• February 29th, 2012

    Study: U.S. Consumer Spending On Virtual Goods Grew To $2.3 Billion In 2011

    virtual-currency

    It’s not exactly a secret that gaming has found new life on the web, social and mobile platforms. Of course, with it, especially the rise in free-to-play gaming, developers need to find ways to monetize their apps, or their browser-based games. Beyond mobile or banner advertising, there is the option of in-app or in-game purchases — the old in-game freemium model. Give your game away for free, sell new levels, armor, weapons, life for a buck or two. Lots of games have incorporated virtual marketplaces to hawk virtual goods of all kinds. → Read More

    August 4th, 2011

    Report: More Gamers Are Using Real Money On Virtual Goods; Women More Likely To Use Facebook Credits

    PlaySpan Picture

    A new study is being released by Visa-owned PlaySpan with research firm VGMarket on how and what gamers are spending on virtual goods. According to the study, nearly one-third of the general gamer population has used real world money (as opposed to virtual currency) to purchase virtual goods. Console games with online play account for the majority (51%) of virtual purchases using real world money, with social networking games (30%) coming in at second.

    The report shows that 48% of the general gamer population have purchased in-game currency over the last 12 months and in terms of frequency, 57% of the general gamer population said they make purchases of virtual items using real world money at least once every month, with 72% of the general population citing that they would spend more or about the same as they did last year. → Read More

    February 9th, 2011

    Visa Buys Virtual Goods Monetization Platform PlaySpan For $190 Million In Cash

    PlaySpan, a virtual goods monetization platform, has been acquired by Visa. According to the release, Visa will pay $190 million in cash for the company, plus additional payouts for performance milestones. The deal comes nearly a year after Visa spent a whopping $2 billion on e-payment company CyberSource. Visa says that the acquisition of PlaySpan complements the CyberSource deal and will extend the company’s presence in digital and mobile commerce.

    This is a big exit for PlaySpan, which has raised a total of $46 million in funding since its launch four years ago. PlaySpan has been growing like a weed, striking partnerships with a number of social network, gaming and media companies, including Viacom, Disney, Facebook, Ubisoft, and Sanrio. → Read More

    November 11th, 2010

    PlaySpan's Ultimate Pay Brings In-App Mobile Payments To Android Devices

    On the heels of announcing a payments partnership with Facebook, PlaySpan is making another announcement regarding the startup’s UltimatePay payments product. PlaySpan is launching UltimatePay Mobile, a virtual currency and micropayments monetization widget for smartphone platforms. The initial private beta launch will support Android phones and Nokia phones with WebRuntime installed.

    UltimatePay is a ‘Monetization as a Service’ platform for apps, games, videos and digital goods. Based on the user’s location, the payments platform draws from over 85 different payment options. Because of its vast variety of payment options (which include PayPal, pre-paid cards, and a number of credit cards), UltimatePay is designed for a global audience. → Read More

    October 13th, 2010

    Facebook Taps PlaySpan's UltimatePay To Offer 20 More Ways To Pay For Credits

    PlaySpan has been on a tear recently, striking partnerships with a number of gaming and media companies, including Ubisoft, Sanrio and others. And today, the company is getting another vote of confidence—from Facebook. The social network will now offer PlaySpan’s UltimatePay payments product as a payments option for users who buy Facebook Credits, the network’s virtual currency that is used in more than 200 games and applications from over 75 developers. In conjunction with the announcement, Facebook is opening up credits to more developers today.

    UltimatePay is a ‘Monetization as a Service’ platform for apps, games, videos and digital goods. Based on the user’s location, the payments platform draws from over 85 different payment options. Because of its vast variety of payment options (which include PayPal, pre-paid cards, and a number of credit cards), UltimatePay is designed for a global audience. → Read More

    October 6th, 2010

    Ubisoft Taps Playspan To Power Virtual Goods Platform

    PlaySpan has just inked a deal to power a virtual goods monetization platform for video game giant Ubisoft, adding to a number of high-profile deals with game developers and media companies.

