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Posts Tagged ‘Average Revenue Per User’

Bill Grosso’s Lecture at Casual Connect : Video, Presentation, and Audio Downloads Available

August 27th, 2010 LiveGamer No comments

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Check out Bill Grosso’s lecture on “Taking Virtual Economies to the Next Level” at Casual Connect 2010.

Lecture Description: Virtual goods are one of the most important monetization strategies for game developers today. In this presentation, Bill goes in depth on the metrics, measurements, and merchandising secrets that developers and executives alike need to understand and master in order to run a successful virtual economy. An author on economics and a well-known software engineer, Bill melds a rare combination of economic know-how and cutting-edge technology, resulting in monetizaton strategies deeply seeded in market-proven wisdom yet creatively adapted for next-generation gaming.

To watch the video and download presentation materials click here

Live Gamer Featured In CNN’s Fortune Magazine: How Mafia Wars Can Fix The Media

August 5th, 2010 LiveGamer Comments off

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The online gaming industry sells $2 billion a year in virtual goods through micro-transactions. What if they sold newspapers?

Today, CNN’s Fortune Magazine published an article titled, How Mafia Wars Will Fix Media By John Patrick Pullen which focused on the booming business of the free-2-play and micro-transaction based business model and how that model could be applied to traditional media like the New York Times.

Live Gamer provides the leading enterprise-grade monetization platform for games, social networks, toys, and digital entertainment properties.  Although this type of model has yet to be applied to the publishing industry – it is in fact a viable model that could revolutionize the way traditional newspapers and magazines do business if they offer exclusive content that is compelling to their viewer base.

Live Gamer sees average revenue per paying user across all its titles is $28 per month across 85+ million users worldwide. Comparatively  speaking an average of 15.7 million users per month visit the New York Times‘, where they have free access to content. Only fewer than 1 million readers choose to subscribe at $20 a month. Pullen suggests (and we couldn’t agree more) that publishers need to tap into this competitive nature and other game-like experiences that are driving the gaming industry today in order to encourage free-model readers to pay for content they find vital.

Read the entire article here

Contact us to learn how you can apply micro-transactions and the free-to-play business model to your IP

Comparing Virtual Apples To Virtual Oranges: Geographic ARPUs

May 26th, 2010 LiveGamer Comments off

Nima Pourshasb, the VP of Corporate Development at Live Gamer provided a guest article for Social Times

The ability to identify user segments with the highest monetization potential is very valuable to the P&L manager of any new social game. If survey data suggests that, say, German gamers have the highest ARPPUs, one might be tempted to focus resources on acquiring German users and converting them to paying ones. One may even use these data points as guiding benchmarks for monetization initiatives. These geographic comparison studies are becoming more commonplace but can be very misleading.

They seem to convey information about a country’s gamers’ willingness to pay for virtual items, but are instead reflecting the nature of the composition of the survey set within a country. Specifically, the broad grouping into country categories ignores the following:

Nature of titles in survey set

ARPPUs can significantly vary depending on:

  • Game genre (e.g. social, casual, MMO, virtual world): Users in social games value the social utility of their virtual item collection while an MMO gamer is willing to economically invest primarily to improve its characters’ ability to progress in the game.
  • Business model (e.g. free-to-play, subscription, freemium): The same user can be paying $15/month to play World of Warcraft (subscription) and only purchase $3 worth of diamonds in Runes of Magic (free-to-play) every month.
  • Platform (Facebook, web, mobile, console): Once Apple allows a virtual currency in its iPhone and iPad platforms, ARPPUs will spike.
  • Drivers of purchase (e.g. gifting, self-expression, game leveling, content consumption): Typically, gamers spend more on gifting than on self-consumption of the same virtual good, as they are willing to pay a premium for communication enhancement.

Chart 1 illustrates how significantly ARPPUs can vary across game genres (and sub-genres) for several Live Gamer clients in the same country (Note: Game genres have not been specified to avoid identification of publishers).

