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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

IMVU Presentation

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Page 1: IMVU Presentation

Virtual Goods Summit UniversityOctober 29, 2009

An Avatar-Based Social Network and 3D Virtual WorldLee Clancy

VP Product Management andGeneral Manager of Direct Revenue

Page 2: IMVU Presentation

Company Overview

• Founded in April, 2004

• Based in Palo Alto, CA

• 59 employees

• 3 institutional rounds

• $30M raised

Page 3: IMVU Presentation

0

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45M

Dec-0

5

Jun-0

6

Dec-06

Jun-0

7

Dec-0

7

Jun-08

Dec-0

8

Jun-0

9

Snapshot

• 40M+ registered users

• 6M uniques/month

• $25M+ revenue run rate

• Profitable

Cumulative Registrations

Page 4: IMVU Presentation

Revenue Directly from Consumers

0

20

40

60

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100%Advertising

ConsumerDirect

IMVU Revenue Mix

Page 5: IMVU Presentation

Strong Demographics

69% Female

58% 18+ years old

62% USA

Page 6: IMVU Presentation

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

Page 7: IMVU Presentation
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0.0

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3.0M

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/04

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606

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806

/09

User Generated Content

3 Million Virtual Items

Page 9: IMVU Presentation

Customer

Money

IMVU’s Virtual Economy

Credits

IMVUDevelope

r Credit Sink

Page 10: IMVU Presentation

It’s all about community

Key Learnings

Virtual goods are consumer products

Payment options must be flexible

UGC is hard

Patience is a virtue

Page 11: IMVU Presentation

Celebrating with Mohawks

Page 12: IMVU Presentation

Q & A