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Developers can get training on 3-D artistry and within a very short time upload their creations for a nominal credit fee.
They keep the vast majority of the credits proceeds from sales of their virtual goods.
Cary Rosenzweig, chief executive and president of the Palo Alto, Calif.-based company, said in an interview the company has doubled its revenue in the past year in spite of the recession and the cooling off of the virtual world hype.
IMVU now has more than 40 million registered users and six million unique visitors a month, according to com Score.
If developers want to cash out, they can do so through a free market economy that allows them to sell credits directly to third-party registered credit brokers, who buy and sell credits on third-party websites.
That represents a level of engagement that is enviable among entertainment sites.Some folks like to joke that it’s all sex chat, since there are a lot of racy avatars in IMVU.But Rosenzweig says it’s not a predominant part of the experience.“I think it’s important that potential partners know which companies in this space are going to be around tomorrow,” Rosenzweig said.IMVU grew its revenue primarily by increasing the sale of virtual currency to its members, who use that currency to purchase virtual goods ranging from clothing for their avatars to furniture for their rooms.
“We’re kind of like an e Bay for virtual goods,” Rosenzweig said.