Users of IMVU, the popular web-based virtual chat room network profiled on GigaOM last June, can purchase songs from a catalog of 1 million tracks, either as a stream to be played within IMVU or as DRM-free MP3s they can play anywhere.
Flying under the proverbial radar for the last four years, the web-based virtual world chatroom IMVU has released new jaw-breaking data: Since April 2004, it has amassed 20 million registered accounts, with 600,000 of those active monthly users. By comparison, Second Life took five years to acquire about 550,000 active users.
The company, well known to web surfers because of its ubiquitous ads, is now earning $1 million a month in revenue, 90 percent of that from the sale of virtual currency and 10 percent from banner ads embedded in its interface, CEO Cary Rosenzweig said. That works out to about $1.66 a month per active user. By VC Jeremy Liew’s estimate, market leaders Habbo Hotel and Club Penguin are earning $1.30 and $1.62 monthly average revenue per user, respectively. How did IMVU grow?