Also, it's a celebration. We think the 20 million registered users is significant, and we recently celebrated the 2 millionth digital item created, and in the catalog we have closer to 1.7 million items-- close to 1.2 million of those are fully 3D, and the balance would be 2D stickers that people create to customize their homepages. It's a testament to our user-developers. We refer to them as "content creators" internally.
VWN: And you sell those for credits, which people in turn buy from you?
CR: Over 90% of our revenue comes from the sale of credits. It's a free service, and a small percentage of people choose to buy credits, with those credits to customize their experience, whether that's stickers for the homepage, but the vast majority of what they buy are items to customize their avatars or furniture for the rooms.
VWN: How many of those items are from the company? Did you create an inventory to seed the catalog and get others going?
CR: I think the total is slightly over 2000 items that we created initially, but we don't want to be in competition with our content creators. We'd rather have the talent in-house work to help them to become even better. We're in the process of creating tutorials to help them evolve with enthusiasm and creativity, from creating a simple sticker up to creating in 3D. Of the tens of thousand who are active developers, there's a wide range of talent.
VWN: How many active developers do you have? What does it take to be active?
CR: There have been over 100,000 people who have registered as developers. At any given time, there are tens of thousands who are active and creating items. The net result is that the catalog is growing at a rate of over 3000 items/day and close to 100,000/month.
VWN: How do corporate developers fit in? I know Anshe Chung Studios is inIMVU Creditsas well as Second Life.
CR: Anshe Chung is one of our top developers. In many ways, they're unique in their capabilities. We have many other top developers, many of whom are individuals. They may or may not work with others, but we don't have a lot of details how they're running, what in effect becomes, their businesses.
With tens of thousands of developers, obviously many people create items that never get sold. Many others sell a few items, and there's the long tail effect. There are others who are prolific and popular and sell thousands of items.