    PlaySpan powers virtual goods marketplaces across 1,000 video games and virtual world publishers PlaySpan-powered marketplaces lets users sell, exchange and purchase online game items, virtual goods, and game currencies for online games and applications. The platforms also allow publishers to managing global micropayments, ecommerce, and micro-transactions across 180 countries. Current customers include Sanrio, Adobe, Viacom/Nickelodeon, Disney and Warner Brothers. → Read More

    August 19th, 2010

    PlaySpan Raises $18 Million For Virtual Goods Marketplace; Will Expand To Europe And Asia

    Virtual goods marketplace platform Playspan has raised $18 million in Series C funding led by Vodafone Ventures and Softbank Bodhi Fund, with existing investors Menlo Ventures, Novel TMT Ventures, STIC, and others participating in the round. This brings the startup’s total funding to a whopping $42 million.

    PlaySpan powers virtual goods marketplaces across 1,000 video games and virtual world publishers and. PlaySpan-powered marketplaces lets users sell, exchange and purchase online game items, virtual goods, and game currencies for online games and applications. The platforms also allow publishers to managing global micropayments, ecommerce, and micro-transactions across 180 countries. And the company operates virtual goods storefronts on Facebook, MySpace, within games and on its standalone site. → Read More

    August 10th, 2010

    Playspan To Power Payments In Sanrio's Social Game Hello Kitty Online

    Playspan has scored a number of high profile deals to power micropayments for social networks, game developers, media companies and gaming platforms. Today, Playspan is announcing that it will be deploying its payments platform on Sanrio Digital’s social game Hello Kitty Online.

    Hello Kitty Online, which is in private beta, is the official massively multiplayer online game (MMOG) of Sanrio’s Hello Kitty brand. Hello Kitty Online combines elements of social networking, including blogs, video sharing and email, as well as gaming components such as customizable avatars, guilds, pets and crafting. → Read More

    July 9th, 2010

    PlaySpan Brings Pay-Per-View Micropayments To Online Video Marketplace


    Micropayments startup PlaySpan has primarily focused on powering transactions for virtual goods, but today the startup is moving onto videos. PlaySpan is launching its PriceYourVideo Platform which essentially allows video producers to sell views via a micropayments model.

    Any video content producer can sell their videos on PlaySpan’s marketplace and can price their uploads accordingly. Producers can also donate proceeds to charity for videos that are available free elsewhere. It’s fairly simple and similar in theory to news organizations that are charging micropayments for viewing articles. → Read More

    May 13th, 2010

    PlaySpan Partners With Snoop Dogg To Sell Celebrity Branded Virtual Goods

    Micropayments startup PlaySpan is partnering with rapper and producer Snoop Dogg, and branded virtual goods agency Virtual Greats to sell a premium line of licensed Snoop Dogg digital items for sale. PlaySpan powers micro-payments across over 1,000 video games and virtual worlds and has virtual goods storefronts on Facebook, MySpace, within games and on its standalone site.

    The Snoop Dogg goods will first appear in PlaySpan’s marketplace on virtual world IMVU and will include Snoop hats, sunglasses, bikinis, assorted clothing items, branded dance floors, signature moves, musical instruments, and complete DJ sets. The price will range rice from $2 and up. → Read More

    March 5th, 2010

    PlaySpan Partners With Gaming Community Nonoba To Power Micropayments


    Micropayments startup PlaySpan has another partnership to add to the list. The startup has signed deals with hi5, THQ and Nickelodeon, and most recently Adobe. Today, PlaySpan is partnering with Nonoba, which offers a Ning-like platform for game development. → Read More

    March 3rd, 2010

    Adobe Taps PlaySpan To Power Payments For AIR Developer Platform Shibuya

    Micropayments startups PlaySpan is racking up the partnerships. The startup has signed deals with hi5, THQ and Nickelodeon, and today, with Adobe. PlaySpan the payments platform for Adobe’s developer service, codenamed Shibuya. PlaySpan powers micro-payments across over 1,000 video games and virtual worlds and has virtual goods storefronts on Facebook, MySpace, within games and on its standalone site.

