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Pearl Research Newsletter
 

In This Issue - October 2009

+ Emerging business models for micro-transactions
+ New studies available from Pearl Research
+ About Pearl Research, market research and consulting services


     
 

November Webinar
Pearl Research will be hosting a November webinar on trends to track in 2010. Please stay tuned for agenda and registration details.

   

 

 


 




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- Digital Music

- Asia Pacific, Latin America and other emerging markets

- Online Games Market

- Casual Games

 

 

 




Emerging Models: Micro-transaction Subscriptions

Pearl Research recently spoke at the Virtual Worlds/Digital Goods conference in San Jose. Below is a short highlight from the talk.


Examples of virtual items include charms, love letters and other gifts.

In the context of social media and online games, micro-transactions refer to a digital payment system where users can purchase and exchange virtual items for small sums of money. These virtual items, examples such as virtual gifts, clothes for one’s avatar, weapons to be used in gameplay and access to hidden game levels, are generally priced from $0.25 to $10.

This business model has captured the interest of content publishers seeking to grow revenues and to provide inexpensively-priced, “bite-sized” content to users. Companies that have successfully implemented micro-transactions include Sulake Corporation, the parent company of Habbo, a virtual world focused on teenagers. The company reported revenues of $74 million and profit of $7 million in 2008.

One issue with micro-transactions is that while $1 or $2 might not seem like a lot of money, avid users often end up spending more than they intended, resulting in buyer’s remorse. Many prospective paid users might be deterred from digital goods purchases by their individual cost along with their limited digital shelf life. Some virtual items only have a shelf life of a month or a year.

A prominent trend are subscriptions that open up many services and virtual goods at a much lower cost than purchasing them individually. In addition, a subscription plan avoids the hassle of tracking the virtual items’ expiration dates.

One site that has used this method include Qzone, which has 250 million users. That site offer subscriptions at less than $2 per month to attract users that unlocks most of the graphical add-ons for use on their profiles and makes gifts free. This plan offers the user far more value than individually purchasing the graphical add-ons and gifts, which are priced from a range $1 to $10, with a few items selling for much more.

As the number of social media, online game and virtual world sites proliferate, monetization methods are becoming more creative. (By last count, Pearl Research believes there were more than 1,000 major sites worldwide with countless smaller niche sites).

As content publishers develop a myriad of monetization mechanisms - from advertising, micro-transaction, lead generation to donations - offering subscriptions where users can consume all the digital goods they want is another strategic and tactical tool.

 

 

 

New Studies

We've had a busy publishing schedule! Please contact us for an excerpt of these reports.

i. Phoenix Generation - Online Games Tournaments, Success of Casual Game Audition, Virtual Currency Update

Pearl Research's "Phoenix Generation" study tracks the latest trends among Chinese youth. These primary research studies are based on interviews and surveys with first- and second-tier youth across the country. This update analyzes the growth of online game tournaments, the success of games such as Audition and the latest laws regarding virtual currencies.

ii. How the World's Biggest Social Networking Sites Monetizes

This study analyzes the monetization of sites such as Qzone (with 200+ million members), Kaixin, and Renren, along with survey results for Facebook and Myspace. The study also provides key insights based on the growth of these sites.

iii. Emerging Markets: Online Games Market in Vietnam

Contact us for more info about our Vietnam digital entertainment study, available now. This study tracks emerging trends, identifies any opportunities for international companies and examine lessons learned from the this emerging digital entertainment market.

This comprehensive study contains an executive summary, market forecasts, deep marketplace analysis, company profiles and strategic recommendations.

 


   
         

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