Virtual Goods Summit UniversityOctober 29, 2009
An Avatar-Based Social Network and 3D Virtual WorldLee Clancy
VP Product Management andGeneral Manager of Direct Revenue
Company Overview
• Founded in April, 2004
• Based in Palo Alto, CA
• 59 employees
• 3 institutional rounds
• $30M raised
0
10
20
30
40
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
Revenue Directly from Consumers
0
20
40
60
80
100%Advertising
ConsumerDirect
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
0.0
0.5
1.0
1.5
2.0
2.5
3.0M
06/0
412
/04
06/05
12/05
06/06
12/0
606
/07
12/07
06/08
12/0
806
/09
User Generated Content
3 Million Virtual Items
Customer
Money
IMVU’s Virtual Economy
Credits
IMVUDevelope
r Credit Sink
It’s 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
Q & A
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