ad clutter” actually declined 17 percent.

“The growth in display ads in the online gaming category not only underscores the assertion that gamers are increasingly accepting of ad-supported games, but also that the advertising community is recognizing the value of this highly engaged audience,” added Hunter. “It is also likely that the advertising agency community will begin to demand more evaluations of campaign effectiveness in this space as spend and impressions continue to rise.”

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China’s IGA market poised to pounce in 2009

Wednesday, January 14th, 2009

In game advertising started in the Chinese market back in 2007 with a few game operators casually slipping a bit of code into some of their games, with a modest $8.77M ROI.  While this might seem a pretty decent take on an ‘experiment’, according to iResearch, it accounted for only four percent of the market’s total revenues of approximately $2B.

Fast forward one year later, with Chinese IGA revenues topping out at $19M.  Still a relatively small number in the overall scheme of things, but other Chinese firms started to take notice, with several independent third-party IGA providers popping up like daisies.

Two of China’s largest IGA providers, In-Game Media and Bihu.com both believe that the solid foundations laid over the past few years, combined with the current global economic downturn have prepared the market for explosive growth.

Bihu.com

Established in 2004, Bihu previous provided in-game value added services, i.e. in-game messaging, etc.  In 2008 they decided to regroup and refocus, turning the torchlight on in game advertising.  Back in April, Bihu announced their own independent IGA system with allows game developers and operators to insert advertising code into a game without altering the core technology.  Apparently, this was a wise move on Bihu’s part, as their client list shot up from 2 to 10, with major players Dell, Samsung and Intel among the roster.

“With 10 game firms accounting for over 20 online games, we have formed an online-game advertising network, which is a basic step toward attracting advertisers,” says Li Liujun, founder and CEO of Bihu.

Li says that the IGA market in China has been partially held back by the success of virtual item sales, and convincing gaming companies to form IGA relationships to diversify revenue streams.  “China’s game firms mainly earned money through the sale of virtual products, which has been very profitable. This means they were lacking in motivation to find new revenue models,”.  He also points out that a number of developers were a bit skeptical, as inserting IGA’s would require an alteration of the core code of the game, potentially having a negative impact on the game itself.  “Our independent system that can insert adverts without changing a game’s code helps drives our business,” says Li.

Li views the global financial downturn as a time ripe to harvest the benefits of IGA, as many companies will seek to lower costs, and invest more of their advertising budgets in the emerging online media.

In-Game Media

Echoing Li’s statements, strategy director at In-Game Media, Johan Wong says, “People will likely cut down on consumption and stay at home this year, which could lead to an increase in the number of game players,”

Given the global tightening of the collective belt, Wong predicts the Chinese market will see a notable increase in the overall average age of those playing online games.  This ‘raising of the bar’ will open a number of IGA opportunities for Chinese firms ranging from high(er) priced consumer goods and real estate.

Still a relative newcomer, opening in January of 2008, In-Game Media, a subsidiary of Chinese online giant Shanda Interactive Entertainment Inc. had only been delivering IGA to Shanda’s own titles.  But in December 2008 the company opened it’s doors to further expansion, signing contracts with 20 games companies across China.

Over the course of 2008, In-Game Media developed a number of IGAs for Shanda, their most successful involving the Puma brand in Shanda’s Crazy Kart racing game.  In-Game Media was responsible for the Puma branding of virtual characters clothing, which offered users the opportunity to enter and participate in specialized promotional races via the Puma website.

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Football Stars makes a virtual season free-to-play

Tuesday, October 14th, 2008

CyberSports, a Nottingham, England based startup is setting out with some lofty goals: To produce the worlds best free-to-play football (soccer) season simulator.

The firm has invested more than £5m over 2 years thus far in creating Football Superstars.  CyberSports has a team of over 80 programmers all working on perfecting the soccer title in this highly lucrative MMO genre.  They plan on fusing a Second Life style virtual world with console style football titles currently on the market.

Players may download the client for free and begin their football career through training and skill building exercises.  Players level up through various stages including 3, 5, and 7 man games with the end goal being a full 11 a-side game.  Based on a skill tree, if players have sufficient skills, they may qualify and be picked for representative games and international tournaments.  All players on the field, with the exception of the goalkeeper, are manned by virtual players.  CyberSports has also built a real time voice chat feature into the game, thereby enabling players to converse with each other, define strategies, and call for the ball, just is in real life play.

The action doesn’t stop or start just at game time, as Football Stars also includes a vast social world off the pitch.  Players will have a wide variety of shopping and socializing options as well.  CyberSports has laread signed a deal with major athletic sporting goods provider, Puma, and they’ve recreated a virtual in-game model of Puma’s Carnaby Street store.  Here, players can fork over their hard won cash in exchange for premium branded football boots, jerseys, and any other variety of puma branded merchandise.  CyberSports is currently working on similar deals to provide real world branded merchandise available in their virtual football world.

Football Stars is free-to-play, which investors hope will provide an added bonus during an economic downturn.  Players may (and are encouraged to) use real world money to purchase specialized in-game gear via micro-transactions.

Football Stars currently has over 100,000 registered users, with CyberSports recently reporting that registrations are clocking in at around 3,000 per day.  While EA’s FIFA 09 has released an online component that allows players to do very much the same things, CyberSports CEO Malcom Clark is sweting it.  He says that Football Superstars will provide a much more realistic gaming experience where players train and socialize in the virtual world along with playing full fledged matches.

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