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Legislature Explores Taxing Digital Commerce
Jun 1st
Recently, Plimus has been tracking some interesting discussions coming from the Capitol. Last week, the Subcommittee on Courts, Commercial and Administrative Law held a hearing regarding a new digital commerce proposed legislation. The bill, “Digital Goods and Services Tax Fairness Act of 2011,” would define limits on taxes for virtual goods and services on the Internet. According to Rep. Lamar Smith, R-Texas, this proposed legislation is designed to “promote neutrality, simplicity and fairness in the taxation of digital goods and services.”
If approved, this bill would not release the customer’s information; all personal identification details would remain with the vendor and his or her processing platform.
To date, this bill has been getting some traction from legislators who argue that this taxation will create a fairer and more universal tax system for digital goods.
So how will this proposed bill impact the digital economy? Currently there is no law identifying which vendor taxes the customer. Without this legislation there is a significant chance that vendors could double the taxation for buyers without their knowledge of this extra expense. Think about this example: you’re traveling for business in Boston, flying home to Chicago and looking to purchase for download a song from the iTunes store, (Apple is headquartered in California). With this scenario, there are three potential states that could collect tax from the seller? Currently there is no clear answer.
It’s important to note that this conversation has been going on for year… and we seem to be no closer to a resolution today than we were back then. Given the huge growth of the e-commerce market and specifically digital commerce, it will be nice to have some concrete answers and rules of practice.
We’ll continue to monitor any developments on this legislature and share our insights. What are your thoughts? Do you support the bill? It sure will be interesting to see how this one plays out.
Matrix/Slitherine Ltd. Leverage Plimus to Boost Sales
May 24th
Guest Post from Marco Minoli, marketing director of Slitherine Ltd.
Slitherine Ltd. and Matrix Games are video game publishers that specialize in strategy and war games such as “Field of Glory,” “Close Combat,” “War in the East” and many others. The two companies both develop for a growing gaming audience of currently 200,000 registered users, and over the years, the companies have grown tremendously. In fact, Slitherine recently launched its first Android game, “HISTORY Great Battles Medieval,’ which is also available on the iPad, iPhone, Nintendo DS, Sony PSP, PlayStation3, Xbox360 and other major consoles.
Slitherine Ltd. started selling online digital content nearly 10 years ago, when the virtual market was nearly not as robust as it is today. As I mentioned above, we specialize in a niche market of gamers; therefore, it was important that we found a targeted approach to reaching them across the globe. Moreover, it was important to keep our small audience of gamers interested, having regular touchpoints with them to ensure happy (and returning) customers.
In late 2010, Matrix Games and Slitherine merged to create the world’s largest war gaming specialist publisher, with a combined portfolio of more than 150 games. At Slitherine, we were thrilled with this merger and how it increased the reach of our gamers. We cautioned ourselves, however, with the understanding that it was going to be hard to keep our high customer approval rating and that we needed an easy-to-use processing platform. Together our companies searched for a payments-processing solution that would meet the needs of our business model and reach our niche market. Through a rigorous search, we transferred our combined online game channels to the Plimus Inc. platform.
It only took 90 days for our investment with Plimus to pay off. We quickly realized the potential of our new storefront, increasing sales by 15 percent with elevated traffic and conversation rates. We attribute this success to a handful of key factors that no other vendor, currently on the market, offers. Plimus built us a customized storefront, offering a frictionless user experience, easy login process for both new and returning customers and helped us sustain our strong commitment to customer satisfaction.
We are now well into our sixth month after launch and numbers are still very healthy, mirroring the increase of the first three months. Now, we are ready for phase two of the process, where we start to implement new features, including push strategies for direct-to-consumer promotions and pre-orders for upcoming titles. The target is to increase average sales per customer, attract new audiences through word-of-mouth and increase profitability, all through a smoother buying experience and a clever approach to non-invasive marketing initiatives.
I would gladly give my seal of approval for Plimus. I urge any vendor looking for a credible, trustworthy payment solution to get in touch with Plimus. Simply, without a doubt, we are positive that Plimus is the right partner for us and we gladly invest in this relationship as much as Plimus has invested in the relationship with us.
To read more about our engagement with Plimus see the article written by Kristina Knight at BizrReport.com
http://www.bizreport.com/2011/05/slitherine-matrix-partnership-highlights-gaming-effectivenes.html
Walmart Expands Shopping Experience Beyond Store Fronts
May 6th

As in life, a defining characteristic of successful online merchants today is not what they know but who they know. In an era of connected e-Commerce, vendors must strategically leverage their customer relationships and capitalize on the social Web. Merchants should influence and extend direct relationships with consumers, indirect relationships via partner list holders as well as relationships through social recommendations, in order to monetize this burgeoning sales channel.
The time is now. Even the most powerful retailers understand the need to connect via social media. Last week, we saw proof of this with Wal-Mart’s acquisition of Kosmix, a social media platform that organizes social network content.
Wal-Mart has tremendous reach, operating more than 9,000 retail units in 15 countries and hosting nine e-Commerce businesses worldwide. The company recognized the undeniable impact of social networks on the shopping experience and is developing a social presence to support the growth of its online customer base and their social footprints.