    In private beta, Shibuya allows Adobe developers to monetize their Adobe AIR applications through a try-and-buy mechanism, and allows developers to upload and sell their applications on the Adobe AIR Marketplace. To enable micro-payments via PlaySpan, developers can add a few lines of provisioning code, set the price and trial period, and then publish the application with the payments technology. Developers will also receive reports, analytics, and automatic settlements on a monthly basis. → Read More

    January 14th, 2010

    PlaySpan Strikes Deal With THQ To Power Micropayments

    Micropayments startup PlaySpan has struck a major deal with games publisher THQ to power payments for its virtual currency. PlaySpan powers micro-payments across over 1,000 video games and virtual worlds and has virtual goods storefronts on Facebook, MySpace, within games and on its standalone site. THQ will be using PlaySpan’s payment methods to allow online gamers to purchase ICE (the company’s virtual currency) for the game Dragonica Online.

    PlaySpan’s platform is attractive to many game publishers because it offers more than 85 global payment methods. And the payments platform also provides a comprehensive credit card processing and fraud risk management services. Dragonica Online is a popular free-to-play multiplayer online casual game that allows players to purchase additional content and features via ICE cash. → Read More

    January 12th, 2010

    PlaySpan: $30 Million Spent On Virtual Gifts Over Holiday Season

    Should we be considering virtual goods when evaluating online holiday spending? We’ve seen that e-commerce spending over the holidays was strong, with consumers shelling out nearly $30 billion over a period of a few months. Now, virtual goods platform PlaySpan reports that digital goods have seen a similar, if smaller trend, with Americans spending $30 million on virtual gifts in November and December of 2009.

    It’s no surprise that the digital goods world saw strong sales over the past year; the business was projected to make $1 billion in 2009. And as virtual goods are booming, various startups have emerged to capitalize on this growth by facilitating the exchange around these goods. → Read More

    October 29th, 2009

    PlaySpan Strikes Deal With Nickelodeon To Power Microtransactions

    We just wrote about PlaySpan’s recent study showing positive growth in the exchange and e-commerce of virtual goods exchange. PlaySpan powers micro-payments across over 1,000 video games and virtual worlds and has virtual goods storefronts on Facebook, MySpace, within games and on its standalone site. Today, PlaySpan is announcing a fairly significant deal with Nickelodeon to power payment services for virtual goods and microtransactions for the Nickelodeon Kids and Family Virtual Worlds Group.

    PlaySpan’s technology and services will power Nickelodeon’s virtual worlds’ currency, called NeoCash, across multiple payment providers including credit cards and prepaid cards. Through PlaySpan’s subsidiary PayByCash, Nickelodeon will offer users over 80 global payment methods.

    This is a big move for PlaySpan, considering Nickelodeon’s vast reach and popular games, including virtual world NeoPets, which has a user base of 45 million gamers. PlaySpan recently acquired micro-transaction app developer Spare Change, which powered micropayments across 700 social networking apps on Facebook, MySpace, and Bebo. Earlier this year, PlaySpan also made deal to power micropayments on hi5. → Read More

    October 28th, 2009

    PlaySpan Study Shows Growth In Virtual Goods Marketplace

    Virtual goods are booming and there are various startups who are capitalizing on this growth by facilitating the exchange and e-commerce around these goods. PlaySpan, which powers micro-payments across over 1,000 video games and virtual worlds, has virtual goods storefronts on Facebook, MySpace, within games and on its standalone site.

    The marketplace lets users sell, exchange and purchase online game items, virtual goods, and game currencies for online games and applications. Today, PlaySpan is releasing a study in conjunction with research firm VGMarket, which reveals interesting statistics about consumer behavior with virtual goods. → Read More

    August 24th, 2009

    Virtual Gaming Marketplace Live Gamer Acquires Twofish To Boost Micropayments Platform

    Live Gamer, an online marketplace for players to trade and buy video game virtual goods, has acquired microtransaction platform Twofish, in an effort to boost its virtual economy. The terms of the acquisition were not disclosed. In conjunction with game makers, Live Gamer’s platform lets online game players trade virtual goods they earn in games. The company’s latest move makes sense—as micropayments in the gaming world heat up, gaming marketplaces need to power their virtual commerce platforms.

