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RISKS
Risks to the growth of the virtual goods market include inability of companies to
develop compelling games and services utilizing virtual goods and consumer slow
down in online spending.
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important disclosure information, including an attestation under Regulation Analyst certification, found on pages 8 - 10 of
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Page 1 of 10
Industry Note
January 22, 2010
Internet Users Show Willingness To Spend Money On Virtual Goods. In a recent Piper Jaffray survey of 332 Internet users
(qualified by making one or more online purchases in the last three months, which was 90% of respondents), we discovered that 8% of
Internet users say they are willing to spend real money on virtual items. Another 9% are unsure if they are willing to spend money on
virtual items or not, and the remaining 83% claim to be unwilling to spend on virtual goods. While this is the first time we have
collected data on the topic we believe the number of Internet users willing to pay for virtual items is likely higher today than it was a
year ago based on the extreme growth in popularity of social games like Farmville and Mafia Wars. We expect the consumer comfort
level to grow as users spend more time playing social games and using social networks. We estimate the worldwide virtual goods
market to grow to $6 billion by 2013, up from $1.3 billion in 2008. We believe that by 2013, the U.S. will contribute $2.5 billion to the
overall virtual goods market.
Question: Would you be willing to pay real money for virtual items in a game? For example, paying $1 for more 'energy' in a
competitive online game with a friend.
No, I
Yes, but I would not
Yes and I have not be willing
have done it yet to pay Not sure Total
14 13 275 30 332
TOTAL 4% 4% 83% 9%
Source: Piper Jaffray
Virtual Goods Estimates: Most Exciting Growth Opportunity Online. We estimate the worldwide virtual goods market totaled
$2.2 billion in 2009 and we expect the market to grow to $6 billion by 2013. We believe a significant portion of this revenue will
continue to come from the International markets. We estimate U.S. virtual goods sales will make up only 28% of total virtual goods in
2009, but grow to 41% of the total by 2013 as social gaming and widgets become more advanced and more widely used. We expect
consumers to become increasingly comfortable with paying real cash for virtual items, with the near term opportunity in converting the
9% of the Internet that is unsure if they would be willing to pay real dollars for virtual ones. We believe ultimately, by 2013, the U.S.
will contribute $2.5 billion to the overall virtual goods markets.
$3,000 160%
140%
$2,500
120%
$2,000
100%
$1,500 80%
60%
$1,000
40%
$500
20%
$- 0%
2008E 2009E 2010E 2011E 2012E 2013E
Page 2 of 10
Industry Note
January 22, 2010
$7,000 80%
70%
$6,000
60%
$5,000
50%
$4,000
40%
$3,000
30%
$2,000
20%
$1,000
10%
$- 0%
2008E 2009E 2010E 2011E 2012E 2013E
Other Highlights; Unsurprisingly, Virtual Goods Buyers Are Comfortable Shopping Online Among Other Activities. Our
survey also revealed a number of themes among current buyers of virtual goods:
• Currently, Internet users at the lowest and higher ends of the income spectrum seem to be purchasers of virtual goods. We believe
this suggests two takeaways. First, teens and pre-teens are engaging in these games and finding ways to pay for goods. Second,
young professionals are likely also engaging heavily in social gaming.
• Buyers of virtual goods seem to generally be heavy video (TV, online, etc.) consumers.
• Buyers of virtual goods seem to generally be comfortable with purchasing other digital items online as many current buyers of
virtual goods also consume paid content on iTunes.
• Subscribing to email marketing programs appears to be popular among users of virtual goods.
• Virtual goods buyers are frequent buyers of real goods online and expect to spend more online in general and on big ticket items
over the next year.