The next generation of e-Commerce will be consumer-driven. It will be about creating an integrated experience that leverages all the ways consumers shop, including traditional brick and mortar stores and the Internet. With its purchase of Kosmix, Wal-Mart is making a statement that all businesses, even the most successful organizations, must cater to the online world and the growth of the social Web.
Plimus understands how important it is for online merchants to modify their business models in order to leverage the social Web. We need to put increased value on the connectedness of the online world and move beyond traditional online storefronts.
I predict we’ll see lots more companies following the lead of Wal-Mart. What brand do you think will be next?
Getting Started with Plimus Webcast
Apr 28th
In case you missed it, the Plimus team hosted a webcast this week helping prospective customers learn more about the company and how to get started selling on Plimus. This webcast was entertaining for our team as we really enjoy discussing with callers how new sellers can get started with Plimus.
Plimus simplifies the buying process for your shoppers and increases the potential for turning browers to buyers. The Buy Anyware API gives online vendors complete control of the customer experience by eliminating the tiresome requirements of a virtual storefront. With Plimus, it’s simple and easy for sellers to turn a profit by creating a ‘frictionless’ buying experience that shortens the distance between prospect and customer. We’re talking increased moolah quickly.
If you missed it, not to worry — you can view the archived version of this webcast here http://home.plimus.com/ecommerce/webcasts. I highly recommend checking it out to learn how easy it is to partner with Plimus. Let’s get started today!
[AK1]Include link to archived webcast on website
Breaking News! New Plimus Upgrade Drives Increased Conversion Rates and Sales for Sellers and Affiliates
Mar 24th
Not sure if you caught it, but last week we announced the availability of Version 1.29, the latest update to the Plimus e-Business Platform. This new version, which is automatically available to all Plimus vendors and affiliates, will continue to build upon the enhanced payment experience Plimus offers all its customers. As you may know, previous versions of the Plimus platform introduced “single-click” purchasing and flexible dynamic subscriptions to support the evolving business models ushered in by the social Web. Version 1.29 will focus on the incremental sales conversion capabilities that also have a large impact on sales.
Simply put, Version 1.29 builds upon Plimus’ promise to deliver unmatched flexibility and conversion to its merchants by:
- Offering enhancements around entering and processing credit card information
- Adding vendor parameters and flexibility for transaction processing
- Creating new fee structures for mobile commerce solutions
Promises mean nothing without results though, right? One Hour Translation is one example of a vendor that relies on Plimus as its e-Business and Payments Platform. As the Web’s leading professional translation service, One Hour Translation provides 24/7, high-quality, human translation services to thousands of business customers with more than 10,000 translators worldwide. That’s a tall order! By using “single-click” and other sales conversion system features, One Hour Translation has seen dramatic improvements in sales to its existing customers, including a 20 percent revenue increase, an 11 percent decrease in shopping cart abandonment, an average time-to-purchase of just 19 seconds and a dramatic reduction in the amount of support time dealing with post billing issues.
According to Lior Libman, Chief Operating Officer and Vice President of Business Development of One Hour Translation, Plimus takes care of all of the company’s e-Commerce needs, allowing the One Hour Translation team to “focus solely on improving its core professional translation business.”
The History of Casual Gaming
Jun 16th
I recently read a post from Gamasutra blogger David Wesley on “The Rise in Casual Gaming.” David was commissioned to author a chapter in the manuscript “Innovation and Marketing in the Video Game Industry,” and did a wonderful job sharing his insights. I downloaded the chapter via the website and found the read very interesting.
The casual gaming market is a big one for Plimus, and we’re working daily with game developers, publishers, and their affiliates. We find this industry to be extremely fascinating and are thrilled to be part of it and work with leading companies as we do.
Gaming has come a long way since the Solitaire and Minesweeper games we played on our old PCs. Since then, the Internet has prompted casual gaming to take off. The quick nature of casual gaming was extremely attractive to developers because its short form made it incredibly low-cost to make, which allowed developers to take greater creative risks. Casual gaming also allowed smaller development shops to enter the market.
Casual gaming also opened up new audiences, appealing to non-traditional players, such as stay-at-home mothers and business people on Wall Street. They were quick, simple to follow and typically light entertainment, not high intensity like first-person shooter games. Casual gaming found its sweet spot as time-fillers – games played on the bus to work or in between meetings.
According to the Casual Gaming Association, women make up 75 percent of the casual gaming audience and more than 72 percent of casual gamers are over the age of 35.
Now, 15 years after PC gaming caught on, casual gaming is big business. This week’s E3 show in LA, while historically very platform and device centered, has a large amount of buzz around PC and social gaming. Casual gaming is maturing. Today’s gamers include men, women, children and even senior citizens. These gamers simply enjoy playing, whether it be a puzzle game, sports game or an arcade game. Game on!
Charlie Born,
Head of Marketing
Photo credit: http://www.flickr.com/photos/45688285@N00/82128314/


