Virtual Land ROI

How To Value Virtual Land?

As they say, the value of “Virtual Land” is a $64,000 question and the answer will vary based on the factors that make up the specific ‘Virtual Land” being appraised. In most cases, “Virtual Land” is connected to an “Augmented Reality” [AR] or a “Virtual Reality” [VR] environment, commonly this is related to an online game world.

With our A.X.R 360 Games “Clickable Hotspots” represent “Virtual Land” that can be rented for marketing and advertising purposes.

Merchants buy “Visitor Traffic” every day to bring potential buyers to their websites. Advertising using one of our “Hotspots” is similar to using other CPC advertising networks:


What Makes our Virtual Land Different?

Unlike other games, the specific focus for “Virtual Land” (ie; “Clickable Hotspot”) ownership in our games is the advertising income that can be earned from the subject hotspot.

We also go further with this concept by operating a dedicated “Ad Server” that manages the offer and sale of your advertising, on a “Do-it-yourself” (DIY) basis allowing advertisers to place and pay for advertising 24/7 hands-free for the “Virtual Land Owner”.

While “Virtual Land Owners” are able to at any time adjust their own prices for use of their “Hotspots”, the default setting is based on market rates and is set by the game managers when land is transferred.

How Land Owners, known as “Land Barons” make a return (ROI) which is the difference between what they paid, and what is sold or rented for less rental management fees.

The next questions:

  • How much is a “Clickable Hotspot” worth to an advertiser?
  • What is the “Rental Management Fee”?
  • How many “Clicks” are expected for a single “Clickable Hotspot”?
  • How much can a “Land Baron” earn from a “Clickable Hotspot”?


In-Game Advertising Value

Unfortunately, a wide scan of the internet fails to produce a lot of great articles and breakdowns concerning the value and pricing for “In-Game Advertising”, so the purpose of this section is to summarize the industry. For more see: In-Game Advertising

There are several types of “In-Game Advertising:

DYNAMIC IN-GAME ADVERTISING - Real-time insert/remove used for most Internet advertising

Dynamic In-Game Advertising = $4.00 -to- $12.00 CPM

This is the most common real-time insert/remove used for most Internet advertising. This format is commonly used to deliver integrated billboards, posters, and banners into the game environment.

This works well for time-sensitive campaigns and allows for targeting methods including geo-targeting, day-parting, and targeting specific games or genres within our network.

Factors that influence the CPM rate:

  • Availability of an agency/media buying discount;
  • Availability of inventory;
  • Overall budget/size of the campaign;
STATIC IN-GAME ADVERTISING - Programmed or embedded directly into the game

Static In-Game Advertising = $50,000 -to- $500,000

This type of advertising is programmed or embedded directly into the game. Best compared to product placement in movies or television. Once pled into a game, this advertising cannot be removed.

Pricing is generally based on:

  • The level of integration;
  • Expected audience size;
  • Game success;
  • Flat Fee Agreement;
  • Requires aligning the “advertisement” with game elements;
ADVERGAMES - Specifically designed to promote a brand or a product

Advergaming = $15,000 -to- $100,000

This genre of games is specifically designed to promote a brand or a product. Like In-Game advertising, this will require preparation. Typically the most expensive form of game-based advertising because it is dedicated to a single advertiser and is generally free to the user.

In effect, this type of game advertising is a promotional creation that aims to gather players around a particular brand or product so the entire cost is to the advertiser. It is possible to mitigate this cost by customizing a pre-built popular game format.


Our Model Targets | Casual Achievers and Explorers

The nature of our gaming is predominately the ‘Casual Gamer”, and while we will likely enjoy a draw and subsequent traffic from both Hardcore and Medium care gamers, we will focus our primary attention on attracting the Casual Player” who is statistically our target market.

  • The casual player is also typically a more affluent and educated player

While we currently do not offer multi-player games, we do have teams, leader boards, levels, and badges that promote player competition for points. We also maintain forums and chat between players.

In short, we offer functions that promote competition, comparison, and other features that will appeal to the Socializer-Player.


Gamer Classification

According to Dr. Richard Bartle, in the 1990s, there are four types of game players:

While this is a dated study, the basics remain static. But should be compared to the following classification of mobile gamers.

ACHIEVERS - They will go to great lengths to achieve rewards
  • They Like To = Win, create, compare, show-off, and challenges;
  • Single-Player = Games that offer ratings, appeal to Achievers;
  • Multi-Player  = Show off their skill and hold elite status to others; *a1

Also known as “Diamonds” (♦), these are players who prefer to gain “points”, levels, equipment, and other concrete measurements of succeeding in a game. They will go to great lengths to achieve rewards that are merely cosmetic.
The more they win, the better. Achievers also expect the game to challenge them. More, they want others to share the experience and awe at their achievements in the game. These folks want badges, and they want to show them off. They will figure what badges they don’t have and get them.


