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	<title>giffconstable.com &#187; virtual worlds</title>
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		<title>Are Game Dynamics Jumping the Shark?</title>
		<link>http://giffconstable.com/2010/06/are-game-dynamics-jumping-the-shark/</link>
		<comments>http://giffconstable.com/2010/06/are-game-dynamics-jumping-the-shark/#comments</comments>
		<pubDate>Tue, 01 Jun 2010 17:06:41 +0000</pubDate>
		<dc:creator>Giff</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[marketing]]></category>
		<category><![CDATA[social games]]></category>
		<category><![CDATA[virtual worlds]]></category>
		<category><![CDATA[application design]]></category>
		<category><![CDATA[game dynamics]]></category>
		<category><![CDATA[gaming]]></category>

		<guid isPermaLink="false">http://giffconstable.com/?p=528</guid>
		<description><![CDATA[AdAge today asks &#8220;What&#8217;s saving the current crop of virtual games from becoming the next Second Life?&#8221;, with their answer being game dynamics. I am a huge believer in the power of creatively designed incentives and game-like compulsion loops, but I suspect enthusiasm for badges, levels and points have hit &#8220;fad&#8221; and &#8220;over-reliance&#8221; territory.  Foursquare, [...]]]></description>
			<content:encoded><![CDATA[<p></p><p><a href="http://adage.com/digital/article?article_id=144154">AdAge today</a> asks &#8220;What&#8217;s saving the current crop of virtual games from  becoming the next Second Life?&#8221;, with their answer being game dynamics. I am a huge believer in the power of creatively designed incentives and  game-like compulsion loops, but I suspect enthusiasm for badges, levels  and points have hit &#8220;fad&#8221; and &#8220;over-reliance&#8221; territory.   Foursquare, for example, used gaming very effectively to harness the  enthusiasm of early adopters, but to grow to mainstream audiences they  need to expand the value proposition beyond mayorships and badges.</p>
<p>I  was particularly struck by a quote from Keith Lee of MyTown:</p>
<p style="padding-left: 30px;"><em>Keith  Lee, CEO of Booyah and creator of MyTown, argues such services are not  bound for the fate of Second Life because of their competitive aspect.  &#8220;The difference is that there was no higher level engagement or depth,&#8221;  said Keith Lee, Booyah CEO, of Second Life&#8217;s popularity decline. &#8220;It  never gave long-term value to users. Our DNA has been long-term value.  In this case, it&#8217;s real-life benefits and opportunities to do things  with friends.&#8221;</em></p>
<p>First, Second Life has not actually seen a  popularity decline. The marketing/advertising world holds that opinion  because of the 2006 hype and corresponding 2007 backlash, but Second  Life has actually grown in size and has incredible engagement from a  very enthusiastic user base.  Second Life is only a &#8220;failure&#8221; when  compared to over-inflated expectations (<em>and I was one of the people with  over-inflated hopes, that is for sure</em>).</p>
<p>Second, I&#8217;m having  trouble reconciling &#8220;long-term value&#8221; with MyTown.  It is relatively easy for games to become popular, but  difficult for them to sustain engagement.  The greatest strength  of Zynga and Playfish was their ability to cross-promote and constantly  move their players from one game to another when interest started to flag. If I had to make a bet on the long term usage and value of MyTown  versus FourSquare, I would choose the latter.</p>
<p>Over the last few  years, application designers have expanded their horizons in very good  ways by learning about game dynamics.  I think designers will struggle to mesh *entertainment* and *utility* as motivators, but I do believe that a  positive synthesis can occur.  However, there is a fad underway and we have not yet hit the apex (there is an inevitable implementation lag). That in itself can hurt the efficacy of these  approaches.</p>
<p>Game dynamics are not an end-all-be-all solution for  everything but rather an interesting way to engage early adopters and  increase conversation rates for your intended activity. Long term retention requires a more solid underlying value proposition, so don&#8217;t lose focus.</p>
<p><strong>Related </strong></p>
<ul>
<li>if you are interested in learning about game dynamics, I highly recommend following Amy Jo Kim (<a href="http://twitter.com/amyjokim">Twitter</a>, <a href="http://www.slideshare.net/amyjokim">Slideshare</a>)</li>
<li>my overview post on <a href="http://giffconstable.com/2009/09/why-do-people-buy-virtual-goods-on-motivations-and-compulsions/">virtual goods (on motivations and compulsions)</a> (Sept 2009)</li>
<li>great video from Jesse Schnell in Feb 2010 at DICE: <a href="http://g4tv.com/videos/44277/DICE-2010-Design-Outside-the-Box-Presentation/">Design Outside the Box</a></li>
</ul>
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		</item>
		<item>
		<title>Why do people buy virtual goods? (on motivations and compulsions)</title>
		<link>http://giffconstable.com/2009/09/why-do-people-buy-virtual-goods-on-motivations-and-compulsions/</link>
		<comments>http://giffconstable.com/2009/09/why-do-people-buy-virtual-goods-on-motivations-and-compulsions/#comments</comments>
		<pubDate>Tue, 29 Sep 2009 15:14:32 +0000</pubDate>
		<dc:creator>Giff</dc:creator>
				<category><![CDATA[social games]]></category>
		<category><![CDATA[virtual goods]]></category>
		<category><![CDATA[virtual worlds]]></category>
		<category><![CDATA[social networks]]></category>

