Is KoinUp the Future of Avatar Social Networks?
First myspace conquered the world. In its wake came Facebook. Now, even your best friend’s mom has a Facebook account.
But what’s next? For some it will be Koinup.
Koinup is the first social networking site for your virtual life. Not exclusive to Sims gamers, Second Life devotees or WoW weekend warriors, KoinUp is a place where you can give your multiple virtual world identities their own social network.
Koinup was founded in March 2007 and has thus far chosen to focus on Second life, Imvu, WoW and Sims 2 - but are not exclusive to these worlds. The most powerful feature - some sort of integration with these games - hasn't happened yet, so Koinup instead pledges to be a place to document all your virtual world activities.
I signed up for an account and was very impressed with the ease of registration. I think it tool a minute and a half total with no frustrating or invasive queries for personal information. It was also fun to get the user name I always try and grab on new sites - without resorting to a 36 letter mutation of an English word or a numeric sequence after the handle of choice.
Koinup's design is fairly straight forward, although not as intuitive as it could be. Where Koinup stumbles is the English language. It doesn't have the easy colloquialism of most Web 2.0 sites. A couple snippets:
It's very easy to use and it allow to anyone who have some ideas to tell stories.
Koinup takes your privacy very seriously. For more info, give a look to our Privacy Policy.
But the founders, Italians Pierluigi Casolari (CEO) and Edoardo Turelli (CTO), likely speak their native language better than I. Casolari pulls double duty as the site's content creator, but there's room for a translator or English editor on their team.
Koinup allows users to upload videos such as Machinima and tutorials, associated still images and still image series referred to as storyboards. One of the great features Koinup has incorporated is CrossPosting, or the ability to load pictures onto Flickr and other photo sharing sites from within the Koinup uploading system. At this point, CrossPosting doesn’t work with video or storyboards but perhaps that will come next.
One aspect of Koinup that stood out was the site's emphasis on “Coolness” (their word). Obviously the idea of karma or kudos or cred has been present in social networking sites almost from day 1, but never has it been tacked on quite so blatantly. Site members themselves in addition to the media they uploaded are ranked on coolness. The coolness of media is determined using the usual vectors like views and comments, but member coolness is determined with a "unique" metric.
Members are ranked on coolness based on the popularity of their work (naturally) but also by the number of times that member has flagged offensive material in other people’s profiles.
This is a bit of a head scratcher. It's akin to incentivizing programmers for finding bugs. Obviously peer moderation is crucial in a user created content environment, but such a direct rewarding for overzealous policing seems destined to backfire.
Ideas like Koinup are inevitable, but Koinup is in need of much refinement before it serves its audience well. I'm looking forward to the next iteration of an avatar social network - whether it's Koinup or not - as we're certain to hear a lot more about social networking for the metaverse.
Three questions, a couple that Koinup might answer:
- Do people use similar avatar personalities in different worlds?
- How many people use multiple virtual worlds concurrently?
- Couldn't Facebook or myspace easily incorporate avatar profiles - either on their own or as a section of your primary profile - thereby eroding the market for standalone avatar social networks?
Virtual Goods Summit 2007 – Videos, Top 10 Notes, Raw Notes
Virtual Goods Summit 2007 - Conference Videos
As has already been reported on several sites, the videos from June's inaugural Virtual Goods Summit at Stanford are now online. Thanks to the organizers for making the videos freely available - I wish more conferences did this.
I took a heap of notes at the Summit, so why not share them now as well, both in "Top 10" and raw format.
My Top 10 Notes from the Virtual Goods Summit:
1. James Hong of HotorNot.com
On HotorNot, users can purchase a $10 rose to send to other users. The rose dies 2 weeks later. HotorNot figured there were three value propositions inherent to a real life rose: the flower itself, the gesture of giving it, and the trophy effect of having received it. HotorNot figured that for virtual roses, 2 out of 3 of those values weren't bad - and they were right. The $10 rose is HotorNot's highest priced item, but it is still their best seller. James Hong said re: price elasticity, "It's not impossible that if we raised the price of the rose, we'd sell even more."
2. Paul Thind of Habbo Hotel
Habbo puts spending caps on every payment method to control economy & keep parents happy - so users can spend money only on 2-3 set days of the week.
3. Craig Sherman of Gaia Online
Gaia has three full time people on staff whose job it is to open envelopes filled with dollar bills and coins because people are desperate to get money into their accounts but can't find a suitable payment method.
4. Min Kim of Nexon
Average user lifetime in a Nexon game is 2-4 years; Audition, Nexon's newest game, is 50% female; Maple Story and Kart Rider are 20-30% female.
5. Tim Stevens of Doppelganger
The typical console game would not benefit from virtual item sales because of its lack of a continuing connection with its audience. I.e. the game launches, everyone buys and plays it, then most if not all of them leave very quickly for the next game. The community doesn't grow and care about their presence in the game long-term.
6. Daniel James of Three Rings
The average Puzzle Pirates user spends 2.5 hours per day in the game. Some drop in and leave, but others spend up to 9 hours a day in-game.
7. Raph Koster of Areae
Regarding preventing and tracing fraud: "You need to serialize everything - so you can trace the path of a virtual coin right back through to its minting."
8. Kyra Reppen of Neopets
Neopets builds their item packages and costs around a template metric of $10-15 per complete outfit.
9. Kevin Efrusy of Accel Partners - Facebook's VC
The Facebook gifting service was just an experiment. A third party will use the newly-launched Facebook Application Platform to deliver a far more successful gifting solution. He said if he were an independent developer, he'd be working on that right now as he believes it is a huge opportunity.
10. Eric Bethke of GoPets
GoPets users are 80% female, one third of whom are in North America. Users are spread throughout the 20s, 30s, 40s, 50s age groups. Interestingly, GoPets highest ARPU is from the low 30s age group.
All of my raw, totally unedited notes from the Virtual Goods Summit, after the jump.
Is Gaia Online About to Sell?
From this article: Gaia looking to sell?
It would certainly make sense given the post-penguin acquisition fever. Gaia Online is the very popular anime hangout for US teens. And they're boasting some excellent numbers these days:
- World’s fastest growing hangout for teens.
- #2 forum with 1 billion posts, over 1M posts yesterday, 2M monthly unique visitors.
- Avg simultaneous users 64K. 3x growth since May 2006.
- Avg minutes per session: 48 - Beating MySpace, Facebook, Habbo, Runescape, Puzzle Pirates
- 85% US users, 55% female audience, 300k users log in daily.
- .5m uniques a month this time last year, now doing 2.5m uniques/month.
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