Payment options offered by titles in survey set

According to Global Collect, the number of payment methods can lead to an increase of 22% of conversion for e-commerce. The payment methods offered in a game are typically a function of:

  • Publisher preferences, driven by difficulty to integrate, perceived ability to increase conversion and reduce drop out during check out, processing costs and fraud
  • Consumer preferences, driven by availability, convenience, cost and perceived security

The choice of payment method has a direct impact on ARPPU. For example, SMS payments typically have fixed price points, lower maximum prices and can include a premium of up to 40% (due to carrier charges) for the convenience of paying with your cellphone. At the same time, completion of surveys from offer providers does not require the user to open their wallet.

Chart 2 highlights how different the payment type distribution (based on transaction volume) can look between two Live Gamer clients: a European and a US publisher.

ARPPUs of titles are constantly changing

In the current trend towards Gaming as a Service, the game experience is constantly “tweeked” to revisit the balance between the “free” experience versus the value-add through purchasing virtual items. New features (e.g. user-initiated actions, expiration of virtual items, etc) are continually incorporated and even game design is altered to encourage users to micro-transact. Hence, games at different stages of their lifetime and with varying virtual goods commerce tactics will display different ARPPUs.

Chart 3 presents an ARPPU time series for one our client’s titles.

Recently a global developer asked Live Gamer for a country comparison analyses for their genre across four specific countries, hoping that we would offer them averages based on our unique database that contains ARPPU data since 2001 and covers 23 countries. Because of the reasons discussed in this blog post, we intentionally kept away from any form of aggregation, and instead presented them with Chart 4 based on the single title that we believe to be most comparable to theirs.

In conclusion, we strongly recommend game and other online social entertainment developers to dig into the survey sets of geographic comparison studies. In the cases where a characterization of the underlying data is not provided, the data points should be taken cum grano salis.

More importantly, it will ultimately be the ability to drill into user game and purchasing behavior that will provide the reliable insights to maximize ARPPU across the board, regardless of the country.

Bill Grosso to present mini lecture and panel @ Login Conference

April 27th, 2010 LiveGamer Comments off

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Join Live Gamer’s Chief Technology Officer and Senior Vice President of Product, Bill Grosso for two exciting sessions at this year’s Login Conference.

Optimizing Micro-Transactions (Panel)

This panel will discuss the major elements of pricing, promoting, and integrating micro transactions with the gameplay flow. Speakers include researchers, and execs on the front lines implementing and managing micro transactions.

Moderator: Hugh Bowen, Bowen Research

Panelist: David S. Lee, Sleepy Giant Entertainment, Inc.

Panelist: Bill Grosso, Live Gamer

Panelist: Stephen Kutner, Market Innovations Inc.

Date/Time: Wednesday, May 12, 10:30 AM

Room: Seaport

Learn More

Managing a Virtual Economy

Lecturer: Bill Grosso

Virtual goods are one of the most important monetization tools for many developers today. But before you turn on the virtual machine, you need to understand what makes it tick and how your management tactics can affect your success in the marketplace. In this presentation, Bill goes in depth on the metrics, measurements and levers that developers and executives alike need to understand and master in order to run a successful virtual economy.

Date/Time: Thursday, May 13, 3:30 PM

Room: Salon AB

Learn More

VCON 2010: Session Spolights

March 5th, 2010 LiveGamer Comments off

Morning Session Spotlight

10:30am-11:15am –Nanu Nanu! How to bring social functionality into traditional game design…and actually make it work

How can traditional game design utilize social functionality…and actually do it well?

Moderated by David Cole (President | DFC Intelligence)
Amy Jo Kim (CEO | Shufflebrain)
Kai Huang (Founder | Guitar Hero )
Dennis Fong (CEO | Raptr ),
Dan Fiden (GM, San Francisco Studio | Playfish)
Mike Verdu (SVP, Games | Zynga )

Afternoon Session Spotlight

3:40pm-4:25pm – It’s not fair!” said the T-Rex: How monetizing games-as-a-service will save you from extinction

How will games-as-a-service, virtual goods, and micro-transactions will save game companies from extinction AND increase their bottom-line?

