Boku sees big growth in mobile payments — finally

mobile-1Mobile payment enabler Boku is announcing today that it’s now handling more than a million transactions per month, a sign that mobile payments is finally taking off after years of anticipation.

San Francisco-based Boku raised $10 million in a recent round of funding to buy startups Mobillcash and Paymo in a transaction that was announced in June. The combined companies now handle mobile payments for online transactions with 1,000 merchants and online publishers in 56 countries. That’s some serious momentum that could generate lots of fees for Boku.

The mobile payments serve as an alternative payment to credit card payments. In these transactions, Boku handles payments to merchants and then bills you via your monthly mobile phone statement.

The company — a finalist at our recent MobileBeat conference — has lined up a “who’s who” list in social web sites because it has come up with clever yet simple way to let you pay for things you purchase online, said Ron Hirson, co-founder and senior vice president of marketing at Boku.

Here’s how it works. In an online store or online game, you can buy a virtual good, such as a more powerful weapon in a game. Upon purchase, you enter your cell phone number. Boku sends you a text message to verify that you want to purchase the item. You type the letter “y” in a response message to verify the purchase.

You can use the system to buy just about any item online. The bill goes directly to the mobile phone user’s monthly bill. It’s great for those who have no credit cards or no other way to pay for goods. It’s also fraud resistant, as long as you don’t lose your mobile phone: Users have to know a mobile phone number and then have to be in possession of the corresponding mobile phone in order to make a purchase.

Hirson said customers include makers of Facebook and MySpace games as well as web sites that offer “freemium” games, or those where you can play for free but pay for extra goods, such as personalized decorations for your game character. Game-related customers include Aeria Games, Badoo, fatfoogoo, Gambit, Games-Master, Hitgrab, Hive7, Icebreaker, IGG, Jambool, K2 Networks/GamersFirst, Meez, Offerpal, PageFad, Playfish, Slide, Sometrics, SuperRewards, TheBroth, Three Rings, Trial Pay and Wee World.

Boku said today it is also expanding to four new countries: Finland, Indonesia, Slovenia and Taiwan. Boku makes money by taking a fee on the net of the carrier fees of about 5 percent to 10 percent. The average transaction is $11 and Boku makes tens of cents per transaction, Hirson said.

To date, Boku has raised $13 million from Benchmark Capital, Khosla Ventures and Index Ventures. It has about 50 employees. Virtual goods is expected to be a $2.5 billion market by 2010, according to Piper Jaffray.

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About the Author, Dean Takahashi

Dean is lead writer for GamesBeat at VentureBeat. He covers video games, security, chips and a variety of other subjects. Dean previously worked at the San Jose Mercury News, the Wall Street Journal, the Red Herring, the Los Angeles Times, the Orange County Register and the Dallas Times Herald. He is the author of two books, Opening the Xbox and the Xbox 360 Uncloaked. Follow him on Twitter at @deantak, and follow VentureBeat on Twitter at @venturebeat.

  • High payment transaction costs for virtual goods - that have no real value.
    Good luck.
  • keith45
    The system below has been available for at least 2 years in Adelaide, South Australia, Australia. The company's value proposition is the best I've ever seen.

    South Australian software development and electronic payment services company, txt2,
    has developed what can only be described as a ‘revolution in the mobile commerce
    arena’.

    While most mobile content developers have concentrated on developing premium
    SMS services for such things as competitions, bus schedules, horoscopes, sports results,
    etc., txt2 has been busy bringing to market the first real-time mobile commerce platform
    built around its ‘world first’ virtual banking and payment system.

    Unlike other mobile commerce platforms which only deliver relatively inexpensive
    content because of an inability to process a debit card transaction, txt2’s platform with its
    real-time payment component gives organisations a direct conduit to a customer’s hip
    pocket.

    In essence, the customers’ mobile phone becomes your shop front; a shop where
    even the largest purchase can be ordered and paid for via a simple SMS transaction.
    A major component of txt2’s technology is their Stored Value Debit Card branded
    txt2Pay. Similar to a standard bank debit card but without the need for a traditional bank
    account, txt2Pay cardholders load their cards with cash and then have access to their
    funds through the international ATM and EFTPOS infrastructure.

    More importantly, cardholders can purchase goods or services over txt2’s mobile commerce
    platform without the need for store accounts or credit cards.