Quick Overview
Founded in 2004, it's taken less than 6 years for IMVU, a 3D avatar chat game and virtual world, to become profitable with a $40 million annual revenue run rate (i.e. estimated annual revenue). The 90-employee company gets a large chunk of that revenue by selling virtual currency to 50 million registered users, including subscribers and non-subscribers. This case study outlines how they do it. (Hint: It starts with engagement.) Target Market
"Our target is any user over 18 y...
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