Posts Tagged ‘Virtual Goods’

Payment Ecosystem Myths – Part 3

Wednesday, January 5th, 2011

Happy New Year!  Last month we posted Parts 1 and 2 of the Payment Ecosystem Myths series in which we highlighted topics ranging from being the “Merchant of Record” to the customer buying experience.  We have a few more myths to slay in this latest installment…

“There is no way to keep my chargeback rate below the 1% limit imposed by Visa” – This is a myth from companies that have a naturally high chargeback rate, such as gaming and dating, and that haven’t been able to control their chargeback rates in the past. This is simply not true and is a symptom that the company has limited resources and an incomplete knowledge of the possibilities afforded today by technology. As a reference point, we consistently help our clients stay under 1%.

“I don’t have a chargeback problem, our rate is at 0.2%” – On the flip side, many merchants have taken the opposite approach and dedicated resources to eliminating chargebacks altogether. This approach is also flawed for digital goods merchants. For a company with a cost of goods sold that is nearly zero, it makes no sense to turn potentially good customers away — the “false positive” problem of unwittingly turning away customers who could generate significant long-term value.  The cost of turning a good customer away — their lifetime value — often far outweighs the cost of a chargeback.

“Customers don’t like  _____________ (virtual goods, virtual currency, automatically recurring subscriptions).” – Companies regularly make decisions about their business models and customer experience based on incomplete knowledge or stories gleaned from bad past experiences. As many have advocated, testing is the best way to find what really works for your community.  The examples given in the title are encountered often and deserve special mention.

  • Virtual Goods / Virtual CurrencyVirtual goods are a proven method to engage and monetize communities and the market is estimated to be worth several billion dollars, and virtual currency is the best method to date of enabling virtual goods purchases. Virtual currencies are ideal for many digital businesses and should be considered as an option for online monetization.
  • Automatically Recurring Subscriptions – In the same vein, many companies are afraid to offer subscriptions. Subscriptions come with their own set of complications (managing them requires additional thought and solutions), but they are the best method for monetizing digital goods and content that is available. Subscriptions work very well standalone, or in conjunction with a virtual goods business and create a fantastic and predictable revenue stream. Some companies are timid about making their subscriptions renew automatically, but the most common feedback from customers is that they are thankful to not bear the burden of managing their payment.

This list, spread over three posts, spreads some of the knowledge we’ve learned while helping digital goods merchants become successful. We’re always happy to chat with you further about these or other issues — just let us know if you have something else that you’ve always wondered about digital goods or payments.

On the road again…

Thursday, September 16th, 2010

The fall conference season is officially here and we’re going to be all over the place in the next several weeks… If you’re going to any of the conferences listed below and want to meet up, just let us know – info (at) vindicia.com is the best way. Our networking and learning tour begins starts in New York and Santa Clara, swings through Austin and ends up back here in SF & LA.

We’re always happy to talk about payments, billing and the impact on each industry – see you all there!

Customer Data Ownership

Monday, August 9th, 2010

New companies are being formed every day – here in Silicon Valley, we see a lot of activity and buzz around all of the companies that are creating the next big thing. This is always exciting to follow, but for us here at Vindicia, it is doubly interesting. We take note of the business models and the target markets for these startups as we’ve built our business on meeting the needs of companies selling digital goods online to consumers. One trend we’ve been seeing lately is a sharp growth in the number of consumer-focused startups. This is great, but as many players are new to accepting direct payments from consumers, considerable thought should be given to the business strategies and how to be successful both near- and long-term.

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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.