Game Design as Marketing: Business/Game Developer's Dilemma

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Game design as marketing: Business/game developer’s dilemma Juho Hamari @ GAS Seminar 2.3.2010

Transcript of Game Design as Marketing: Business/Game Developer's Dilemma

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Game design as marketing:Business/game developer’s dilemma

Juho Hamari@

GAS Seminar2.3.2010

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Juho Hamari – M. Sc. (Econ)Researcher @ HIITInformation System Science / eBusiness

Scope: Business models related to selling virtual goods

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• Our game is • not big enough to be sold in a box• too big to be sold in a box

• What then is our business model?

15cm

10cm

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Willingness-to-pay

Problem with flat pricing models: How can we meet the WTP

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Let’s sell in-game artefacts!

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Virtual goods

Microtransactions

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Differences in main b.modelsRevenue

model

Service

design

emphasis

Marketing

emphasis

Pricing Customer

relationship

emphasis

Retail Large amount

of initial

content

Advertising Single price Acquisition

Subscription Long-term

engagement of

users

Time-based Retention

“free-to-play” /

Virtual good

sales

Monetisation

through

incentivising

service design

Creating

demand via

game

mechanics

Microtransactio

ns - emphasis

on meeting the

willingness-to-

spend by price

discriminating

Acquisition,

retention,

monetisation

Deg

ree

of inte

grat

ion b

etw

een g

ame

and b

iz d

esig

n

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You…

- Amass in-game wealth- Make new friends- Generate content- Keep coming back everyday?

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You are locked in, literally

• Lock-in: You are too deep into the game

• Loss aversion: You don’t want to loose your hard earned stuff

• You don’t want to be left behind…

… you pay up.

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• Tempting to make players end up in jail more frequently -> $$$

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• Not especially fun…• Not fair for non-paying users?

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Dilemma #1: How to balance between:

• Aggressive marketing VS Fun• Monetization VS Retention• Selling stuff VS balancing the in-game

(virtual) economy

– No silverbullet – monitor, adjust, iterate to maximise both

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OH NO!!MUDFLATION! – ECONOMIC CRISIS

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Faucet -> Sink

• Sink stuff out– Decay– Consumables– Repair costs– Etc

– Not fun either?

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Dilemma #2: How to balance between:

• Paying customers still wanting to get their money’s worth

• Non-paying customers still wanting to fare in the game

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Evening out the playfield between paying and non-paying

customers

• Separated games for spenders and non-spender– Matchmaking– Separated servers (ZT Online)

• Get things a lot easier, only a bit later (monetising early adaptors and novelty value)

• Make it easier for losers (No one cares if noobs get a bit helped)

• Enabling trade between earned and bought content

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• Abstracting functions of items (KartRider)• Not selling performance related items

– Selling functionality (convenience) – makes the gamplay easier and less time consuming

– Selling only aesthetic items

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Thank you

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References:

• Pictures:– Slides 3-20 - by Mark Strozier:

http://www.flickr.com/photos/r80o/sets/40318/– Slide 21 – by twenty_questions:

http://www.flickr.com/photos/twenty_questions/2888453842/– Slide 22 – by mellyjean:

http://www.flickr.com/photos/mellyjean/3200035895/– Slide 23-25 – by alles-schlumpf:

http://www.flickr.com/photos/29487767@N02/3288942594– Slide 27: Wikipedia commons