Professional Documents
Culture Documents
The Evolution of
Habbo Hotel’s
Virtual Economy
what is Habbo? virtual world for teens
free to play
microtransactions
pay for stuff
2008
$74M
global operation
16 instances of the world
offices in 13 countries
=
Habbo community aimed at 16 virtual economies
31 countries on 6 continents
Dec 2009 - Feb 2010 timeframe
Virtual Worlds
2 Emergent currencies
Phase 1
3 Paid currency
No currencies at all (even paid!)
4 Tradable paid currency
5 Dual currency!
Text
persistent goods using “HABBO CHAIR SULKA”
to 555-1234 to get this chair
SMS microtransactions
(No virtual currency!)
Why did we choose this? Problem: social engineering attacks
Problem: pricing
economies need
currency, so...
Problem: multiple payment options
• 1 credit = 15 cents
Phase 3 • Super cheap items: 1 credit each
Paid currency • Regular items: 2-3 credits
• Premium items: 4-15 credits
!"!#$%&'()*+ Secondary
market
,*+&#*-./*#/0)1234
The credit pool makes it harder
!"#$%&'()*#&+'&$,-+ !"#$%&'()*#&+'&$,-+
to predict sales
Credits Credits
4*(5)!"#$%&'( 4*(5)!"#$%&'(
Increase credit consumption
doesn’t necessarily result in
Item Catalog Item Catalog increasing revenue!
Secondary
market
Secondary
market Credit Purchases: CP
Item Sales: IS
Items Items
Accumulation CA Δ = CP - IS
.'(#)'*-/')/0&12+3 .'(#)'*-/')/0&12+3
!"#$%&'()*#&+'&$,-+
Credits
Persistent goods problem persistent goods
4*(5)!"#$%&'(
Item Purchases: IP
Item Catalog Forgotten Items: FI great value proposition, good for
customer acquisition
Accumulation IA Δ = IP - FI
Secondary
market
Items High delta = danger! value piles up, need to deal with item
.'(#)'*-/')/0&12+3
value inflation
non-persistent value subscription and virtual
services goods are radically different
consumable items business models
subscription model
revenue is linear
yes
so it doesn’t double dip into the
Secondary
market
the user’s pockets
items club
optional membership,
room decoration,
collecting
avatar customization but...
Trading non-payers Paying accounts
2005
a worrying trend
emerged
Month 1 Month 2 Month 3 Month 4 Month 5 Month 6
trading
if having a trading aftermarket is great content
means people can opt not to (so users spend more time)
pay, allows item value speculation
why allow trading? (rare items = high value)
hence, trading drives sales
trade activity correlation to monetization
Users ARPU
1 2 3 4 5 6 7 8 9 10
Habbo Club
Credits Credit trading
4*(5)!"#$%&'(
Allowed users to trade credits.
Phase 4 Item Catalog
Secondary market
Economic theory: the most
Tradable paid currency liquid currency is the most
desirable currency, resulting in
the most liquid currency
Items
becoming dominant.
.'(#)'*-/')/0&12+3
After
= 1 credit
ecotron
can we fix the item inflation problem
somehow? “recycle your items!”
sink for items
is establishing sinks for persistent
goods possible, after the fact? put 5 items in,
get a random rare item back
cash piling up is bad for
Inflation
your economy
secondary market prices
primary market currency increase so new players have
sales become unstable harder time entering the
market
time
!"#$%&'()*#&+'&$,-+
Habbo Club
metric technique
Credits
Credit Purchases CP
Credit Spending CS
4*(5)!"#$%&'(
Accumulation CA Δ = CP - CS
amount of liquid cash / Item Catalog
Secondary market
Traders T
operator in the secondary Accumulation / operator
AO = CA / T
!0&1)7)(&#+ !"#$%&'()*#&+'&$,-+
5*(6)!"#$%&'(
.'(#)'*-/')/0&12+34)#($1$0(#
credits pixels
ways to drive
good for
persistent goods,
consumables
consumables &
discounts on the primary monetization: cross-link
& services (credit) market
between the economies
retention & conversion,
purpose monetization supporting primary
market
multiple currencies:
simple or complex?
", $, £
3 frequent flyer point systems
“I’m using just one currency 4 grocery store bonus point systems
in real world, why do we need credit card bonus points
shares and options
more than one in Habbo?” mortgage
pension fund
one currency
anyone who thinks the “one size fits all” system
taxation system is simple
must be insane can’t optimize for anything
bound to become complicated
multiple currencies World of Warcraft
39 currencies
larger number of systems, but: Gold
Honor & arena points, [Warsong Gulch Mark of Honor], [Arathi Basin Mark of Honor],
each is optimized [Alterac Valley Mark of Honor],[Eye of the Storm Mark of Honor], [Strand of the Ancients
Mark of Honor], [Isle of Conquest Mark of Honor], [Wintergrasp Mark of Honor], [Badge of
Justice], [Venture Coin], [Dalaran Cooking Award], [Dalaran Jewelcrafter's Token], [Stone
Keeper's Shard], [Champion's Seal], [Emblem of Heroism], [Emblem of Valor],
each is simple
[Emblem of Conquest], [Emblem of Triumph], [Emblem of Frost], [Mark of Honor Hold],
[Mark of Thrallmar], [Glowcap], [Spirit Shard], [Arcane Rune], [Holy Dust], [Halaa Battle
Token], [Halaa Research Token], [Sunmote], [Winterfin Clam], plus Tier 3 to 10 tokens
if
reducing friction in
credit spending = increased sales
2009 and
a new thought occurred trading correlates to spending
would
remove friction in trading =
increased spending?
Phase 6
let’s experiment!
official marketplace
!"#$%&'()*#&+'&$,-+
marketplace rules
posting an item offer costs 0.2 credits
(purchase 5 marketplace tickets at 1 credit)
!"#$%&'()*#&+'&$,-+
Credits
4*(5)!"#$%&'(
initially
payment networks just 3
Item Catalog
Secondary
methods
market
Items
.'(#)'*-/')/0&12+3
why so many systems?
2000 2010
The Evolution of
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Habbo Club
Pixels Credits
!"!#$%&'()*+ Secondary
market
Habbo Hotel’s
5*(6)!"#$%&'(
Items
.'(#)'*-/')/0&12+34)#($1$0(#
does economics matter for
virtual worlds?
yes!
do virtual worlds need an
economic system?