No. 2012-16 22 March 2012 Technical Line Financial reporting development Recognizing revenue on the sale of virtual goods In this issue: What you need to know Overview ........................................... 1 • Many game publishers generate revenue by selling virtual goods within online games. Key considerations ............................ 2 Game-based revenue model............... 3 User-based revenue model ................ 4 Item-based revenue model ................ 4 Initial selection of and change in recognition method........................ 6 • The timing of revenue recognition can differ significantly, depending on the revenue recognition model a game publisher uses to determine when virtual goods are delivered. • Each of the revenue recognition models requires the game publishers to make certain estimates about game life or player usage patterns. Making estimates .............................. 6 Gross versus net revenue recognition .................................... 8 Overview Many publishers of social games, virtual worlds and popular multiplayer online role playing games now offer the games free of charge and give players the opportunity to purchase virtual goods to enhance their game-playing experience. Virtual goods are non-physical items represented within the game by images, animations or three-dimensional objects. Game publishers also sell characteristics that provide a player with additional or enhanced abilities (such as speed, strength or health) within a game. The free-to-play model, which is evolving, represents a big change from the online game publishing industry’s traditional practice of charging a monthly subscription fee or a fee for premium services. Many online game publishers using the free-to-play model facilitate the sale of virtual goods by incorporating a virtual currency within the game. Virtual currencies generally are earned either through player actions or through progress within the game, purchased for cash or acquired by trading previously purchased virtual Ernst & Young AccountingLink www.ey.com/us/accountinglink goods. For example, virtual currency can be earned by completing an action for an advertiser (e.g., completing a marketing survey, subscribing to a mailing list, signing up for a free trial of an unrelated vendor’s service). This publication focuses on how to recognize revenue for selling virtual goods for cash (or purchased virtual currency) in a free-to-play game environment. Key considerations Online games provided under a free-to-play model are hosted software applications for which players generally do not have the ability or the right to take possession of any software. As a result, publishers generally conclude that the software revenue recognition literature in ASC 985-605 does not apply to recognition of revenue derived from free-to-play online games and corresponding virtual goods. Because there is no specific guidance on the sale of virtual goods, publishers apply SAB Topic 13.1 Under this guidance, revenue is recognized when persuasive evidence of an arrangement exists, the seller’s price to the buyer is fixed or determinable, collection is reasonably assured and delivery has occurred or services have been rendered. Because players expect virtual goods to be available anytime they play the game or until the good is consumed, determining the timing of delivery can be tricky. The evaluation of whether the criteria in SAB Topic 13 have been satisfied depends on the specific facts and circumstances of each arrangement and often requires judgment. Publishers generally conclude that the criteria of persuasive evidence of an arrangement, a fixed or determinable fee and reasonably assured collection have been satisfied when a player purchases virtual currency or a virtual good. The reasoning is as follows: • The terms and conditions that a player agrees to when purchasing virtual currency or virtual goods are generally evidence of the arrangement. • When a player purchases virtual currency or virtual goods, the fee is often readily determinable and collection is assured because online game publishers generally do not provide any refund rights for players’ purchases of virtual currency or virtual goods and payment is made at point of sale. Further, the terms and conditions for the sale of virtual items typically state that the game publisher is under no obligation to continue hosting the game for players who purchased virtual currency or virtual goods and players have no ongoing rights to the virtual currency or virtual goods. Therefore, when a player purchases the virtual currency or virtual good, delivery is generally the only remaining revenue recognition criterion to be met. In most situations, a player who purchases a virtual good expects that good to be available anytime he or she plays the game or until that virtual good is consumed (i.e., the period of delivery for the virtual good is not clearly defined). Determining the timing of delivery requires careful analysis and depends on the facts and circumstances. Three revenue recognition models for the sale of virtual goods are used in practice: the game-based revenue model (GBRM), the user-based revenue model (UBRM) and the item-based revenue model (IBRM). Each of these models, as discussed in more detail below, reflects different expectations about the delivery period and the data available to support those expectations. 