Evaluating virtual world business models. Part One

In terms of growth, the virtual worlds sector is exploding with dozens of new worlds across many different fields appearing on a regular basis.

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With this growth comes new types of business models, some tested, some untested. Some rely on ‘traditional’ web-based revenue streams whilst others are experimenting with brand new sources of income.

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What exactly what are the options for companies developing virtual worlds and associated business models?

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Premium subscription

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Probably the most popular business model at present and used by worlds such as Club Penguin and Second Life (for land purchase). Many KT&T worlds in development are relying on this business model of offering a basic service to all members and an enhanced version via premium upgrade. Some worlds also complement premium subs with a micro-transactional element.

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Pro’s

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  1. An understood pricing model for consumers and operators
  2. Provides higher than average (per transaction) revenue for the operator
  3. Can create recurring revenues if contractually structured
  4. Gives the consumer (the user) instant access to ‘upgrade’ areas or features
  5. Can be beneficial for real-world brands with high brand equity

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Con’s

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  1. Can create a barrier to entry from a free to premium conversion perspective
  2. Potentially(strategically)exposes world owner to free to play competitors relying on other business models
  3. Requires investment in brand building and/or relies on a ‘big’ idea, not a me-too

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Free-to-play

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These are virtual worlds offering a completely free service such as Dizzywood (for now).

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Pro’s

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  1. Lowest barrier to entry
  2. Universal access and engagement
  3. Unique differentiator

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Con’s

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  1. Ultimately requires supplementary revenues such as banner ads
  2. Expensive to maintain
  3. Requirescomparativelyhigher numbers of users to become attractive to investment

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Free-to-play with microtransactions

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Adopting a free-to-play virtual world business model with income derived from microtransactions (i.e from virtual goods) is where I think the market will head to in the short-term, as a shift away from premium subscription.

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Pro’s

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  1. Low barrier to entry for users
  2. Relatively easy to scale

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Con’s

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  1. Can be resource-heavy from an operator mgmt perspective
  2. Price sensitivity can cause downward pressure on revenues

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Free-to-play with real-world fixed transaction

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This is a business model being explored by real world brands. In this scenario, access to a virtual world is obtained by purchasing a real world product. This is currently being used in the toy sector with companies like Barbie Girls having already experimented in this and a new world, Revnjenz.

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Pro’s

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  1. Added value to the real-world purchase
  2. Brand extension and relationship building

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Con’s

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  1. Expensive to maintain unless other business model is augmented
  2. High barrier to entry

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Free-to-play with real-world variable transaction

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This is a yet to be explored business model but one I believe has a lot of upside. In this instance, real world recurring purchase transactions are rewarded with virtual currency (or items/access). Think of it like a virtual reward programme.

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Pro’s

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  1. Low barrier to entry
  2. Incentivizes and rewards usage

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Con’s

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  1. Potential real world margin erosion
  2. Needs careful management of heavy users