Sramana: Do you track specific key performance indicators within the virtual worlds or just those indicators related to new users? Sebastian Funke: Prior to this year we did not look at key performance indicators inside of our product because we did not have the capability to do so. There was not a clear user funnel.
Sramana: What is the Smeet virtual world like? Sebastian Funke: It is a browser-based virtual world where you can dress your avatar, chat with other people, and have private rooms which you can decorate with virtual items. Virtual items are purchased with virtual currency, and you buy virtual currency with real money that you buy
Sramana: How long did it take you to realize that what you had set out to do was not going to happen? Sebastian Funke: Way too long. We spent a lot of time trying to optimize the product by adding features and more capabilities. We never really looked at what the users wanted. We never
If you haven’t already, please study our Bootstrapping Course and Investor Introductions page. Sebastian Funke is the CEO and co-founder of Smeet, a free browser-based 3-D social chat game. He co-founded Smeet in 2006 directly out of college. Sebastian was born in East Germany and moved to Berlin when he was nine. Today Smeet is based in Berlin with
Sramana: What are the demographics of the people who play your games? Kenny Rosenblatt: Our largest demographic is women 35 and older who live in the United States. Sramana: There are some women-focused ad networks like Glam Media. Have you experienced those networks? Kenny Rosenblatt: We have talked with Glam and others, but the deal
Sramana: Are you applying any other type of monetization model, such as advertising? Kenny Rosenblatt: We recognized that 97% of the users would only play free, so we do put advertisements in front of those users so we receive some compensation. Sramana: What kind of strategies do you use for advertising? Kenny Rosenblatt: We focus
Sramana: What was the result of making a strategic shift to develop gaming applications following a B2B strategy? Kenny Rosenblatt: We saw explosive growth. We had four people and now have over 80.
Sramana: By this time you were a full year into bootstrapping the company, you had already had a complete development cycle failure, and now you have to give away the only game you have been able to bring to market because people don’t want to pay for it. How did you survive? Kenny Rosenblatt: We