2 22 March 2012 Technical Line Recognizing revenue on the sale of virtual goods Ernst & Young AccountingLink www.ey.com/us/accountinglink The GBRM is the simplest of the three models, and the IBRM is the most precise in terms of the number of variables considered in the estimation process. Consequently, the data required to support the UBRM is more extensive than what is required to support the GBRM, and the data required to support the IBRM is more extensive than what is required for the UBRM. This publication discusses each model and provides factors to consider in determining the appropriate policy. This discussion assumes the arrangement meets the criteria of persuasive evidence of an arrangement, a fixed or determinable fee and reasonably assured collection. It also assumes there are no stated terms that require the publisher to make the game or virtual good available for a specified period. Game-based revenue model Under the GBRM, the assumed delivery period is the estimated remaining life of the game. The characteristics of the virtual good or player usage patterns are not considered. As a result, the company recognizes revenue generated from the sale of virtual goods or currency ratably over the estimated remaining life of the game, starting from the point of sale to the player. Under this model, we believe publishers can begin recognizing revenue at the point of sale even if the item purchased is virtual currency that a player can use to buy a virtual good. Illustration 1 — GBRM Gaming Co. sells virtual currency to a player. At the time of sale, Gaming Co. believes the remaining life of the game is four years. Gaming Co. would recognize the proceeds associated with the sale as revenue ratably over the four years of expected remaining life of the game. As discussed further in the section on making estimates, the publisher would be required to continually update its estimate of the remaining game life and adjust the period of revenue recognition when and as appropriate. We believe it would be acceptable for a publisher to select this revenue recognition model, as a policy, for all games offered under a free-to-play model. In certain situations, in fact, the GBRM may be the only appropriate revenue recognition approach. For example, if a publisher does not have sufficient data about player usage patterns for certain games, it should use the GBRM as the basis to record revenue for those games. How we see it Estimating the remaining game life requires the use of judgment. For example, if a publisher frequently develops enhancements to a game that could extend the game’s life, the publisher should consider potential enhancements in its estimate. One drawback of the GBRM is that the revenue escalates as a game nears the end of its estimated life. That is, because sales of all virtual goods are amortized over a period commencing with the sale of the good (which varies from transaction to transaction) and ending when the game life ends (which will be the same for all transactions), greater amounts of revenue are recognized at the end of the life of a game. As a result, the revenue for a game that is winding down likely will not decrease. 3 22 March 2012 Technical Line Recognizing revenue on the sale of virtual goods Ernst & Young AccountingLink www.ey.com/us/accountinglink User-based revenue model The UBRM is based on the presumption that the publisher has implicitly or explicitly agreed to make any virtual goods or currencies available to the player during the player’s entire playing experience and, therefore, the period of delivery is the estimated average player life. Generally, the average player life is shorter than the expected game life, resulting in the recognition of revenue over a shorter period under this model than under the GBRM. However, a key condition for using the UBRM is that a company must have sufficient data related to normal usage patterns of its players who purchase virtual goods or currency to demonstrate that it can reasonably estimate the average paying player life. As discussed below in the section on making estimates, a company may be unable to reliably estimate player lives if it has insufficient game playing history or insufficient data (in terms of both quantity and specificity) of usage patterns of paying game players. It is important to note that the model is based only on the playing patterns of players who purchase virtual currency or virtual goods (paying players), not all players. Experience suggests that the playing patterns of paying players can differ significantly from the playing patterns of players who elect not to purchase virtual goods. If a publisher is not able to reasonably estimate the average player life, applying the UBRM would not be appropriate, and revenue from the sale of all virtual goods or currencies would be recognized ratably over the estimated remaining game life based on the GBRM described above. Under the UBRM, the characteristics of the item purchased by the paying player do not affect the expected period of delivery. Consequently, revenue is recognized ratably over the estimated average paying player life beginning when the paying player makes a purchase of either virtual currency or a virtual good. Item-based revenue model The IBRM is the most complex of the three models and requires the simultaneous consideration of several variables. Unlike the other models, the IBRM takes into consideration