Atul Bagga ( VP Equity Research | ThinkEquity)
Brandon Beck ( CEO | Riot Games)
Howard Marks (CEO | Acclaim)
Susan Wu (CEO | Ohai)
John Cahill (CEO | Meez)

Join Bill Grosso, Live Gamer’s CTO as he discusses practical ways to optimize your virtual economy using common merchandising techniques, including many found at your local Safeway!

12-12:30 – North Hall Room 123

Visit the official VCON website

The event is free with your GDC admission, Register Now!

To schedule a meeting with Live Gamer at GDC, Contact Us

Zyna, Sonly Online, EA, Playfish, CCP, Nexon Speakers Annc’d at Live gamer’s VCON2010!

March 5th, 2010 LiveGamer Comments off

Live Gamer is thrilled to have the following line up of industry CEO’s, founders, visionaries, and executives at this year’s VCON 2010!

VCON-Keynotes

Other Speakers Include:

Atul Bagga | VP Equity Research | ThinkEquity

Brandon Beck | CEO | Riot Games

John Cahill | CEO | Meez

Ed Castronova | Associate Professor of Telecommunications | Indiana University Bloomington

Tim Chang | Principal | Norwest Venture Partners Patrick Chung | Managing Director | SK Telecom Ventures

M. Lee Clancy Jr. | SVP Product Management & GM of Direct Revenue | IMVU

David Cole | President | DFC Intelligence

Mitch Davis | CEO | Live Gamer

Dan Fiden | GM, San Francisco Studio | Playfish

Dennis Fong | CEO | Raptr

Eric Goldberg | Managing Director | Crossover Technologies

William Grosso | CTO & SVP Product | Live Gamer

Eyjolfur Guomundsson | Economist | CCP

Kai Huang | Founder | Guitar Hero

Daniel James | CEO | Three Rings

Amy Jo Kim | CEO | Shufflebrain

Daniel Kim | CEO | Nexon

Vili Lehdonvirta | Researcher | Helsinki Institute for Information Technology

Howard Marks | CEO | Acclaim

Niranjan Nagar | Chief of Game Operations | Outspark

Mike Verdu | SVP, Games | Zynga

Jordan Weissman | Chairman & Chief Product Officer | Smith & Tinker

Susan Wu | CEO | Ohai

To see the complete list of speakers and agenda please visit the VCON 2010 website

V-Con 2010 at GDC, Produced by Live Gamer

February 5th, 2010 LiveGamer Comments off

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V-Con 2010: How Games-as-a-Service & Virtual Items Have Changed the Playbook Forever

produced by Live Gamer

03.10.10 // 10:00am – 5:15pm // West Mezz Room 270/272

@ Game Developers Conference // San Francisco, CA

V-Con is a 1-day exploration into how Games-as-a-Service and Virtual Items have changed the playbook forever. Led by the game industry’s most sought-after CEOs, founders, visionaries, and executives, we’ll discuss the industry’s undisputed transition to this new business model, as well as its ramifications on development, product management, operations, and strategy.

We hope to see you there! Stay tuned – exciting speaker announcements, keynotes, and the official agenda coming soon!

The event is FREE with the purchase of your GDC ticket.

Register Now

Learn More

Think Equity Interviews Live Gamer

February 2nd, 2010 LiveGamer Comments off

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[Excerpt From Think Equity Report]

Think Entertainment: Gaming
Virtual Goods: An Interview With The Founder And
CEO Of Live Gamer

THINK SUMMARY:

We had a chance to speak with Mitch Davis, the founder and CEO of Live
Gamer, one of the leading payment and ecommerce solution companies for
virtual economies serving more than 85 million users. The company sees
payment solutions as a commodity business and ecommerce suite (analytics,
merchandising, item management, and marketing) as much more valuable,
given its ability to drive up conversion rates and ARPPU for publishers. The
company is seeing a strong interest in the micro-transaction model from
traditional media companies (newspaper, TV, and films) to monetize their
content, which could significantly expand the market opportunity, which at
present seems to be largely focused on online gaming.

Live Gamer is one of the leading payment and ecommerce solution
companies for the virtual economies, akin to an SAP for real goods business,
according to Davis, powering 85 virtual economies and serving over 85
million users.

