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Virtual Currency Report

Enthusiasm for online games, the surging popularity of social networks, and the ongoing fascination with Facebook Credits, is driving interest in virtual currency with online sellers in the U.S. Yet virtual currencies are not a new phenomenon. They have been popular in Asia and to a lesser degree in Europe for many years and have been an integral element of online game for over a decade. In this report Glenbrook examines how leading game developers and social networks utilize virtual currencies to drive monetization.

Our focus is on describing what virtual currencies are, how they work, who uses them, and why. We describe the general characteristics and key attributes of a typical virtual currency program, demonstrating the strategic choices facing online sites as they contemplate whether or not a virtual currency is an attractive addition to their monetization strategy.

Our investigation spans multiple dimensions — how virtual currencies are positioned in the monetization mix, how they are distributed to and purchased by end-users, and how online consumers and third parties use them. Against this backdrop, we explore the similarities and differences between Facebook Credits, Microsoft Point, PlaySpan Ultimate Points, Tencent Q Coin, Second Life Linden Dollars, World of Warcraft Gold, various Zynga currencies, and the experimental BitCoin digital currency.

This report does not examine virtual currency infrastructure providers or explain the specific mechanics of how a gaming site or social network implements a virtual currency. Instead, our intention is to demonstrate how a wide range of online properties have implemented virtual currencies and illustrate the business choices that they have made. 

 


Argentina Cover Virtual Currency Report

Analysts: Russ Jones and Erin McCune

Revision Date: February 2012

Number of Pages: 45

Price: $695 USD

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Table of Contents

VIRTUAL CURRENCY BACKGROUND

What is a Virtual Currency?

Who Uses Virtual Currencies and Why?

How Are Virtual Currencies Used?

VIRTUAL CURRENCY COMPARISON CRITERIA

Positioning Criteria

Currency Exclusivity

Parallel Currencies

Currency Tiering

Funding Criteria

Channls

Buy-In Rate

SKU Packaging

Payment Methods

Variation by Channel

Variation by Partner

Variation by Tender Type

Refundability

Taxation

Exchange Rate

Non-Monetary Sourcing

Management Criteria

Point of Purchase

Balance Inquiry and Account Dashboard

Balance Auto Top-Up

Usage Criteria

Supported Use Cases

Use Scope

Exchange

Withdrawal

Ancillary Criteria

Bulk Purchases

Secondary Market

Promotional Currency

Expiration and Non-Use

Closed Accounts

Third Party Usage

Redemption Rate

Payout Window

Chargeback Liability

Chargeback Threshold

Restrictions

VIRTUAL CURRENCY PROGRAM COMPARISONS

Facebook Credits

Microsoft Points

PlaySpan Ultimate Points

Tencent Q Coins

Second Life Linden Dollars

World of Warcraft Gold

Zynga (Various Currencies)

BitCoin

ABOUT GLENBROOK

Firm Background

About the Analysts


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