the characteristics of the virtual good sold to determine the implicit or explicit expected period of time the virtual good will have to be available in the game for the game player (called the delivery obligation period). As discussed further below, the delivery obligation period frequently varies depending on the nature of the virtual good sold. Because the delivery obligation period cannot be determined until the virtual good is purchased, the sale of virtual currency is recognized as deferred revenue. Revenue recognition does not begin under this model until the game player converts virtual currency into a virtual good. Once the delivery obligation period has been established, revenue is recognized commensurate with that period. In some cases, the estimated delivery obligation period for a particular category of virtual goods is shorter than the estimated player life. As a result, the revenue recognition period for the sale of virtual goods may be shorter than under the UBRM. 4 22 March 2012 Technical Line Recognizing revenue on the sale of virtual goods Ernst & Young AccountingLink www.ey.com/us/accountinglink To apply this model, a company must be able to reasonably estimate the delivery obligation period for each category of virtual good (see below). Making these estimates requires a publisher to collect and maintain extensive data related to paying game player usage patterns for each category of virtual good. The publisher also has to consider the features and functionality of each game to ensure that it can make these estimates. This assessment has to be made on a game-by-game basis, and requires the use of judgment. However, certain game features may make it difficult to determine the characteristics of the virtual good purchased by the game player. For example, certain games allow players to trade purchased virtual goods with other players. In such situations, since the characteristics of the virtual good owned by the paying player can change during the game, possibly multiple times, the publisher may not be able to make a reasonable estimate of the delivery obligation period for the virtual good at the time of purchase. Most companies that apply the IBRM categorize virtual goods as either “consumable” items or “durable” items. Consumable items are goods that can be consumed by a specific action, such as using virtual fuel for a virtual vehicle. Once the player consumes the virtual good (i.e., in this example, uses the fuel to power the virtual vehicle), the publisher has fulfilled its obligation to make available the virtual good for the game player and, therefore, delivery of the virtual good is complete. As a result, revenue is recognized for consumable virtual goods when the goods have been consumed by the player. It is important to note that applying this model would not be appropriate if the publisher lacks sufficient data to track the consumption of virtual goods. Durable items are goods that are available to the player over an extended period of time. Examples include virtual vehicles, furniture and weapons. When a player purchases a durable virtual good, assuming that the item can be used only in that particular online game, the player generally expects the item to be available as long as the player plays the game. Consequently, we believe the delivery criterion for many durable virtual goods is generally met ratably over the expected delivery obligation period which, in this case, is the estimated average player life, assuming the publisher has sufficient data to reasonably estimate expected average paying player lives. How we see it Although the IBRM is the most precise of the revenue models, it requires the most data to support reasonable estimates. Publishers need to develop and maintain sophisticated systems for collecting and analyzing this data. Depending on the volume of player activity and game complexity, this analysis may require a significant investment of resources. As a result, some publishers may decide that the additional precision offered by this model does not justify the increased cost of data collection, analysis and retention. 5 22 March 2012 Technical Line Recognizing revenue on the sale of virtual goods Ernst & Young AccountingLink www.ey.com/us/accountinglink Initial selection of and change in recognition method Because the literature does not require a specific accounting method, the publisher needs to set an accounting policy that can be applied consistently. Any changes to the policy need to be justified as preferable in accordance with ASC 250. Given the uncertain nature of the underlying estimates, the complexity of the games and the lack of specific authoritative literature, we believe it would be difficult to justify such a change in principle. The importance of selecting an appropriate accounting policy cannot be overstated. A publisher therefore should carefully weigh its facts and circumstances when determining its accounting policy. While we believe the GBRM can likely be applied in all situations, it may not be possible to justify the use of the UBRM or IBRM in certain circumstances. That is, a publisher must have sufficient data about paying player usage patterns to reasonably estimate the delivery obligation period under the UBRM. Likewise, to use the IBRM, a publisher would need to have sufficient data about the characteristics of virtual goods to reasonably estimate the delivery