From San Francisco Business Times – by Patrick Hoge
The virtues of virtual
Digital toys and tools generating real bucks
Surging online sales of digital goods — everything from digital pets to “currency” for online game-playing to virtual roses for a love interest — is driving growth and reshaping business plans among Internet companies small and large, particularly around video gaming, offering new revenue streams as web advertising rates have fallen. The trend is fueling growth and innovation among game publishers, dating sites, advertising agencies, payment processing companies and purveyors of industry analytics.
For now, the mac daddy of North American virtual goods is Zynga, the Potrero Hill online social gaming company founded in 2007, which gets two-thirds of its projected $100 million-plus annual revenue selling virtual goods ranging from digital farm buildings to poker chips.
In 2009, an estimated $400 million to $600 million will be spent on virtual goods in the United States, and $5.5 billion globally, according to Brian Balfour, founder of Viximo. His Cambridge-based firm provides virtual goods services to social networking, online dating and casual gaming sites. U.S. virtual goods spending was likely less than half that in 2008, and between $25 million and $50 million in 2007, Balfour said.
The growth rate is expected to increase. The No. 1 social network, Palo Alto-based Facebook, is now testing its own virtual currency, something that another social network, Hi5, has successfully deployed and multiple other social networks are rumored to be considering. In March, Apple also officially announced that microtransactions would be possible in iPhone applications, setting the stage for a massive explosion of virtual goods sales on the world’s most popular smartphone platform.
At Zynga, one-third of its revenue stream comes from direct-to-consumer sales of virtual goods, another third comes from advertiser-sponsored offers in which users can get virtual currency to buy virtual goods, and another third comes from traditional advertising. Zynga has been expanding hugely, rising from 263 full-time employees just in June to its current 340 people, and 110 positions remain open for hiring.
Virtual goods and virtual currencies were pioneered in Asia, particularly in China and South Korea, where free games with premium content proved popular. One Chinese company, Tencent, does nearly $1 billion a year in virtual goods sales by itself.
In San Francisco, Second Life maker Linden Lab in 2003 launched a pioneering virtual economy with its Linden Dollars, which are exchangeable for U.S. dollars, but other than leasing virtual land the company lets others do the trading and does not sell virtual goods. Also in San Francisco, dating site HotorNot started selling digital roses for $2 to $10 in 2004.
Zynga CEO Mark Pincus believes North American virtual goods activity could exceed $15 billion by 2014, and he says, “San Francisco has become the Motor City for virtual goods and social games.”
Numerous industry experts said U.S. virtual economic activity escalated dramatically in the last year as the economy suffered, ad rates dropped dramatically and publishers went looking for alternative sources of revenue.
“This space is red-hot right now,” said Jameson Hsu, cofounder at Mochi Media, a San Francisco-based network with 25 employees that sells advertising in games on over 30,000 web sites that are played by over 100 million people each month.
On July 21, Mochi Media implemented its own virtual currency called Mochi Coins, which players can use for things like advancing in game play, clothing avatars or buying tools like virtual swords to help them play better. Less than a month earlier, game distributor Heyzap, also in San Francisco, launched a similar system.
Revenue from virtual currency transactions is earning at a rate 10 to 20 times what advertising is providing, Hsu said. “Initial results show that the coin stuff is going to ramp up pretty quickly,” he said. “It’s just a matter of scaling it up right now.”
Last December, San Francisco-based social network Hi5 launched its own virtual currency and virtual goods store. The company, which has 60 million monthly visitors mostly outside the U.S., subsequently partnered with PlaySpan, Boku, Super Rewards and other companies on micropayments as well as Mochi Media, Playdom, RockYou, Real Networks and others for game distribution. Virtual currency transactions already account for 15 percent of Hi5’s revenue, which is projected to be more than $25 million this year, said company spokesman Michael Trigg.
John Cahill, CEO of San Francisco-based Meez, which runs a virtual world for teenagers, said that virtual goods have become 30 percent of his company’s $5 million to $10 million in revenue since last year. The company sells digital items such as branded clothing, room decorations and virtual pets, he said.
“The virtual goods part is the fastest growing part of our business, and literally it didn’t exist 12 months ago,” he said.
Third-party processing of payments is also proving to be a good business, with multiple companies, including Palo Alto-based Zong, thriving in the space.
On July 22, AdKnowledge, the $250 million a year social advertising network, of which MySpace co-founder Brett Brewer is president, bought SuperRewards, a platform that lets users get virtual currency for taking offers or surveys. SuperRewards’ biggest competitor is 2-year-old Offerpal Media of Fremont, which had $30 million in revenue last year.
Boku is a 50-person mobile payments company in San Francisco that raised $13 million and launched in June after acquiring two other companies, Mobillcash and Paymo. Cofounder Ron Hirson said virtual currency transactions are the majority of Boku’s business and “growing amazingly.”
Twofish was founded in 2006 to provide infrastructure for managing virtual economies. The company offers products and services to process payments, manage virtual banking and inventory systems, and a data collection system to analyze economic and retail trends. The Palo Alto firm has 25 people and raised $9.5 million in venture capital.
Twofish President Lisa Rutherford predicted huge change in the near future, both in who will be the top players in virtual goods and currencies, and the types of markets where virtual currencies will proliferate.
She and other experts predicted that in the future mechanisms will emerge for transferring value from one virtual economy to another, and that virtual currencies will be used in other media sectors, such as music and video, and even for purchases of hard goods.
“I think it’s going to be much more than games,” she said. “It’s going to change the way we do commerce.”