register now and save
Receive Email Updates
  
No spam here.



 

2009 Virtual Goods Investment Report

$1.38 Billion Invested in 87 Virtual Goods-Related Companies Worldwide in 2009

The 2009 Virtual Goods Investment Report, compiled by our www.VirtualGoodsNews.com blog, tracks virtual goods-related investments over the course of 2009. The report details more than $1.38 billion ($1,380,822,000) invested in 87 virtual goods-related companies. The news comes in advance of the Virtual Goods Conference @ Engage! Expo, taking place February 16-17, 2010 in New York City.

Details on individual companies, the amount invested, list of investors, market segment and more can be found at http://www.engagedigitalmedia.com/research/2009/vg2009invest.html

The investment amount represents more than three times the amount of money invested in the virtual goods space in 2008 when $408 million was invested. The total number of companies receiving investment money also increased year-over-year: 87 in 2009 compared with 34 in 2008, an increase of more than 100 percent. It is important to note that of the $1.38 billion invested for the year $398.3 million is acquisition related.

The largest two acquisitions were Electronic Arts’ $300 million acquisition of Playfish and China-based KongZhong’s $80 million acquisition of China-based Dacheng. In total, 18 acquisitions took place during the year. In all but five instances the transaction amounts were not disclosed

An in-depth look at the virtual goods business climate will be discussed at the upcoming Engage! Expo, taking place February 16-17, 2010 in New York City.

"Virtual goods was the hot story of 2009, driving investment that crossed over into game development, virtual currency, payment services, and social networks," said Christopher Sherman, CEO of Engage Digital Media. "In the fourth quarter alone companies raised an astounding $944 million, more than double the amount raised in all four quarters of 2008. Also noteworthy was the number of acquisitions in the space - 18 of the course of the year – with half of those taking place in the 4th quarter."

Super Size Me: Extraordinary Number of Investments; Investment Amounts

The performance of the virtual goods space in 2009 is extraordinary given that the year was one of economic hardship in most tech-related sectors. The overall increase in total funds invested in the space and an increase in the average amount of individual investments defies a major freeze in new investments that occurred during the first and second quarters of the year. The fourth quarter of 2009 delivered the best overall quarter for the virtual goods space since Engage Digital Media began tracking investments, both in total number and total value of investments made, with almost a billion dollars invested in 30 companies.

The single largest investment in the virtual goods space was the $300 million game publisher Electronic Arts paid to acquire social games developer Playfish in November.

Digital Sky Technologies' $380 Million Virtual Goods Play

Russian firm Digital Sky Technologies was by far the largest investor in the space in 2009 with its investments in Zynga and Facebook. Digital Sky invested $200 million in the social network Facebook, and it invested a further $180 million in the social game publisher Zynga. It is worth noting that Facebook serves as the primary platform for most of Zynga’s games.

While Facebook does not derive the majority of its income from virtual goods, it still generates about $75 million annually from sales of virtual gifts (according to previously reported estimates). It has also launched a virtual currency platform that may begin generating significant revenue for the company in 2010. These factors, and its role as the primary platform for Zynga’s games, underscore the close relationship Facebook has with the virtual goods industry. Facebook’s role in the virtual goods space is not expected to diminish significantly in 2010.

Worldwide Participation

The fourth largest investment in the virtual goods space, in the US, went to social gaming firm RockYou, with $50 million invested by Asian backer Softbank. The fifth largest investment in the US, $43 million for social games developer and publisher Playdom, is also noteworthy. Social gaming is perhaps the single most important trend in the overall virtual goods space in 2009. In 2008, only about $82 million was invested in the entirety of the social games space. In 2009, over $600 million was invested directly in the space, not counting any investments in social networks or non-gaming social developers.

A major Chinese investment of the year - one that ties the massive $180 million investment in Zynga - took place when US firm Sequoia Capital came together with Chinese firms Fountainvest Partners and CITIC Capital to pour $180 million into the Chinese web portal Sina. This web portal features its own virtual currency and limited virtual goods offerings, though its overall revenue has been estimated to be 70% ad-generated. Regardless, the investment was counted in light of Sina’s rivalry with Chinese virtual goods giant Tencent.

"Another major trend that emerges in 2009 is a wave of investments in start-ups designed not to sell virtual goods directly, but either to help users pay for them or to help developers with transaction processing and economy management," Alicia Ashby, reporter for VirtualGoodsNews.com said. "Roughly $100 million of this year’s investment funds, excluding the giant Facebook investment, went toward companies that either primarily or in part generate revenue by providing platform and payment services to social game developers."

Additional Research Notes

Note that this report is primarily limited to investment and acquisition data for games, worlds, and platforms that could be confirmed as monetizing or in all likelihood are intending to monetize, at least in part, though sales of virtual goods or currency.

In addition, some investments were included that were known to include mixtures of both debt and equity funding in unknown proportion, for the sake of completeness. These investments are LiveGamer’s $2.8 million and PaymentOne’s $7 million in Q3. If the proportion of debt to equity in these funding rounds is ever publicly disclosed, the numbers will be adjusted accordingly.

It is worth noting that 2009 saw 29 investments of undisclosed value. While these investments are counted toward the total number of companies that received investment in 2009, no value is attributed to them when counting the dollar amount invested in the virtual goods space in 2009. As such, the total actual amount of money invested in virtual goods in 2009 in all likelihood exceeds the $1.38 billion total, though it is impossible to know how much larger that adjusted total might be.

Some investments and acquisitions from Q1 and Q2 not included in Engage Digital Media’s original quarterly reports have been included to this report. In most cases, these investments concerned companies that received investment early in the year, which were then later revealed to include virtual goods as part of their business plan.

Engage Digital Media covers the virtual good sector with daily updates on the www.virtualgoodsnews.com blog. The upcoming Engage! Expo will devote an entire track to the growing sector.

This latest research complements Engage Digital Media's recently announced Virtual Goods Industry Forecast 2010 Forecast. The Forecast, available for download from http://www.engagedigitalmedia.com/research/ collects responses from over 30 industry executives, analysts, observers, and thought leaders on what the coming year holds for the virtual goods industry.

Engage Digital Media is a leading producer of trade events and media that focus on social media, games, virtual worlds, and user engagement. Engage events include Engage! Conference and Expo, Digital Law Conference, 3D Training, Learning and Collaboration (3DTLC) Conference. The company also publishes timely market research and leading industry news blogs VirtualWorldsNews.com and VirtualGoodsNews.com. More information about Engage Digital Media can be found at http://www.EngageDigitalMedia.com .

 

 

 

Copyright © 2003 - 2010 Show Initiative, LLC. All rights reserved. Engage! Expo, Engage! Passport, Engage! Digital Media are trademarks of Engage Digital Media P.O. Box 200489, Austin, TX 78613.