obligation period. The importance of selecting an appropriate accounting policy cannot be overstated. A publisher may have an accounting policy that specifically identifies a particular model but does not yet have the data to appropriately apply that method to a particular game. For example, a publisher may initially select the IBRM as its policy but it does not have data on the characteristics of the virtual goods for a particular game, although data is available on average paying player life. As a result, the publisher would initially base its estimation of revenue recognition for this game on the most detailed estimate of the delivery obligation period available, which would be the UBRM in this example. When sufficient data on the characteristics of the virtual goods subsequently becomes available, the publisher would refine its estimate of the delivery obligation period, in accordance with its stated policy. The refined estimate would result in a change from the UBRM to the IBRM. In such situations, we believe the change in the revenue recognition method resulting from the refined method is a change in an accounting estimate rather than a voluntary change in accounting principle. Publishers need to keep in mind that as accounting policies become more complex, more disclosure generally will be required in the accounting policy note to the financial statements. Public companies also are reminded that regardless of which model is selected, this accounting policy likely would involve significant accounting estimates and, therefore, the publisher likely would need to discuss the key estimates involved, the sensitivity of those estimates and the specific provisions of their policy in management discussion and analysis (MD&A). Making estimates To select either the UBRM or the IBRM, a publisher must be able to make reasonable estimates about certain paying player usage patterns. For example, the UBRM requires a company to make reasonable estimates of the expected average paying player life, and the IBRM requires a company to identify the characteristics of the virtual good purchased and determine the expected delivery obligation period for different categories of virtual goods. Companies that lack the ability to make these estimates must use the GBRM. 6 22 March 2012 Technical Line Recognizing revenue on the sale of virtual goods Ernst & Young AccountingLink www.ey.com/us/accountinglink To determine average paying player life, companies need to determine the average period of time between the date the player first purchases a virtual good or currency and the date the player last logs into the game. The date of first purchase can be objectively determined, but the last log-in date is more difficult to determine. For example, players may stop playing for a period of time and then resume playing the game at a later date. A publisher has to use judgment and data to support a conclusion that player inactivity indicates that the player has stopped playing the game. The use of the IBRM requires a number of estimates relating to the delivery obligation period for each type of virtual good sold. For example, a company using the IBRM has to identify when a game player “consumes” a consumable virtual good. This may be a single point in time or may be a series of times (for example, the virtual good provides multiple power-ups). To make these estimates, a publisher has to retain, collect and analyze player behavior data, which can require extensive effort. Additionally, a publisher has to consider the effect the features and functionality of the game have on its ability to select a particular revenue model. While this is not a comprehensive list, we believe companies would have to collect the following data when considering the IBRM: • Virtual goods purchased by players with virtual currency that was purchased with cash separately from virtual goods purchased with virtual currency earned for player actions • Revenue by type of virtual good (i.e., consumable item or durable item) • For consumable items, the dates that the virtual goods are purchased and the dates that such items are consumed • For durable items, the data necessary to determine the average paying player life (the determination of which is discussed above) To make these estimates, we do not believe that the publisher is limited only to the data available for a particular game. For example, when a game publisher launches a new game, we do not believe that the publisher always has to default to an initial GBRM policy because it does not have historical data related to that newly launched game. A publisher may determine that it has other games in its portfolio that have sufficiently similar characteristics (e.g., game genre, game mechanics, demographics of players, common paying players and types of virtual goods available) to provide a basis for it to reasonably estimate average player life or expected usage patterns of virtual goods. In these situations, we believe it would be appropriate to base the initial estimates on the available data from similar games and adjust these estimates as needed when data from the new game becomes available. Any periods used for the expected game life, average paying player life and the delivery obligation period should reflect management’s best estimate of those amounts. However, like any significant estimate, those estimates are likely to change. As a result, it is important that the publisher implement a process to continually update the data these estimates are based on and maintain appropriate documentation. Further, we expect the updating process to consider how actual results compare with historical estimates in addition to how future results may differ from past results. 