		<guid isPermaLink="false">http://giffconstable.com/?p=141</guid>
		<description><![CDATA[Virtual 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&#8217;re seeing large numbers of companies trying to figure out a &#8220;virtual goods&#8221; strategy. While I believe very strongly in [...]]]></description>
			<content:encoded><![CDATA[<p></p><p><a href="http://giffconstable.com/wp-content/uploads/virtualgoods.jpg"><img class="size-full wp-image-142 alignright" title="virtualgoods" src="http://giffconstable.com/wp-content/uploads/virtualgoods.jpg" alt="virtualgoods" width="225" height="225" /></a>Virtual 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&#8217;re seeing large numbers of companies trying to figure out a &#8220;virtual goods&#8221; strategy.</p>
<p>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.</p>
<p>I&#8217;ve been meaning to write a longer post about vgood compulsion loops for a while now, but time has been limited so I&#8217;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.</p>
<p>And what do I mean by &#8220;virtual good&#8221;? 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.</p>
<p><strong>The Right Environment</strong><br />
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:</p>
<ul>
<li>Repeat visitors (high re-playability)</li>
<li>A sense of community</li>
<li>A reasonable level of social or gameplay complexity</li>
</ul>
<p><strong>Purchase Motivations</strong></p>
<ul>
<li><strong>Competition</strong>: 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</li>
<li><strong>Impatience</strong>: this manifests in two separate ways &#8212; the first is a clever use of &#8220;activity points&#8221; that forces people to pay more to keep on playing (i.e. feed the addiction &#8211; this is an example where customer irritation tied with desire leads to opening the wallet); the second is a desire to accelerate progress to &#8220;elite&#8221; status (tied to competitive motivations).</li>
<li><strong>Self-expression</strong>: 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</li>
<li><strong>Gifting</strong>: gifting is a strong motivator if you have a definite community (or lots of small sub-communities) &#8212; 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)</li>
<li><strong>Entertainment</strong>: 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</li>
</ul>
<p>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.</p>
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		<item>
		<title>Virtual world and social game ARPUs</title>
		<link>http://giffconstable.com/2009/07/virtual-world-and-social-game-arpus/</link>
		<comments>http://giffconstable.com/2009/07/virtual-world-and-social-game-arpus/#comments</comments>
		<pubDate>Sun, 05 Jul 2009 20:02:51 +0000</pubDate>
		<dc:creator>Giff</dc:creator>
				<category><![CDATA[metrics]]></category>
		<category><![CDATA[social games]]></category>
		<category><![CDATA[virtual worlds]]></category>
		<category><![CDATA[ARPU]]></category>

		<guid isPermaLink="false">http://giffconstable.com/?p=21</guid>
		<description><![CDATA[Justin Smith had an interesting slide deck at the Social Games Summit where he shared his estimates for monthly ARPUs (average revenue per user): &#8220;good Facebook&#8221; &#8211; $0.30 &#8211; $0.40 &#8220;good MySpace&#8221; &#8211; $0.60 &#8211; $0.70 Some games can do much better. The Facebook game Battlestations shared some data in late 2008 where they appeared [...]]]></description>
			<content:encoded><![CDATA[<p></p><p><a href="http://giffconstable.com/wp-content/uploads/coins.jpg"><img class="size-full wp-image-25 alignright" title="coins" src="http://giffconstable.com/wp-content/uploads/coins.jpg" alt="coins" width="200" height="150" /></a><a href="http://www.insidefacebook.com/">Justin</a> <a href="http://www.insidesocialgames.com/">Smith</a> had an <a href="http://www.slideshare.net/justinsmith/justin-smith-inside-social-games-social-gaming-summit-talk-slides?type=presentation">interesting slide deck</a> at the Social Games Summit where he shared his estimates for monthly ARPUs (average revenue per user):</p>
<ul>
<li>&#8220;good Facebook&#8221; &#8211; $0.30 &#8211; $0.40</li>
<li>&#8220;good MySpace&#8221; &#8211; $0.60 &#8211; $0.70</li>
</ul>
<p>Some games can do much better. The Facebook game Battlestations shared some data in late 2008 where they appeared to have around a $1.00 ARPU, although their total user base was much smaller than the active player counts of the big Zynga or Playfish games.  Three Rings Puzzle Pirates, a virtual goods-based game outside of the socnet platforms, has reported getting a monthly ARPU of around $1.50.</p>
<p>I had been guess-timating an average social game figure of around $0.25, so was glad to see that the industry is hitting better numbers.</p>
<p>Within the virtual worlds space, there is quite a range.  My guess for Habbo Hotel gives them an ARPU of around $0.65 (<em>based on a few data points: 2008 revenue of $74M, growth of registered users from 86M to 126M, and a guess that their monthly uniques grew from about 8M to 11.5M over the year</em>).  Smallworlds <a href="http://www.virtualworldsnews.com/2009/02/smallworlds-launching-on-facebook-and-bebo.html">disclosed</a> that they were on track to hit a $1.40 ARPU. For IMVU, I estimate an ARPU of $1.62 (<em>based on registered users of 35M, an active-to-registered ratio of 3%, and $1.7M monthly revenues from virtual goods</em>).    Second Life (<em>which <a href="http://lsvp.wordpress.com/2008/06/10/second-life-monetizing-at-5x-higher-than-other-casual-mmogs/">Jeremy Liew estimated at $9.30</a></em>) and the more &#8220;hardcore&#8221; free-to-play MMOGs tend to range between $5.00 and $10.00.</p>
<p>I should note that there is no definitive standard for what &#8220;ARPU&#8221; really means.  When I am working on P&amp;L forecasts for ESC clients, I focus on a notion of &#8220;unique active players&#8221; who engage with the game/world at least once that month.  While I focus on conversion rates and average-spend-per-paying-player (or types of player), these ARPU guesses provide a useful sanity check.</p>
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