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Get Real: The Emergence of
Virtual Currency and Cracking
the Monetization Code
Brett Brewer: My Background




• President Adknowledge
   – Most recent acquisition: Super Rewards – the
     leader in virtual currency
• Co-founder at Intermix Media (Parent of
  MySpace)
MySpace and Monetization challenges




• Founded Intermix Media in 1998

• We launched MySpace in Aug. 2003

• Initial growth was phenomenal

• MySpace initially applied old advertising
  models to new media (i.e. banner advertising)

• Sold the business to Newscorp in Oct. 2005

• We always struggled with effective ways of how
  to monetize the site
Facebook taking share
Facebook opens up to application developers




  • Facebook opened their
    platform to independent
    developers in May 2007
    to make the platform
    more engaging

  • Applications have to over
    380,000
Social Media growth

Engagement is More Than Time Spent

      SN Users as % of Total Internet Users*




Phenomenal Growth…                             Non-effective advertising
•   6 out of 10 U.S. Internet users have       •   Interrupt-driven CPM banners:
    created social network profile                 <50c CPM
•   More than 70% of Facebook users use        •   Out of context CPC ads: <$1 CPM
    apps monthly                               •   Video ads: $1-$2+ CPM
•   More than 6 billion minutes are spent
    on Facebook each day
The rise of applications



                           • Number of users is
                             growing dramatically.
                             Games such as Farmville
                             generated 11 million
                             active daily users -- within
                             2 months of launching –
                             and now has over 30
                             million monthly users.
                             Mafia Wars has over 24
                             million.

                           • More than 250
                             applications have more
                             than 1 million active users

                           • More than 15,000
                             websites, devices and apps
                             have implemented
                             Facebook Connect since
                             Dec 2008
What Is Virtual Currency
and What is the Market
for Virtual Goods and
Services ?
Virtual Currency – What is it?




• Virtual currency monetizes games and apps on social networks and iPhone,
  multi-player game platforms, virtual worlds, and stand-alone sites.

• Direct pay (i.e. PayPal, credit card): Many players pay directly for the virtual
  currency to advance in games, buy better gear, or obtain virtual goods

• Indirect (by completing offers such as surveys, lead-generation programs, or
  product purchases): Players accept virtual currency from advertising
  sponsors in return for signing up for a product or filling out a form

• Multi-platform/device: Facebook, MySpace, iPhone, Twitter
How New is Virtual Currency?




 •   A concept that dates back over 80 years in U.S. market
 •   Related to loyalty programs, rewards and frequent flyer programs,
     payment partners, opt in, permission marketing.
 •   Evolved from a relationship with consumer based purely on repeat
     purchase to one based on reward for time, interactivity and word of
     mouth.
 •   Rewards and conditions various online behaviors:
     •   Login, invite, purchase, inform, provide research, influence
 •   Social gaming has driven adoption
     •   Immediate reward system
Size of Virtual Goods Market



 In the U.S., Virtual Goods Revenue Expected to Top $600 Million This Year

                                                            $2,460

                                                   $2,020

                                          $1,550

                                 $1,100

                         $620
                  $265




                  2008    2009      2010      2011     2012     2013
Size of Virtual Goods Market



 Worldwide, Virtual Goods Revenue Expected to Reach $6 Billion by 2013
                                                               $6,000
                                                      $5,050
                                             $4,070
                                    $3,110
                           $2,220

                  $1,325




                   2008      2009      2010      2011     2012     2013
Virtual Currency
Examples
Rewards and Points




                     • The Mob Wars game
                       application on
                       Facebook allows users
                       to buy more items
                       (energy, health and
                       weapons) to enhance
                       the users gaming
                       experience


                     • Users are able to
                       acquire these points
                       through game play
Users can Purchase or Earn Points
Beyond casual games…




                       • On Crunchyroll.com, users can subscribe
                         to premium content by completing offers
                         from a platform such as Super Rewards
                       • In Be A Tycoon on MySpace, users build
                         virtual business empires
Offer is Targeted




                    • Offers award game points based
                      on the value of the CPA offer –
                      the higher the CPA, the more
                      points. Higher CPA offers
                      typically require credit card
                      payment/deposit

                    • Offers are ranked on an Effective
                      Earnings Per Impression (eCPM)
                      basis within each category (taking
                      into account CPA pricing, click
                      through rates and conversion
                      rates) and optimized on an
                      application and user level
Offer Example – Trial Subscription
Platform Extends to Mobile
Types of Offers
Engagement and Personalization




 • Successful engagement optimizes the eco-system of consumer
   experience, advertiser ROI, and publisher monetization/eCPM.

 • Advertisers benefit deeply from a consumer who interacts.

 • It's about the emotional connection. Game worlds are a strong
   platform for this because they are environments in which the target
   audience is already emotionally invested.
Conclusions




•   More than 25% of US online users will participate in social gaming by mid
    2010, twice the current level of participation. Gaming is the new knitting.
    Desktop solitaire will be thought of as an old-fashioned board game.

