When Do Pennies Become Millions?
Many economists will tell you that in the past several months the virtual economy has performed better than the real world economy.
Each day millions of people venture into virtual worlds such as Second Life or Club Penguin, or play online games such as World of Warcraft and Knight Online. And through microtransactions these people will purchase special empowering items, access passes, or even clothes for their avatars that make their worlds more fun and personal.
In a recent study, Virtual World Management updated it’s Youth Worlds Analysis finding that there are now over 200 youth-oriented virtual worlds live, planned, or in active development. Out of those, 59 virtual worlds use microtransaction and 57 are subscription-based, marking both as the most popular types.
DFC Intelligence has also issued some preliminary findings on the top 10 MMOs from 2008, in which pre-paid game cards and microtransaction-based business models were in place at the top seven revenue grossing MMORPGs – a strong indication that lowering the barrier to entry for players is a significant advantage over titles like Warhammer Online and Age of Conan, which are both strictly subscription-based.
Furthermore, Sony’s Howard Stringer announced at CES that microtransactions helped their company notch a cool $1m in 2009 alone from what was practically a limited exercise. Other reports cite games such as Mobwars bring in up to $1M per month.
Without question, there is an avalanche of information suggesting microtransactions can be a major source of revenue, and in some cases, a larger stream than subscription or ad-based models.
But before adopting this model, there are a few things you’ll want to know about the history of microtransactions, how it has evolved, and how you can take advantage of the opportunities it affords.
Historically, online games and virtual worlds have been monetized through subscriptions. But recently, the model has started to change: publishers have seen that an upfront fee is a significant barrier to customer acquisition—potential subscribers have many compelling free, or what we prefer to call pay-as-you-go choices for online games to play or virtual worlds to join, and that barrier is being removed.
So, game publishers have begun to move to a more flexible pay-as-you-go model, where microtransactions are used to monetize the games.
Theoretically, there is no cap to the revenue that can be generated from a user. This is in contrast to the fixed amount of the subscription model. Industry data for games that have switched to microtransactions have shown that the ARPU (average revenue per user) has risen by moving to microtransactions.
Even though microtransactions enable greater monetization within virtual games compared to subscription-based fees, there is still a great deal of difference between microtransactions of yesteryear and today.