際際滷

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Virtual Goods Summit University October 29, 2009 An Avatar-Based Social Network and 3D Virtual World Lee Clancy VP Product Management and General Manager of Direct Revenue
Company Overview Founded in April, 2004 Based in Palo Alto, CA 59 employees 3 institutional rounds $30M raised
Snapshot 40M+ registered users 6M uniques/month $25M+ revenue run rate Profitable Cumulative Registrations
Revenue Directly from Consumers IMVU Revenue Mix
Strong Demographics 69% Female 58% 18+ years old 62% USA
High Engagement 60+ minutes per day in 3D chat per user 80k+ peak simultaneous online users per day 770k chat sessions per day 175k virtual items sold daily
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User Generated Content 3 Million Virtual Items
Customer Money IMVUs Virtual Economy Credits IMVU Developer Credit Sink
Its all about community Key Learnings Virtual goods are consumer products Payment options must be flexible UGC is hard Patience is a virtue
Celebrating with Mohawks
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