Page 3 of 10
Industry Note
January 22, 2010
Income And Willingness To Purchase Virtual Goods
No, I
Yes, but I would not
Yes and I have not be willing
have done it yet to pay Not sure
Less than
$15,000 10% 0% 78% 13%
$15,000 -
$30,000 1% 5% 86% 8%
$30,001 -
$45,000 6% 2% 80% 12%
$45,001 -
$60,000 2% 6% 88% 4%
$60,001 -
$75,000 0% 0% 82% 18%
$75,001 -
$90,000 13% 13% 75% 0%
$90,001 -
$105,000 11% 11% 63% 16%
More than
$105,000 0% 0% 93% 7%
Prefer not to
answer 0% 0% 100% 0%
Source: Piper Jaffray
Hours Per Week Spent Consuming Video Media And Willingness To Purchase Virtual Goods
No, I
Yes, but I would not
Yes and I have not be willing
have done it yet to pay Not sure
0 to 3 3% 2% 86% 9%
4 to 6 2% 10% 78% 10%
7 to 9 3% 6% 85% 6%
10 to 12 0% 2% 83% 15%
13 to 15 6% 0% 80% 14%
16 to 18 4% 4% 85% 8%
Page 4 of 10
Industry Note
January 22, 2010
Online Sources Used To Watch Video And Willingness To Purchase Virtual Goods
No, I
Yes, but I would not
Yes and I have not be willing
have done it yet to pay Not sure
I don't watch
video over
the internet 1% 1% 87% 10%
YouTube 8% 8% 76% 7%
Hulu 10% 4% 79% 6%
Netflix 10% 6% 73% 12%
iTunes 33% 5% 52% 10%
Fancast 29% 0% 57% 14%
TV.com 24% 12% 47% 18%
blockbuster.c
om 50% 17% 17% 17%
cinemanow.c
om 60% 0% 20% 20%
Other, please
specify 5% 0% 86% 9%
Source: Piper Jaffray
Page 5 of 10
Industry Note
January 22, 2010
Number Of Times User Makes Online Purchases And Willingness To Purchase Virtual Goods
No, I would
Yes, but I not be
Yes and I have not willing to
have done it yet pay Not sure
1x a month 3% 2% 85% 10%
2x a month 0% 5% 88% 6%
3x a month 3% 3% 84% 9%
Expectations For Personal Online Spending And Willingness To Purchase Virtual Goods
No, I would
Yes, but I not be
Yes and I have not willing to
have done it yet pay Not sure
Plan to increase
online spending
20% or more in
next 12 months 40% 0% 60% 0%
Plan to increase
online spending
10% to 20% in the
next 12 months 0% 27% 64% 9%
Plan to increase
online spending 5%
to 10% in the next
12 months 0% 16% 76% 8%
Plan to spend
about the same
amount (+5% to -
5%) 3% 1% 85% 10%
Plan to decrease
online spending 5%
to 10% in the next
12 months 0% 0% 100% 0%
Plan to decrease
online spending
10% to 20% in the
next 12 months 0% 0% 90% 10%
Plan to decrease
online spending
20% or more in
next 12 months 4% 0% 88% 8%
Source: Piper Jaffray
Page 6 of 10
Industry Note
January 22, 2010
Expectations For Large Ticket Item Spending Online And Willingness To Purchase Virtual Goods
No, I would
Yes, but I not be
Yes and I have not willing to
have done it yet pay Not sure
Spend more on
large ticket items in
the next 12 months 27% 14% 55% 5%
Same amount 2% 4% 83% 11%
Spend less on
large ticket items in
the next 12 months 4% 2% 89% 6%
Page 7 of 10
Industry Note
January 22, 2010
Important Research Disclosures
Distribution of Ratings/IB Services
Piper Jaffray
IB Serv./Past 12 Mos.
Rating Count Percent Count Percent
Note: Distribution of Ratings/IB Services shows the number of companies currently in each rating category from which Piper Jaffray and its affiliates received
compensation for investment banking services within the past 12 months. FINRA rules require disclosure of which ratings most closely correspond with
"buy," "hold," and "sell" recommendations. Piper Jaffray ratings are not the equivalent of buy, hold or sell, but instead represent recommended relative
weightings. Nevertheless, Overweight corresponds most closely with buy, Neutral with hold and Underweight with sell. See Stock Rating definitions below.
Page 8 of 10
Industry Note
January 22, 2010
Important Research Disclosures
Analyst Certification — Gene Munster, Sr Research Analyst
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Page 9 of 10
Industry Note
January 22, 2010
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