Sony's Home virtual world hits 17M users and finds a business model in virtual goods

Two years after its debut, Sony‘s Home online virtual world for PlayStation gamers has hit 17 million users worldwide. The virtual community has now grown into a gathering place where gamers can play hundreds of games, attend droves of events, and buy lots of virtual goods. The multi-year effort is becoming Sony’s big play in the digital online marketplace for video game fans.

Along with user growth, Home’s revenues have also begun to take off, said Jack Buser (pictured below), director of PlayStation Home at Sony, in an interview today. Home is a virtual world on the PlayStation Network where you can create a realistic animated avatar and wander among virtual sites such as shopping malls, movie theaters, or game arcades. Back in the summer, when Sony launched a new indie game effort in Home, it had 14 million users.

A lot of virtual worlds have failed in the past year. Linden Lab’s Second Life has seen its own turmoil as it parted ways with both its chief executive and its founder. But at two years, Buser says Home is thriving because it is all about “games, games, games.” Gamers who own PlayStation 3 consoles are the only ones who log into Home, and Home’s fans tend to be the hardcore among the hardcore. They’re willing to spend a lot of hours in home, with the average session time at 70 minutes. And they also spend a lot of money. The engagement level with Home is thus likely far higher than the engagement in simple social games or generic virtual worlds.

During the past year in particular, Sony has ratcheted up its emphasis on providing free-to-play games within the virtual environment of Home. There are now 236 games in Home, compared to 9 games in 2008. There are also 7,000 virtual items, available either for free or purchase, compared to 114 two years ago. And Home has staged 600 community events, compared to 25 in 2008. Buser says all of that suggests that Home is gaining momentum and its monetization is getting better and better.

Citing company policy, Buser declined to say whether Home is profitable. But he said the virtual goods and micro-transaction model makes it easy for Sony to make money. On top of that, Home is a testing ground for other kinds of business models, such as in-game advertising, sponsorships, and other models. Sony did disclose that, in the first quarter of 2010, revenues were three times greater than the year before.

“To be able to understand and participate in this kind of emerging business is a huge competitive advantage for Sony,” Buser said. “In 2011, you’ll see these business models become more mature. We are showing that you can fuse the models of the console business with the digital business.”

As an example of an attractive virtual goods game, Buser pointed to Midway, where you buy tickets and use them to play carnival games. The cost of the game play is about 2 cents per session, Buser said. Compared to other paid games, that’s a pretty good value. And after a while, with 17 million gamers on Home, those pennies start adding up, Buser said.

Sony’s partners within Home include 30 big brands, including Disney, Turner, Paramount, Ubisoft, Square Enix, Electronic Arts, Take-Two Interactive’s 2K label and RockStar Games, Konami and Fox. Rather than simple mini games, Home is now host to full-length games developed by prominent indie developers.

“We came from humble beginnings but we are seeing incredible momentum,” Buser said.

Today, Sony also introduced more new games for the PlayStation Home platform. The new games include Novus Prime from Hellfire Games (pictured at top); Midway 2 (pictured above) from Mass Media; Conspiracy from Jet Set Games (coming early 2011); and Sodium 2 (racing game pictured above) from Outso, coming in the spring of 2011. Outso launched Sodium One a year ago. Buser said the fact that indie game developers are creating sequels to Home games shows that the platform is an attractive one.

In contrast to simpler web-based games, Sony Home games have cool 3D graphics and are often more like console-quality games. They are more expensive to develop, but they can be a lot more engaging than simpler titles.

  • http://twitter.com/rodolfor Rodolfo Rosini

    It's at time like these that I would like to have one of those giant foam hands, you know, the ones you see at hockey matches, to slap the guy from Sony.Lies, damned lies and statistics. We are told that there are 17 million people that at least logged once on Home. We are told that on average a user stays on 70 minutes. However we are conveniently not told the most important statistic of all, which is how many ACTIVE users they currently have.Since they're dodging that stat, there can be only an answer: an embarrassingly low number.

  • http://twitter.com/Satan_Sataniel Gaurav Bakshi

    Rodolfo you are pretty much correct in your analysis. Leave aside disclosing active users, one would also need to know Actual ARPU to determine a fail or success rate. I bet Home's AARPU is less than 0.70 USD

  • http://twitter.com/jdrch Judah Richardson

    Talk about a quiet success. I remember trying it out back in 2008 and then dropping it, figuring it would eventually die out as a fad. Looks like I was wrong. Sony have definitely come back strong over the past year or so, both with Netflix HD streaming and this.

  • http://twitter.com/RoblemHogarth Roblem Hogarth

    Ah yes yet another phoned in article pointlessly slamming Second Life then praising a dead in the water virtual world from a well known company. Did you do an article like this about Google's Lively a few years ago too? Lets look at the actual numbers shall we? 17 Million users spending an average of 70 Minutes in home. That's my experience too, I TRIED out Home for free on my PS3 about 2 years ago and probably spent over an hour checking it out ONCE. I was unimpressed and never went back or spent a dime on it. So of course I am one of the 17M “users”. 2 years later they have had hundreds of events, hundreds of games and 7000 virtual items.Now lets look at second life. 21.5 million people have tried out second life, ACTIVE users average over a million. Event listings run over 200 every day. It's nearly impossible to estimate the number of games or virtual items available. I can personally say my partner and I have created thousands of virtual items and have created dozens of games ranging from haunted houses to murder mysterys. Clearly there is a reason Sony doesn't publish all of their numbers. Don't get me wrong I know Home is a good place to find people to find other games and it looks like a they have a fair number of mini games to play. As far as a virtual world it really doesn't come close to Second Life.

  • http://pulse.yahoo.com/_75KIL7HDI2ZTJB5V5MSBBJEWP4 AB

    Ah yes, I'm sure that developers are making sequels to their Home games because they are simply insane. That explanation works well with the theory that Home has very few active users, so let's just go with that. Gotta love those wacky insane game developers.

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