•   Online Rewards platforms will extend beyond gaming and pure points
    achievement or purchases. Rewards systems will extend and capture
    actions such as friend referrals, posts, and uploads. Influencers will
    emerge and a class of Super Fans will be identified and marketed to.

•   The virtual Currency model will extend beyond casual gaming and into all
    forms of premium digital content (i.e. TV Shows, Newspapers)

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Virtual Currency And Monetizing Social Media

  • 1. Get Real: The Emergence of Virtual Currency and Cracking the Monetization Code
  • 2. Brett Brewer: My Background • President Adknowledge – Most recent acquisition: Super Rewards – the leader in virtual currency • Co-founder at Intermix Media (Parent of MySpace)
  • 3. MySpace and Monetization challenges • Founded Intermix Media in 1998 • We launched MySpace in Aug. 2003 • Initial growth was phenomenal • MySpace initially applied old advertising models to new media (i.e. banner advertising) • Sold the business to Newscorp in Oct. 2005 • We always struggled with effective ways of how to monetize the site
  • 5. Facebook opens up to application developers • Facebook opened their platform to independent developers in May 2007 to make the platform more engaging • Applications have to over 380,000
  • 6. Social Media growth Engagement is More Than Time Spent SN Users as % of Total Internet Users* Phenomenal Growth… Non-effective advertising • 6 out of 10 U.S. Internet users have • Interrupt-driven CPM banners: created social network profile <50c CPM • More than 70% of Facebook users use • Out of context CPC ads: <$1 CPM apps monthly • Video ads: $1-$2+ CPM • More than 6 billion minutes are spent on Facebook each day
  • 7. The rise of applications • Number of users is growing dramatically. Games such as Farmville generated 11 million active daily users -- within 2 months of launching – and now has over 30 million monthly users. Mafia Wars has over 24 million. • More than 250 applications have more than 1 million active users • More than 15,000 websites, devices and apps have implemented Facebook Connect since Dec 2008
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  • 12. What Is Virtual Currency and What is the Market for Virtual Goods and Services ?
  • 13. Virtual Currency – What is it? • Virtual currency monetizes games and apps on social networks and iPhone, multi-player game platforms, virtual worlds, and stand-alone sites. • Direct pay (i.e. PayPal, credit card): Many players pay directly for the virtual currency to advance in games, buy better gear, or obtain virtual goods • Indirect (by completing offers such as surveys, lead-generation programs, or product purchases): Players accept virtual currency from advertising sponsors in return for signing up for a product or filling out a form • Multi-platform/device: Facebook, MySpace, iPhone, Twitter
  • 14. How New is Virtual Currency? • A concept that dates back over 80 years in U.S. market • Related to loyalty programs, rewards and frequent flyer programs, payment partners, opt in, permission marketing. • Evolved from a relationship with consumer based purely on repeat purchase to one based on reward for time, interactivity and word of mouth. • Rewards and conditions various online behaviors: • Login, invite, purchase, inform, provide research, influence • Social gaming has driven adoption • Immediate reward system
  • 15. Size of Virtual Goods Market In the U.S., Virtual Goods Revenue Expected to Top $600 Million This Year $2,460 $2,020 $1,550 $1,100 $620 $265 2008 2009 2010 2011 2012 2013
  • 16. Size of Virtual Goods Market Worldwide, Virtual Goods Revenue Expected to Reach $6 Billion by 2013 $6,000 $5,050 $4,070 $3,110 $2,220 $1,325 2008 2009 2010 2011 2012 2013
  • 18. Rewards and Points • The Mob Wars game application on Facebook allows users to buy more items (energy, health and weapons) to enhance the users gaming experience • Users are able to acquire these points through game play
  • 19. Users can Purchase or Earn Points
  • 20. Beyond casual games… • On Crunchyroll.com, users can subscribe to premium content by completing offers from a platform such as Super Rewards • In Be A Tycoon on MySpace, users build virtual business empires
  • 21. Offer is Targeted • Offers award game points based on the value of the CPA offer – the higher the CPA, the more points. Higher CPA offers typically require credit card payment/deposit • Offers are ranked on an Effective Earnings Per Impression (eCPM) basis within each category (taking into account CPA pricing, click through rates and conversion rates) and optimized on an application and user level
  • 22. Offer Example – Trial Subscription
  • 25. Engagement and Personalization • Successful engagement optimizes the eco-system of consumer experience, advertiser ROI, and publisher monetization/eCPM. • Advertisers benefit deeply from a consumer who interacts. • It's about the emotional connection. Game worlds are a strong platform for this because they are environments in which the target audience is already emotionally invested.
  • 26. Conclusions • More than 25% of US online users will participate in social gaming by mid 2010, twice the current level of participation. Gaming is the new knitting. Desktop solitaire will be thought of as an old-fashioned board game. • Online Rewards platforms will extend beyond gaming and pure points achievement or purchases. Rewards systems will extend and capture actions such as friend referrals, posts, and uploads. Influencers will emerge and a class of Super Fans will be identified and marketed to. • The virtual Currency model will extend beyond casual gaming and into all forms of premium digital content (i.e. TV Shows, Newspapers)