Casual Games

What Happens to Virtual Goods Once a Game Closes?

Last week, word of a virtual goods lawsuit against Google resurfaced in the news. Originally filed last fall, angry players of the game “SuperPoke Pets” are seeking damages for their class-action suit against the game’s owner, Google. “SuperPoke Pets” allowed players to chose their favorite pet (dog, cat, frog, etc.) and care for it online by purchasing “gold” with real-life money. Using the virtual gold, users could purchase special items such as dog bones, food and treats. for their pets.

“SuperPoke Pets” was created by Slide, a gaming company that was acquired by Google in August 2010. Last summer, it was announced that the game would stop selling gold for virtual goods news that caused a wave of blacklash and crazed spending by gamers.

According to the article, “Virtual Pet Owners Sue Google Over Lost ‘Gold’” by Paidcontent.org, “… some players rushed to stockpile virtual items after the company announced that it would stop offering gold-based transactions. These players hoped to sell their items on a secondary market (basically, a Craigslist of sorts for items like virtual doggy bones) but those hopes were dashed when Google said it would kibosh the game.”

This is an interesting discussion as it marks one of the first litigation filed surrounding virtual goods sales and the value of the money used to purchase them. The dispute over the SuperPoke virtual goods and similar online currencies and the items purchased with them has, until now been a thing of the future – consumers never seemed to worry about making their purchases or the risk involved. As you know, the virtual goods and services market is large and we’re interested to see how challenges like this lawsuit are dealt with in court.

As a selling platform for virtual goods and services, we understand the value of providing buyers with safe and secure transactions. We ensure that all sellers on our platforms meet all business and industry standards. It’s important that Plimus’ sellers enable a frictionless shopping experience with a secure checkout process.

This lawsuit was transferred to federal court in San Jose last week, and we’ll continue to track its development and keep you posted on the news.

Casual Gamers Playing Longer Online

A recent study from social gaming company PopCap found that casual gamers now spend more time each week playing games online. The survey found that 41 percent of Internet users in the U.S. and U.K. play games for more than 15 minutes a week – nearly doubling the figure from 2010 (24 percent).
The study, conducted by Information Solutions Group for PopCap Games, polled results from 1,201 online surveys. Demographically, 801 of the respondents originated from the U.S. while 400 were from the U.K.

Nearly 120 million consumers (in the U.S. and U.K. combined) play social games – are you one of them? Survey results indicate that consumers are now more likely to purchase virtual items or services while playing an online game. Forty-six of respondents indicated that he or she would purchase virtual game content with their own money, up from 32 percent in January 2010. Overall, nearly 31 million players worldwide have purchased a virtual good and/or service during online game play with actual currency.

Other interesting statics include:
• There are more female social gamers than male players in both the U.S. and U.K. (54 percent vs. 46 percent in the U.S, and 58 percent vs. 42 percent in the U.K).
• Men, however, are more likely to make in-game purchases than women.
• The average age of a social gamer is younger, as the average age of a social gamer declined from 43 years of age to 39.
You can learn more about the study by reading the article, “Gaming Stamina and Player Growth is on the Rise, PopCap Survey Says,” by Cassandra Khaw of VentureBeat.

OLYMPUS DIGITAL CAMERA

Report: New Research on Virtual Goods

A recent report from the analyst firm Juniper Research forecasts that virtual goods purchased via a mobile platform will total $4.6 billion in 2016. According to the report, the increased use of social gaming is largely due to the rise in smartphone and tablet adoption. As consumers continue to replace feature phones with smartphones, virtual goods bought from mobile social media services will increase from $3 billion this year to nearly $5 billion worldwide in 2016.

The Juniper report states that most social media services have not yet been able to monetize their offerings effectively. So, while many social media sites are popular with U.S. consumers, it remains a challenge for these sites to make a profit from those who use their platform. Simply, they need to make sure the consumers are more than just casual visitors to their site, but that they are consistently upselling them with value-added goods and services.

Looking globally, Juniper analysts reported strong sales of virtual goods through mobile media services in Japan and China, stating the firm expects this growth to expand to the United States. By adopting monetization models that cater to mobile offerings, social media services can increase revenue per user and sustain profitable revenue models.

An open architecture is key to a successful monetization model. Today’s online commerce happens anyplace, anytime and anywhere. It’s social and it’s virtual. A profitable online sales model cannot be constrained by platform, technology or location. Here at Plimus, we feel that all organizations, not just mobile social media services, require a frictionless, simple and open solution that facilitates a move toward a business model that increases ROI and takes advantage of the increase in virtual goods spending forecast by Juniper Research.
What do you think? What monetization models will have the greatest impact on increased virtual goods and services sales?

Additional information on the Juniper report can be found in the article, “Report: Social Virtual Goods Via Mobile to Reach $4.6B in 2016,” in Mobile Payments Today.

plimuswithsparklyhat

Great Hill Partners Acquires Plimus for $115M USD .

Today is a big day for the Plimus team! We proudly announce that Great Hill Partners has acquired Plimus for $115 million dollars. Great Hill purchased 100 percent of the company from a shareholder group including Susquehanna Growth Equity LLC, Plimus founders, key management members and employees.

Through continued growth in our seller base, Plimus has experienced equally strong growth in transactions, revenue and profit. Following the close of the deal, the current senior management team and employees led by CEO Hagai Tal will work with Great Hill Partners to continue carrying out Plimus’ long-term business plan.

As quoted in our press release, Hagai Tal says, “With our solid existing customer base and favorable market trends, we are fortunate to work with Great Hill Partners to expand our ability to capture the opportunities ahead. Our Plimus teams in the U.S. and Israel will continue to focus on our clients’ successful monetization in an increasingly global, complex and expanding online and mobile world. Our vision of e-Commerce 3.0 and frictionless e-Commerce will fuel these solutions.”

To learn more about this announcement, click here to review the entire release.