Professional Documents
Culture Documents
• IMVU
• Virtual Goods
• Key Learning
Company Overview
• Founded in 2004
• 90 employees
• 3 institutional rounds
• $30M raised
Snapshot
Cumulative Registrations
• 3D avatars
Millions
• 50M+ registered users
• 10M+ uniques/month*
• User Generated Content
• 4 Million Items in Catalog
2009
• Doubled revenue to $22 million in calendar 2009
• Became profitable and cash flow positive
Attractive Demographics
70% Female
60% USA
User Generated Content
2010
• End year at $60 million annualized revenue run rate
• Invest profits into hiring… from 60 to 120 employees
• Extend reach beyond English- and PC-only
• Begin pivot… Virtual World to Social Entertainment
• “From Dress Up to Level Up”
• Game Mechanics
• 2D and 3D Games
Virtual Goods
“Free to Play” Leads the Way - %
12
“Free to Play” Leads the Way - $
13
What are Virtual Goods?
Digital Items with Contextual Meaning
(A) Functional Virtual Goods
(B) Decorative Virtual Goods
Why Virtual Goods?
1. Enhance Game Play (kill more, run faster)
2. Express Your Identity (dress up, decorate)
3. Build Relationships (gifts)
4. Shop (browse & buy)
SOCIAL CONTEXT Provides Meaning & Emotion
Key Learning
Key Learning