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.
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