My game Clients are SMART PEOPLE!! 90%+ of them are exploring the sale and management of virtual assets. This includes e-Wallet (covered in a separate post) functionality, PCI Level I Compliance and why you need it (again, separate post) for your virtual world and more.
I am really lucky because I get to talk to dozens of publishers every year about their plans, so I get to explore lots of cool concepts. With this in mind, I try to be a resource to the games, new media & entertainment folks as a way to 'repay the debt I owe' to all those folks who adopted me and taught me about this space.
Some day I hope to publicly acknowledge the folks who adopted me into the games space and taught me what (little) I know; Carter Lipscomb, Dave Laux, George Dolbier, Gavin Longhurst, Mark Morrison, Reg Weiner, Derek Wise, Lars Koschin, Jeremy Monroe, James Jones, Chris Dyl, Grant Wei, Chris Donohue, Nichol Bradford...and more recently John Falco, Thomas Lee, Min Kim and more...
When my buddies and I sit around talking about this stuff...we get excited for so many reasons...including how to create a fantastic strategy around VC (virtual currency), virtual assets and game play. Please find below our thoughts around monetizing virtual worlds and games.
Note: if you want to give a shout, you can always reach me at jamynigri [@] gmail.com.
Currency
1. Primary Currency
1.1. Real World Equivalent and conversion
2. Secondary Currencies
2.1. Experience
2.2. Activity
2.3. Achievement Points
Web Site Monetization
3. Standard IAB Assets
1.1. (300x250, 728x90, etc)
4. Custom Media Assets
4.1. Login placement
4.2. Tags
4.3. Side nav buttons
4.4. Article images
4.5. Campaign pages etc
5. Sponsored Media Assets
5.1. e.g. Company delivers news etc
6. Free to play
6.1. Included because the registration and polling data is part of the Data Monetization Strategy
7. Subscriptions
7.1. Considering themed tiered subscription model - e.g. per genre
8. Virtual Goods
8.1. Avatar Attire
8.2. Avatar dwellings and furnishings
8.3. Avatar vehicles
8.4. Avatar effects
8.4.1. Glowing hands
8.4.2. Fiery Hair etc
8.5. Sponsored Branded Goods
8.5.1. Attire
8.5.2. Effects
8.5.3. Dwellings and furnishing
8.5.4. Signage and in-game events
8.6. Limited Edition and Collectibles in each category
9. Virtual Goods Catalog/Store Front
10. Virtual Goods Trading
10.1.Auction House Listings and Sales Cut
11. Crafting Virtual Goods
11.1.Sand/tool box sales
12. Mini Games
13. In-Game Competitions and events (i.e.)
13.1.Music Creation and sharing
13.2.Video Creation and sharing
13.3.Most Active Trader
13.4.Most Revenue Generated
13.5.Most friends invited (leaderboards)
13.6.Trivia or quizzes
13.7.Mini games etc
14. In-Game Media Assets
14.1.Billboards
14.2.Sponsored Branded Events
Mobile, Data and Widget Monetization
15. Game World access through mobile device
16. Avatar and dwelling maintenance through mobile device
17. Auction house access through mobile device
18. Game World communication with friends through mobile device
19. Demographic data collection monetization
19.1.Registration Data
19.2.Polling data
19.3.Event tracking and participation data
19.4.Game world spending, auctioning and trading data
19.5.Key word communication data
Additional Related Topics
20. Pricing of all sellable assets and goods
21. User Experience as it relates to the buying experience
22. Loyalty and Aspirational Programs
23. Merchandising
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