7 22 March 2012 Technical Line Recognizing revenue on the sale of virtual goods Ernst & Young AccountingLink www.ey.com/us/accountinglink Once a change in estimate is identified, the publisher should account for that change in accordance with ASC 250-10-45, which provides guidance on accounting for estimates. That guidance requires the effect of the change in estimate to be accounted for in the period of change and future periods, if the change affects both. The change in estimate would apply to prior transactions for which revenue was initially deferred and continues to be recognized as well as future transactions. How we see it As the free-to-play model continues to evolve, finance personnel may face new challenges. Estimates of player usage patterns may become more complex and require greater judgment. In addition, new processes and controls may need to be developed to monitor these patterns and adequately document changes in estimates. The following table summarizes when it would be appropriate for an online game publisher to use each of the revenue recognition methods discussed above, based on the data that is available. Only game life data available Game life and user life data available Game life, user life and virtual good characteristics data available GBRM Required Permitted Permitted UBRM Not permitted Permitted Permitted IBRM Not permitted Not permitted Permitted Gross versus net revenue recognition Publishers often sell their virtual currency and virtual goods using intermediaries such as social media websites and online application stores. In these situations, the publisher may be required to give the intermediary a portion of the proceeds related to the sale of virtual currency or virtual goods. Questions may then arise about whether revenue should be recognized based on the gross amount billed to the player or the net amount the publisher retains. ASC 605-45 provides several indictors to consider when addressing this issue, many of which do not apply to virtual goods. As a result, in our experience, a key consideration is determining which party has the ability to set the price of the virtual currency or good. For example, certain intermediaries require players to purchase virtual currency or goods through their websites rather than directly from the online game publisher. If the intermediary has the ability to unilaterally control the price ultimately paid for the virtual currency or good, a strong indicator may exist for the intermediary to present revenue on a gross basis and the publisher to present revenue on a net basis. 8 22 March 2012 Technical Line Recognizing revenue on the sale of virtual goods Ernst & Young AccountingLink www.ey.com/us/accountinglink Next steps The timing of revenue recognition can vary significantly, depending on which virtual good revenue recognition model a publisher chooses and the amount of data that is available. To determine an appropriate accounting policy and model to apply in a given situation, publishers should carefully assess their facts and circumstances, including their ability to make reasonable estimates about player patterns based on available data. The free-to-play virtual goods model is evolving rapidly. New products and changes to the business model will continue to raise challenges for publishers in determining the most appropriate manner in which to account for these transactions. Endnote: 1 SEC Staff Accounting Bulletin Topic 13, Revenue Recognition Ernst & Young About Ernst & Young Assurance | Tax | Transactions | Advisory Ernst & Young is a global leader in assurance, tax, transaction and advisory services. Worldwide, our 152,000 people are united by our shared values and an unwavering commitment to quality. We make a difference by helping our people, our clients and our wider communities achieve their potential. © 2012 Ernst & Young LLP. All Rights Reserved. SCORE No. BB2325 9 Ernst & Young refers to the global organization of member firms of Ernst & Young Global Limited, each of which is a separate legal entity. Ernst & Young Global Limited, a UK company limited by guarantee, does not provide services to clients. For more information about our organization, please visit www.ey.com. This publication has been carefully prepared but it necessarily contains information in summary form and is therefore intended for general guidance only; it is not intended to be a substitute for detailed research or the exercise of professional judgment. The information presented in this publication should not be construed as legal, tax, accounting, or any other professional advice or service. Ernst & Young LLP can accept no responsibility for loss occasioned to any person acting or refraining from action as a result of any material in this publication. You should consult with Ernst & Young LLP or other professional advisors familiar with your particular factual situation for advice concerning specific audit, tax or other matters before making any decision. 22 March 2012 Technical Line Recognizing revenue on the sale of virtual goods
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