lee clancy\'s getting users over the hump - boosting conversion to paid at virtual goods...

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Getting Users Over the Hump: Boosting Conversion to Paid Lee Clancy SVP/GM IMVU Inc. October 12, 2010 Virtual Goods Summit - West

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Page 1: Lee Clancy\'s Getting Users Over the Hump - Boosting Conversion to Paid  at Virtual Goods Summit West

Getting Users Over the Hump:

Boosting Conversion to Paid

Lee Clancy

SVP/GM

IMVU Inc.

October 12, 2010

Virtual Goods Summit - West

Page 2: Lee Clancy\'s Getting Users Over the Hump - Boosting Conversion to Paid  at Virtual Goods Summit West

Agenda

• What is IMVU?

• IMVU’s 12 Lessons of Conversion

• Q & A

What’s IMVU?Agenda

Page 3: Lee Clancy\'s Getting Users Over the Hump - Boosting Conversion to Paid  at Virtual Goods Summit West

An online community where members use 3D avatars to meet new people,

chat, create, and play games with their friends

What’s IMVU?What is IMVU?

Page 4: Lee Clancy\'s Getting Users Over the Hump - Boosting Conversion to Paid  at Virtual Goods Summit West

Company Overview

• Founded in 2004

• Based in Palo Alto, CA

• 100 employees

• 3 institutional rounds

• $30M raised

Page 5: Lee Clancy\'s Getting Users Over the Hump - Boosting Conversion to Paid  at Virtual Goods Summit West

Business Snapshot

• 3D avatars

• Virtual goods

• Social network

• Games & music

• 50M+ registered users

• 10M+ uniques/month

Global unique visitor data from Quantcast: http://www.quantcast.com/imvu.com

Registered Users (millions)

0

10

20

30

40

50

60

Dec-0

5

Mar-

06

Jun

-06

Sep

-06

Dec-0

6

Mar-

07

Jun

-07

Sep

-07

Dec-0

7

Mar-

08

Jun

-08

Sep

-08

Dec-0

8

Mar-

09

Jun

-09

Sep

-09

Dec-0

9

Mar-

10

Jun

-10

Page 6: Lee Clancy\'s Getting Users Over the Hump - Boosting Conversion to Paid  at Virtual Goods Summit West

Revenue

$0

$2

$4

$6

$8

$10

$12

Q1

20

06

Q2

20

06

Q3

20

06

Q4

20

06

Q1

20

07

Q2

20

07

Q3

20

07

Q4

20

07

Q1

20

08

Q2

20

08

Q3

20

08

Q4

20

08

Q1

20

09

Q2

20

09

Q3

20

09

Q4

20

09

Q1

20

10

Q2

20

10

Q3

'10

est

IMVU Revenue ($ Millions Per Quarter)

$40M+ Annual Revenue Run Rate

Profitable July 2009

Page 7: Lee Clancy\'s Getting Users Over the Hump - Boosting Conversion to Paid  at Virtual Goods Summit West

Attractive Demographics

70% Female

60% 18+ yrs old

60% USA

Page 8: Lee Clancy\'s Getting Users Over the Hump - Boosting Conversion to Paid  at Virtual Goods Summit West

Diverting new users

directly into the store

= 20% lift in number of

users buying goods

#1: Take them to the store

Page 9: Lee Clancy\'s Getting Users Over the Hump - Boosting Conversion to Paid  at Virtual Goods Summit West

#2: Make them an offer they can’t refuse

$0.99 offer =

150% increase in

VIP members

Page 10: Lee Clancy\'s Getting Users Over the Hump - Boosting Conversion to Paid  at Virtual Goods Summit West

#3: Give them many ways to pay

Page 11: Lee Clancy\'s Getting Users Over the Hump - Boosting Conversion to Paid  at Virtual Goods Summit West

#4: Give them new ways to pay

+

=15% lift in VIP signups &

revenue

Page 12: Lee Clancy\'s Getting Users Over the Hump - Boosting Conversion to Paid  at Virtual Goods Summit West

#5: Give them cool ways to pay

$50 “3D Prepaid Card”

• Collaborative effort with

specific retail partner

(Target)

• Higher price point

resulted in incremental lift

• “3D collectable art”

reinforces brand

Page 13: Lee Clancy\'s Getting Users Over the Hump - Boosting Conversion to Paid  at Virtual Goods Summit West

#6: Keep your inventory fresh

4+ Million

Virtual Items

April 2004 October 2010

Page 14: Lee Clancy\'s Getting Users Over the Hump - Boosting Conversion to Paid  at Virtual Goods Summit West

#7: Give them free stuff

Gifts available only

with purchase = 10%-

20% lift vs. no gift

Page 15: Lee Clancy\'s Getting Users Over the Hump - Boosting Conversion to Paid  at Virtual Goods Summit West

#8: Make spending cool

Page 16: Lee Clancy\'s Getting Users Over the Hump - Boosting Conversion to Paid  at Virtual Goods Summit West

#9: Let them be creative

More than 1/3 of

IMVU revenue comes

from Creators

Page 17: Lee Clancy\'s Getting Users Over the Hump - Boosting Conversion to Paid  at Virtual Goods Summit West

#10: Turn users into sellers

The top 20 virtual

items sold

represent only 0.2%

of all credits spent

Page 18: Lee Clancy\'s Getting Users Over the Hump - Boosting Conversion to Paid  at Virtual Goods Summit West

#11: Give them new ways to spend

3 new games = 10%

of credits sunk via

entire catalog

Page 19: Lee Clancy\'s Getting Users Over the Hump - Boosting Conversion to Paid  at Virtual Goods Summit West

#12: Speak their language

Coming soon!

Tune in next

time for lift…

Page 20: Lee Clancy\'s Getting Users Over the Hump - Boosting Conversion to Paid  at Virtual Goods Summit West

Shameless Plug

We’re Hiring!

www.imvu.com/jobs

Page 21: Lee Clancy\'s Getting Users Over the Hump - Boosting Conversion to Paid  at Virtual Goods Summit West

Q & A

Lee Clancy

SVP Product Management

& GM Direct Revenue

IMVU Inc.

[email protected]

www.imvu.com/jobs

Page 22: Lee Clancy\'s Getting Users Over the Hump - Boosting Conversion to Paid  at Virtual Goods Summit West

Customer

Money

Credits

IMVUCreator Credit Sink

IMVU’s Virtual EconomyIMVU’s Virtual Economy

Page 23: Lee Clancy\'s Getting Users Over the Hump - Boosting Conversion to Paid  at Virtual Goods Summit West

Consider secondary markets

• Users get cheap credits (vs. IMVU’s retail price)

• Creators get to cash credits out for real dollars

• Resellers earn spread between creator sell & user buy