Why do people buy virtual goods? (on motivations and compulsions)

by Giff on September 29, 2009

virtualgoodsVirtual goods have finally been legitimized as a revenue model, rather than a niche (even weird) activity ignored in favor of advertising. Now the concept is spreading beyond its game / virtual world roots, and we’re seeing large numbers of companies trying to figure out a “virtual goods” strategy.

While I believe very strongly in virtual goods as an effective business model, I also think the number of folks trying to get a piece of the market will outstrip the total share of wallet possible. We shall see attempts at virtual goods revenue streams put into place without a clear understanding of the compulsion loops and triggers that drive spend.

I’ve been meaning to write a longer post about vgood compulsion loops for a while now, but time has been limited so I’m just going to start with a few bullet points. If you are thinking about a virtual goods business model, it is worth cross-examining your design against these concepts.

And what do I mean by “virtual good”? Within the context of games and virtual worlds, it is most commonly thought of as a discrete digital item upon which a user/player can exert some level of control, even if temporary. Examples include simple 2D pictures (ex: current Facebook gifts), 2D or 3D avatar or interior design accessories (ex: clothing, animations, furniture), and game pieces (ex: swords, armor, food). They can be functional or purely visual. For the purposes of simplicity, I am also going to treat digital currency and “activity points” as virtual goods.

The Right Environment
Virtual goods businesses don’t work well for hit-and-run or extremely lightweight experiences. They thrive with a game or service with one or more of the following:

  • Repeat visitors (high re-playability)
  • A sense of community
  • A reasonable level of social or gameplay complexity

Purchase Motivations

  • Competition: you want to beat others, you are tired of others beating you, or you have strong self-competition and a desire to be the best, thus you purchase virtual items if it clearly helps you achieve that goal
  • Impatience: this manifests in two separate ways — the first is a clever use of “activity points” that forces people to pay more to keep on playing (i.e. feed the addiction – this is an example where customer irritation tied with desire leads to opening the wallet); the second is a desire to accelerate progress to “elite” status (tied to competitive motivations).
  • Self-expression: often related to aesthetic rather than functional virtual goods (but not exclusively), this ties into the human desire to show off a sense of style / identity / personality, show off an affiliation with a group, or demonstrate a loyalty to a celebrity of some kind
  • Gifting: gifting is a strong motivator if you have a definite community (or lots of small sub-communities) — where humans seeks to foster relationships.  As everyone knows, not all gifts are equal, so in a world of free/commodity items, motivated gifters will seek out a more valuable form of expression, either through money or through time (spent earning or creating the gift)
  • Entertainment: this seems to appeal more to the female demographic, but shopping (especially if there is a social feedback loop) and/or collecting (especially if there is an overlay of social cooperation or competition) can be strong forms of entertainment

There are two approaches to building a virtual goods business: you can slap them on top of your experience and hope people buy, or you can design the requisite compulsion / motivation drivers into the core fabric of your experience.  The latter strategy ensures a much greater chance of success.

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  • jjainschigg
    I agree with all this, but note it's mostly aimed at (for example) providers of engineered social networks, gaming and similar environments ... folks who are in a position to contemplate "adding virtual goods to the platform" -- ideally after tweaking the experience (which they substantially control) to provide incentives to purchase. Seen in this way, it seems grandiose to call these things 'virtual goods economies' (I exempt truly-huge phenomena, such as the international, not-controlled-by-Blizzard trade in Warcraft gold, toons and goods, which has clearly gone "off the reservation" and taken on a life of its own) -- in most cases, aren't they more like a variant of up-sell programs, or the complement of air-miles programs (which discount in exchange for brand loyalty)?

    Despite the popularity and evident (short-term) success of some of these top-down, closed-system virtual-goods plays, I can't help but believe that the model proposed by Second Life is more durable and more generalizable to real economic drivers: that is - you create a canvas, some building tools, a medium and framework for exchange, and then you sit back and make your money by charging some kind of tax at various points in the exchange cycle -- while the emergent economy appears _all by itself_, diversifies, and creates its _own_ incentives.
  • Really interesting post about compulsion loops. I've focused on gifting and self-expression in my blog posts on the subject, but less so on impatience and competition.

    And I particularly agree that if virtual goods are slapped on the top rather than designed in from the beginning they won't work.
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