eMarketer: In what ways is IMVU different from other virtual worlds and from social networks?
Cary Rosenzweig: Unlike Facebook, which is about managing your real-world contacts, IMVU is a place where you meet new people from around the world, in addition to bringing some of your current friends. We have 40 million registered users so far. And we have the world’s largest catalog of digital goods. That’s unique because it’s created by our own users, which has profound implications both for the consumer and for us as a business.
eMarketer: How does IMVU generate revenue?
Mr. Rosenzweig: Over 80% of our revenue comes directly from the consumer. This has allowed us to not only ride out the economic downturn in the past year but, in fact, do quite well in it. The balance is advertising. The advertising is a combination of managed offers—where consumers will agree to trial offers from advertisers, and those advertisers will pay us money for that and we will pay the user in credits—and more traditional forms of online advertising.
eMarketer: What sorts of engagement metrics do you track?
Mr. Rosenzweig: People typically get on twice a day for over 30 minutes each. We get well over 80,000 people using the service simultaneously. I think our record this summer was 92,000. We get over three-quarters of a million chat sessions per day, and about 175,000 virtual items are sold every single day. In fact, we’re more like an e-commerce company than a media company in the sense that we get our money from the purchase of these virtual credits that people use to buy virtual items.
eMarketer: Why are virtual goods so important to your users?
Mr. Rosenzweig: In the past 30 days over 35,000 different people have sold at least one of their items that they created to at least one other person in IMVU. They’re extremely prolific, very creative. They create more than 4,000 new items every day.
So why is having such a large catalog of virtual items important? Well, from a user standpoint, we have discovered that using virtual goods, especially with your avatar, is a long-tail phenomenon. A key proof point of that is our top 10 selling items never sell more than 0.2% of the items sold in a relevant time period. People want their avatar to be unique, just like they themselves want to be unique in the real world. So they don’t want to buy the most popular item, and they’ll go very, very deep into the catalog to select the right hair and eyes and eyebrows and makeup and body types and dresses and jewelry, etc., to make themselves very, very unique.
eMarketer: How does the virtual goods economy work in IMVU?
Mr. Rosenzweig: There are three elements: IMVU, the customers, and then the developers, which we sometimes call creators. The developers often are users of IMVU, and some of them are successful enough that they’ve quit their day jobs and are making a living creating and selling items within IMVU alone.
The customer gives us money and in exchange we give them credits. We don’t do revenue share with anybody at this point, so from here on out we keep the money and the credits are now in the IMVU system. So the customer goes to the catalog and buys something, and they get a digital good, and the credits move to the developer. So what does the developer or the creator do with their credits? Well, there are many, many, many creators, many of whom don’t sell a lot of items, and so they use the creation of digital goods as a way to earn credits for themselves so that they can buy something from someone else.
But many of them want to sell their credits and get real-world money. So we allow the developers to sell their credits directly to the customer in exchange for money. So the customer is giving us money, and they’re giving the creators money. The process of selling credits to the customer from the developer takes place partially outside of IMVU, meaning the developers create Websites outside of IMVU where they accept credit cards or PayPal or whatever. Once they’ve taken acceptance of the money, then we allow them to send credits to the customer inside IMVU.