IMVU Presentation

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Transcript of IMVU Presentation

Virtual Goods Summit UniversityOctober 29, 2009

An Avatar-Based Social Network and 3D Virtual WorldLee Clancy

VP Product Management andGeneral Manager of Direct Revenue

Company Overview

• Founded in April, 2004

• Based in Palo Alto, CA

• 59 employees

• 3 institutional rounds

• $30M raised

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Snapshot

• 40M+ registered users

• 6M uniques/month

• $25M+ revenue run rate

• Profitable

Cumulative Registrations

Revenue Directly from Consumers

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100%Advertising

ConsumerDirect

IMVU Revenue Mix

Strong Demographics

69% Female

58% 18+ years old

62% USA

High Engagement

• 60+ minutes per day in 3D chat per user

• 80k+ peak simultaneous online users per day

• 770k chat sessions per day

• 175k virtual items sold daily

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User Generated Content

3 Million Virtual Items

Customer

Money

IMVU’s Virtual Economy

Credits

IMVUDevelope

r Credit Sink

It’s all about community

Key Learnings

Virtual goods are consumer products

Payment options must be flexible

UGC is hard

Patience is a virtue

Celebrating with Mohawks

Q & A