• The company is focused on online gaming but is seeing strong interest from
traditional media companies like newspaper, magazine, television, and film
studios in adopting a micro-transaction model to monetize their existing
content.

• According to Davis, the size of the online gaming market could be about $15
billion, and assuming a 7% take-rate, the market for ecommerce and
payment solutions could be about $1 billion currently and could grow to about
$2 billion in the next three to five years. Including the emerging opportunity
from the traditional media space, the addressable opportunity could grow to
about $3 billion over the next three to five years, according to the company.

….

Download the full report

Sony Online Entertainment Expands Relationship with Live Gamer to Power Microtransactions Experience Across Multiple Platforms

January 25th, 2010 LiveGamer Comments off

Today we are pleased to announce that we have expanded our relationship with Sony Online Entertainment LLC (SOE) to implement Elements, our core microtransaction platform, to power micro-payments across their social, web, and in-game channels.

SOE and Live Gamer will work closely over the next quarter to seamlessly augment and upgrade SOE’s existing proprietary infrastructure.  This collaboration will enable a unified cross-platform e-wallet and item merchandising experience within SOE’s traditional client-side PC online game business.  Games to take advantage of the Live Gamer platform will include PoxNora®, Free Realms™, EverQuest® and EverQuest®II, as well as future titles.

“The microtransaction industry has become increasingly specialized, and Live Gamer has helped us with advanced functionality that allows us to continually stay ahead of the curve in ecommerce,” said John Smedley, president, Sony Online Entertainment. “We chose Live Gamer to power our payments, merchandising and primary-secondary market solutions based on innovative technology, recognized track record in the market and an advanced, holistic approach.”

Along with this announcement are significant upgrades to the core platform itself such as an upgraded enterprise storefront, retail merchandising capabilities, advanced item offers and new analytics features for payment gateway optimization to improve publishers’ ability to drive conversion rates, ARPU, and retention.

Read the official announcement or contact us to learn more about our new platform upgrades.

SOE-announcement

Virtual Goods News: Q&A With Live Gamer’s president, Andrew Schneider

January 8th, 2010 LiveGamer Comments off

VirtualGoodsNewsVirtual Goods News recently caught up with Live Gamer’s president, Andrew Schneider to talk about likely trends of 2010 in microtransactions and virtual goods.

Here’s what he had to say…

To read the entire visit, Virtual Goods News

Virtual Goods News: What do you see happening with free-to-play business models in the immediate future?

Andrew Schneider: Free-to-play models will become king online and on mobile, with revenue coming from microtransactions. We’ll also start hearing hype around the first free-to-play console title.

VirtualGoodsNews: What company do you think will have the most impact on virtual goods in 2010?

Andrew Schneider: Apple will open the door for virtual currencies and virtual goods sales on the iPhone and iPod Touch via the App Store. Over $100 million in virtual goods will be sold within the App Store economy in 2010 alone, with overall virtual goods sales rivaling overall iPhone app sales.

VGN: What impact do you see microtransactions having on total mobile revenues?

AS: Mobile microtransactions will reach 20% of mobile revenues. The introduction of microtransactions through the iPhone App store will be a major influencer here.

VGN: Do you see any innovations coming in the ways publishers use virtual goods?

AS: Multi-purpose, cross platform item use will become commonplace.  For example,
single items may have functional use in games or virtual worlds, but then also be used outside of that context — in user profiles or other social display outlets on multiple platforms.

VGN: Where do you see brands fitting in to 2010’s virtual goods picture?

AS: Brand licensing will increase, both for free-to-play games and for virtual goods inside games, social networks, and virtual worlds.

VGN: Do you see publishers trying to monetize virtual goods differently in 2010?

AS: Publishers will focus on an integrated approach to revenue that expands beyond monetization of the “super-user,” with a targeted combination of virtual goods, virtual currency and advertising.

VGN: Do you see traditional media companies adopting a microtransaction-oriented business model?

AS: Traditional media companies will increasingly mirror the virtual goods market in social gaming for monetization. The first major move to this will occur when Google starts charging for content.

[read full article]