SXSW: Artists & Labels Embrace Virtual Worlds

Preview:

DESCRIPTION

Presented at South by Southwest in Austin, TX 3/16/2010 Music labels (Atlantic Records, EMI, Sony BMG) and musicians (Metric, Katy Perry, Weezer, Rob Thomas, Ice-T) are embracing virtual worlds by creating branded stores and virtual merchandise that engage their fans and promote and sell music and memorabilia. Learn how virtual worlds are changing the music industry and creating new revenue streams and promotion opportunities.

Citation preview

Artists & Labels Embrace Virtual Worlds

Lee ClancySVP Product Management & GM Direct RevenueIMVU Inc.

SXSW - March 16, 2010

2

Today’s Session

• About IMVU

• Video: IMVU Rocks!

• Music on IMVU

• Q & A

3

An online community where members use 3D avatars to meet new people, chat, create and play

What’s IMVU?

4

Company Overview

• Founded in April, 2004

• Based in Palo Alto, CA

• 70 employees

• 3 institutional rounds

• $30M raised

5

0

10

20

30

40

45M

Business Snapshot

• 3D avatars

• Virtual goods

• 45M registered users

• 10M uniques/month

• $30M+ revenue run rate

• Profitable

Cumulative Registrations

6

Attractive Demographics

70% Female

60% 18+ yrs old

60% USA

7

User-Generated Content

0.0

0.5

1.0

1.5

2.0

2.5

3.0M

06/04

12/04

06/05

12/05

06/06

12/06

06/07

12/07

06/08

12/08

06/09

3+ Million Virtual Items

8

Celebrating with Mohawks

9

Shameless Promotional Plug

We’re Hiring!www.imvu.com/jobs

10

Video: IMVU Rocks!http://www.youtube.com/watch?

v=oBGgXN1dFTY

11

IMVU Music Store

• We sell music:

– Non-interactive streaming (for use on IMVU

only)

– Downloads (DRM-free MP3)

• Both major label & independent artists

• Catalog includes over 2.4 million tracks

• Launched in November 2008

12

Music as Shared Social Experience

Music is an inherently social experience on IMVU:

• Users buy music to listen to it together…

• …and dance, dress up, or play DJ

• IMVU sells it all: dance animations, clothing &

3D furnishings

• 12 million hours listened (since launch)

• 234 million total listens (since launch)

13

Music as Retention Driver

Music buyers on IMVU…

• Are typically adult (18+)

• Buy an average of 6 (teens) to 19 (adults)

tracks

• Buy early in their IMVU experience (during

1st week)

• Remain on IMVU 6x longer than non-music

buyers

14

Promotion & Artist Development

IMVU is an effective social venue for artist

promotion:

• Album launch support via IMVU (750,000

Facebook Fans)

• Not just a retailer, but a diverse community in

many genres

• Platform for emerging artists via TuneCore

partnership

15

Emerging Opportunities

IMVU’s unique music environment enables new

experiences:

• Branded virtual merchandise campaigns with

top artists

• Artist IP + 3D virtual content = new fan

engagement

First time ever: Pink Floyd will allow IMVU “Creators” to build new 3D content using the band’s licensed trademarks

16

Q & A