*a1 – Microsoft’s Xbox Live utilizes the Gamerscore to reward Achievers, who can get points by completing difficult “Achievements” in the various games they purchase. They can, in turn, compare themselves to other gamers from around the world.

EXPLORERS - They are the treasure hunters that turn one every stone.
  • They Like To = Explore, curate, review, and rate or vote;
  • Single-Player = Paying attention and solving puzzles, find your way out, etc;
  • Multi-Player  = Become bored when they have experienced its content;

Explorers, dubbed “Spades” (♠) for their tendency to dig around, are players who prefer discovering areas and immerse themselves in the game world. They are often annoyed by time-restricted missions as that does not allow them to traverse at their own pace. They enjoy finding glitches or a hidden easter egg.
Naturally curious, they enjoy the discovery and the process of things. They are the treasure hunters that turn one every stone and find every secret. The Explorer discovers the wrong way, rather than experiencing a ‘failure’. Some feel the need to map the experience and share the secrets with others.
They are also content creators, that enjoy and share the twists and turns of the journey. For these, it’s useful to have an overreaching narrative, then craft an experience that gives an ‘Epic Meaning’ to the game.

KILLERS - Clearly the disruptive force in multi-player games
  • They Like To = Troll, cheat, hack, heckle, and harass;
  • Multi-Player = Cause mayhem, pitting one’s skills against other players;

Clubs” (♣) is an accurate moniker for what the Killer likes to do. They thrive on competition with other players and prefer fighting them to scripted computer-controlled opponents.

Clearly, the disruptive force in multi-player games is the player that uses any trick to complete. The Killer has only one goal, to win. Not a lot of positive words for Killers, they are ingenious for workarounds and hacks.

Generally, you want to avoid these players. They seldom help your game.

SOCIALIZERS - The game is merely a tool they use to meet others.
  • They Like To = Comment, help, greet, share, and gift;
  • Single-Player = Objective explore and be find the game secrets;
  • Multi-Player = Provides limitless potential for new relationships;

There is a multitude of gamers who choose to play games for the social aspect, rather than the actual game itself. These players are known as Socializers or “Hearts”. (♥) They gain the most enjoyment from a game by interacting with other players, and sometimes, computer-controlled characters with personality. The game is merely a tool they use to meet others in-game or outside of it.

The Socializer is the Ambassador of the games, and will happily congratulate others on achievements. They will spark discussions and comment and share opinions freely. They don’t play for their own pleasure they seek social interaction. These folks are best attracted to multi-player games. The Socializer comes to the rescue when other players need advice or class to the game.

The four types of “Mobile Gamers” are classified as follows:

CASUAL - On a break, commenting, or relaxing after work

These are predominately people that are killing some time. They are on a break, commenting, or relaxing after work. These people are not strongly vested in the game, they just want quick, easy, entertainment.

Complex strategy games on Monday, and puzzles on Wednesday, they are often not committed to a single game but do prefer the casual game.

  • Casual gamers = puzzle, strategy, scavenger/treasure hunt;
  • 49% American committed player 13% occasional gamers;
  • Occasional player play 1+ monthly;
  • Hyper-Casual Gamers = more a biz model than a gaming genre;
  • Most puzzle players are millennials 54+ not so much, 18-24 very popular;
  • Mostly women;
  • Most popular with affluent players income $250k+, more purchasing power;
  • Strategy games = 18-24 + 35-54, 17% Male vs. 15.8% female;
  • Strategy games = 30% make $250k+ smallest group under $50k;
  • Strategy games = mostly educated, high income, west coast;
  • Gamers = 18-24 = 33% | 25-34 = 40% | 35-44 = 25% | 45-54 = 18%
  • Big earners play more 65% earning $250k+ = Play one+ times daily;
HARDCORE - They live and breathe the game

Deep divers, live and breathe the game. They will play during conversations, during lunch, or at a party. They know every release and plan to be first in line for the next upgrade.

They socialize with other players on FB and a minor smartphone glitch is a really big deal.

MIDCORE - Not rushing the play the latest games

These folks tend to dabble, and they are not rushing the play the latest games, they play when in the mood. They tend to stick to a specific genre, and many were previous hardcore gamers that just choose to limit their playtime more than previously.

SOCIAL - Associate gameplay with building relationships.

These folks tend to associate gameplay with building relationships and they enjoy multi-player games with friends and family. They enjoy game-related trivia, and they tend to be competitive and enjoy beating friends at the game.





  1. 4 Types Of Gamers And Learner Engagement
  2. Bartle taxonomy of player types
  3. In-Game Advertising Pricing and Costs
  4. Mobile Gamer Demographics
  5. Who is the Modern Gamer?


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