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Re: ed7777777 post# 1642

Friday, 07/24/2015 1:05:35 PM

Friday, July 24, 2015 1:05:35 PM

Post# of 1685
not sure what trendabls? is yet

very little advertising brand revenue yet

little actual sale online sale of games for sub 1 dollar/game

does anybody know how virtual currency from playing the games is converted to actual sales/currency? since i dont play these games i've forever wondered that and we have more explanation now of the revenue model but i dont see how the conversion works

where can these games be accessed online other than their website- they talk about insufficient funds to market the games

these big players who have proven their ability to play corporate internal games beyond measure are receiving large stock based compensation for doing what now that the internal restructuring is done?

income increase has been very incremental-ca 3000/qtr increase
due to lack of marketing 10q indicates

the one bright spot is all issued convertibles in the lists that i can see are convertible at 5c without the usual draconian concessions -usually convertibles are convertible at a small % of current stock price but that hasnt been done by MYGG here as per the 10q
-which logically indicates so far that convertible recipients are satisfied pps will rise above 5c at some point



How We Intend to Generate Revenue

We have pay-to-play and free-to-play games in our portfolio of gaming applications. As a result, we generate revenue through various channels and mechanisms, namely: game sales; brand-partnerships & advertising; virtual currency and virtual item sales; and brand-partner product sales.

Game Sales

Pay-To-Play. For our pay-to-play games, we generate revenue through the sale of the games to MyGO Gamers. Generally, the cost of the games is less than $1.00, and we recognize revenue from the sale of the game at the time of purchase, however as the Company improves its tracking and analytics capabilities, the Company will transition to recognizing revenue ratably over the estimated average period MyGO Gamers typically play the purchased game (see Revenue Recognition), which is estimated to range from three to 24 months, depending on the title. Upgraded editions or new level packages can be developed and sold to augment a legacy title that proves popular to continue monetization.

Free-to-Play. For our free-to-play games, we operate our games as free downloadable games. We generate revenue primarily from the in-game sale of virtual currency and items to our MyGO Gamers and in-game advertising to our brand-partners.

Brand-Partnerships & Advertising

We generate a portion of our revenue from brand-partners who want to be featured in our games. The revenue generated is part fixed and part variable; however, at this time, all revenue from brand-partnerships & advertising is a small overall contributor to our total revenue.

The fixed component of brand-partner revenue is paid upon signing of an initial agreement with a brand-partner. As part of the agreement, the brand-partner will pay a fixed amount to remain featured in the game; the revenue is recognized ratably over the term of the agreement.

The variable component of brand-partner revenue results from the sale of Brand-Partner Product Sales (see below).

Virtual Currency & Virtual Items

In our games developed by MGG, we incorporate a virtual currency - GO Bucks - that can only be redeemed for virtual items within the game and cannot be withdrawn. At this time, virtual currency purchased in one of our games cannot be used in another of our games. Revenue from the sale of our virtual currency is recognized at the time of purchase; however as the Company improves its tracking and analytics capabilities, the Company will transition to recognize revenue when the MyGO Gamer purchases an item with the virtual currency.

Our MyGO Gamers can purchase virtual items, which enhance and expand their game experience. These virtual items include items such as extra lives and skill-enhancing boosters, as well as the ability to unlock additional game content. Our micro-transaction model includes multiple opportunities throughout gameplay for our MyGO Gamers to buy virtual items. A typical "consumable" virtual item is used immediately. We offer "durable" virtual items in some of our games. A MyGO Gamer can use these items over extended periods of gameplay, and they typically have a higher purchase price. Nearly all virtual items are purchased with GO Bucks. The majority of our sales of virtual items are consumable in nature, with durable goods making up a relatively small percentage of the total mix.

Imo. Do your dd before investing. I'm not a financial adviser nor compensated for my posts. They don't believe what they say, so why should you?

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