I just found this article at RedHerring.com (a reputable technology business site) that outlines Neopets' new NeoCash plan. The link is
http://www.redherring.com/Article.aspx? ... dServices#For those who don't want to click, here's the article in its entirety:
Neopets to Sell Premium Items: Virtual pet powerhouse to start taking real cash for digital goodies.June 20, 2007
By
Ryan OlsonViacom subsidiary Neopets, a popular online community targeted at kids and teens, on Wednesday said it plans to begin selling virtual items for real money.
The news comes as the MTV property searches for ways to expand its business amid a flurry of activity in online games, communities, and virtual worlds. Virtual items could become a strong secondary revenue stream for Neopets, which until now has capitalized on its large audience by selling banner advertisements.
Neopets currently has more than 40 million registered users around the world, and nearly 12 million unique visitors come to the site each month to adopt virtual pets, play games, and socialize. Neopets launched in 1999 and was acquired by Viacom in June 2005 for $160 million (see Viacom Nabs Neopets: $160M).
On June 28, the site will begin selling virtual items in online boutiques that are part of the beta version of its new NC Mall. Visitors from the U.S. and Canada will be able to view and purchase goodies for their pets like sparkling ruby slippers, wings of flame, and twinkling faerie tiaras using a new virtual currency dubbed Neocash.
Neopets users will initially only be able to purchase Neocash via Paypal, but the company plans to expand to include things like prepaid cards available at retail. International versions of the NC Mall are also in the works.
Neocash will coexist with Neopoints, a currency Neopets users can already earn by playing games and completing quests. Players also use Neopoints to buy digital items, but Neopets representatives said these points will not be exchangeable with the new Neocash.
The move was designed to give users another option for customizing their characters, said Neopets Senior Vice President and General Manager Kyra Reppen.
Big MoneyThe market for virtual items such as clothing and accessories, online real estate, and game characters represents a rapidly growing segment of the online game business and could be worth as much as $3.5 billion by 2011, Ted Pollak, president of video game investment firm EE Fund Management said in a recent interview (see Sparter Opens Virtual Money Market).
DFC Intelligence predicts the larger worldwide market for online games, which includes virtual items, could top $13 billion by 2012, up from $4.5 billion in 2006.
Neopets is working with Korean online gaming specialist Nexon to handle the virtual item sales. In November the two companies announced a partnership that includes support for Nexon’s efforts in the U.S. and Neopets’ international expansion (see MTV to Drive Kart Rider to the U.S.).
Nexon is just one of many Asian companies with years of experience selling virtual items in online video games. In 2005 the company posted worldwide revenues of $230 million, 85 percent of which came from virtual items.
The company said earlier this year that North American players spent more than $1.6 million on virtual items in its fantasy online role-playing game Maple Story during the month of February alone (see Is Asia the Next Hollywood?).