    Twofish is a startup that basically powers micro-transaction systems for gaming companies. The company’s flagship product, Twofish Elements, provides several layers of service. The first is an accounting and currency management system that takes care of a game’s virtual currency and its relation to real currency. The second is a catalog of virtual items that can be bought within a particular game. And the third is an analytics tool that lets publishers track the goods being bought within their games. → Read More

    July 16th, 2009

    PlaySpan Launches Virtual Goods Marketplace On Facebook And MySpace

    Micro-payments across the gaming world is gaining serious traction, especially on social networks. PlaySpan, which powers micro-payments across over 1,000 video games and virtual worlds, is launching marketplace storefronts for Facebook and MySpace (which will be rolled out soon). The marketplace will which let users purchase online game items, virtual goods, and game currencies for online games and applications directly from their social networks.

    What makes the marketplace interesting is that you can buy, trade, and sell goods within the marketplaces on Facebook and MySpace and then use the items in online game environments. And making a transaction on the marketplace becomes a whole lot more social, as your friends may be able to see it on your NewsFeed. PlaySpan, which recently acquired micro-transaction app developer Spare Change, has processed more than $50 million worth of micro-transactions through its PayByCash and Ultimate Game Card products. PlaySpan also raised $16.8 million in a series B funding last Fall from Easton Capital Group, Menlo Ventures, Novel TMT Ventures, and STIC. The startup was founded by a 12-year-old, Arjun Mehta, but it is actually run by his father, CEO and co-founder Karl Mehta. → Read More

    May 12th, 2009

    Zeevex Debuts Virtual Currency For Online Games

    Come July, Atlanta-based Zeevex is going to start selling its Xtreme Online Game Card in more than 20,000 brick-and-mortar retailers in the U.S. thanks to a distribution partnership with InComm, providing a way for gamers to buy virtual currency offline to redeem their online value through the Zeevex website at a later stage. By doing so, users create what Zeevex calls a ‘Digital Locker’, containing so-called Zeev Tokens that can be used for a variety of uses in online video games (e.g., for purchases of Gold or Coins, monthly subscriptions, one-time fees, and micro-transactions).

    This is very similar to what PlaySpan is up to with its Ultimate Game Card. For more perspective on their product, read about their recent deal with hi5 or their acquisition of Spare Change.

    According to the press release, the Zeevex Digital Lockers will include social network plug-ins (for Facebook, Twitter, MySpace and Bebo) so users can trade Zeev Tokens with anyone but also provide parental controls and support for micro-transactions as low as 5 cents. → Read More

    April 21st, 2009

    Micro-Consolidation: PlaySpan Buys Spare Change

    The micro-industry forming around micro-transactions is now going through some micro-consolidation. PlaySpan, which is quickly racking up micro-payments across hundreds of video games and virtual worlds, is acquiring Spare Change Payments, a startup which focuses on micro-transactions for social networking apps. The value of the cash-and-stock deal was not disclosed.

    PlaySpan raised $16.8 million in a series B funding just last February from Easton Capital Group, Menlo Ventures, Novel TMT Ventures, and STIC. The startup was famously founded by a 12-year-old, Arjun Mehta, but it is really run by his father, CEO and co-founder Karl Mehta.

    The company has processed more than $50 million worth of micro-transactions through its PayByCash and Ultimate Game Card products. While its focus so far has been games and virtual worlds, it recently began making its own forays into social networks with a deal to power some micropayments on hi5. But Spare Change already has more momentum on social networks. It powers micropayments across 700 social networking apps on Facebook, MySpace, and Bebo, and is on its way to processing $30 million worth of transactions this year. As the social networks and online games collide, and developers seek new ways to make money other than advertising, micropayments will continue to grow. → Read More

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