Posts Tagged ‘virtual currency’

Payment Method Breakdown for Digital Commerce

Tuesday, May 18th, 2010

Many of the questions we get asked about online billing are focused on how prevalent certain payment methods are and which ones our merchants should offer for their customers.

As our CEO discussed in his last webinar (Innovation in Business Models), the overall breakdown for payments by type across all ecommerce is summarized in the chart below with information from Javelin Research.

The 29% labeled “other” consists of everything from bank transfers (ACH / ECP), PayPal, mobile SMS billing and additional alternative payment methods such as BillMeLater. As this breakdown is measured across all ecommerce, the results are skewed towards internet retailers such as Amazon.com, Ticketmaster and airlines. For digital commerce (merchants only offering digital goods and services and driving revenue with subscriptions, virtual goods or virtual currencies), the results are even more biased towards payment cards. Also, the mix of alternative payments will be different with the most common ones being prepaid cards, PayPal, and SMS billing.

However, not all payment card brands are created equal – while we were digging through the mountains of data handled by CashBox recently, we found a nice high-level summary for the breakdown of the payment cards brands (credit & debit) that passed through our systems last year.

  • Visa: 63%
  • MasterCard: 26%
  • American Express: 9%
  • Discover: 2%

Or, to put it graphically:

As you can see, the overwhelming majority belongs to Visa, with Mastercard making up just over a quarter of card-based transactions. The other card brands (Carte Bleu, JCB, Diner’s) make up a negligible percent of transactions. Admittedly, this is skewed towards the US, as over 2/3 of our merchant’s customers pay in US Dollars. Combining this with the ecommerce statistic, this means that Visa is responsible for almost 45% of all transactions on the internet.

As always, your mileage may vary with customer demographic and product uniqueness, but the key takeaway for merchants should be to focus on the big 2 or 3 brands and think about reducing the number of payment card choices on your buy page.

Virtual Goods & Accounting

Tuesday, February 9th, 2010

A recent post by Bill Gurley on his blog summarized accounting rules for virtual goods as laid out by Mick Bobroff of Ernst & Young and discussed the benefits of “rental models” for online game and virtual world companies. The main points made are:

  1. Virtual currency cannot be recognized as revenue when sold – it can only be recognized upon use (purchasing virtual goods with the currency)
  2. Virtual goods should be classified as consumable or durable depending on their usage
  3. To properly manage revenue recognition, companies will need to track and manage each virtual item in their system as well as customer statistics such as average customer lifetime value (ACLV)

Of course, everyone should check with their accounting team to set their own policies, but these rules are common sense and mirror the rules in use for prepaid cards.

The second part of Bill’s post talks about the major benefits of renting virtual goods, thereby transforming all virtual goods into “consumable” ones. This does help with the accounting complexity, but takes away the ability for users to collect and hoard which has proven to be an excellent motivator.

My main caution about using the rental model for virtual goods is that basing decisions on accounting rules is probably not the best route to take in the hyper-competitive online game and virtual world industries.