Game Production: business models · 2015-10-02 · 2. Business model canvas Def: An overall view of...
Transcript of Game Production: business models · 2015-10-02 · 2. Business model canvas Def: An overall view of...
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Outline
1. Revenue models for videogames
2. Business model canvas
3. Business model canvas: Rovio
Lecture contents
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1. Revenue models for videogames
A revenue model is a framework for generating revenues. It identifies
which revenue source to pursue,
what value to offer,
how to price the value,
and who pays for the value
Part of a business model
Several models exist that can be combined (see next slides)
Definition of revenues model based on “Afuah, A. 2004. Business Models: A Strategic Management Approach. New York: McGraw-Hill/Irwin, pp. 67-69”
Definition of a revenue model
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1. Revenue models for videogames
Revenue is obtained by delivering the game by selling a physical copy
Distributed via CD/DVD/Blue Ray
Sub-models
Box sales: value from the physical copy that is staked on the shelves of a shop
Special editions
Merchandising (e.g., T-shirts but much more!)
Peripheral enticement
Preselling
i. Physical game
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1. Revenue models for videogames
The game is distributed digitally and is sold through the payment of a one-time fee
No physical product is delivered
License / key / serial code to activate the game
Sometimes the game can be downloaded for free, but cannot be played until activated
ii. One-time fee
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1. Revenue models for videogames
A subscription fee is required to enable playing the game for a limited duration
Pay-per-play: payment per experience (number of times the game is played)
Pay-per-time: specific time period (e.g., 12 months)
Subscriptions can be made to a publisher or a platform too
Indirect subscription to a game
Premium subscription (the game is free but advanced functions cannot be used without a premium account)
iii. Subscription
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1. Revenue models for videogames
A demonstrative version of the game can be played
Payment required to unlock the full game
What/how to lock?
Functionalities
Content (e.g., only a few levels are available)
Time-based (full game only for X days)
iv. Game demos
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1. Revenue models for videogames
Conduct marketing campaigns that concern the videogame
When?
In-game marketing (company logos, virtual buildings, branded products in the game)
Before-game marketing: ads are shown before playing the game
Around-game marketing, which connects to the number of page views, clicks, and acquisition of players
v. Game marketing
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1. Revenue models for videogames
Even free games can potentially generate revenues
Two sub-models
Freeware: no payment, but used in conjunction with another business model
Freemium: similar a paid subscription but players can still play with some limitations
vi. Free
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1. Revenue models for videogames
Revenue is generated by introducing extras into a videogame
Mechanics
In-game currency
Big chunks of extras are often referred to as downloadable content (DLC)
Micro-transactions can be used to buy inexpensive add-ons
Pay-to-win to buy game mechanics that let the player easily win
Content can also be generated by users (user-generated content)
vii. Game content
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1. Revenue models for videogames
Creating an economic system within the game for people to interact with
Virtual currency: pay real money to obtain game cash
Virtual marketplace: obtain items from that market either with real money or game cash
• In the end, either boils down to real money
viii. Game economics
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1. Revenue models for videogames
Developed assets can be reused by selling them to others, or licensing their use
Examples
Game content
Game mechanics
Game engines (think of Unreal!)
viii. Selling/licensing core game assets
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1. Revenue models for videogames
No-one is forced to pay; money is made on a voluntary basis
Donationware: people can decide to make donations, but that is not mandatory
Crowdfunding: obtain initial funding to sustain the development of a game
ix. Voluntary basis
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1. Revenue models for videogames
Player data
Publishers can get consent to use players’ data
Player data can be sold to marketing companies
Foreign distribution
Distribution rights sold to a different publisher in a different country
Game renting
Renting the game for a few days
… obsolete right now
x-xii. Further models
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2. Business model canvas
A model of the business of a company, aggregating
the value a company offers to one or several segments of customers
the architecture of the firm and its network of partners
for creating, marketing and delivering this value and relationship capital
in order to generate profitable and sustainable revenue streams
Definition of a business model
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2. Business model canvas
Nine fundamental questions
Core capability
Value configuration
Partnership
Customer segment
Relationship
Distribution channel
Value proposition
Revenue
Cost
HOW?
WHAT?
HOW MUCH?
How do we operate and deliver?
How do we collaborate?
What are our key competencies?What are our revenues? Our pricing?
What are our costs?
Who are our customers?
How do we reach them?
How do we get and keep them?
WHO?
What do we offer to our
customers?
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2. Business model canvas
Answering the questions via the canvas, illustration
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2. Business model canvas
Answering the questions via the canvas, illustration
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2. Business model canvas
a. Value proposition
Core capability
Value configuration
Partnership
Customer segment
Relationship
Distribution channel
VALUE proposition
Revenue
Cost
HOW?
WHAT?
HOW MUCH?
How do we operate and deliver?
How do we collaborate?
What are our key competencies?What are our revenues? Our pricing?
What are our costs?
Who are our customers?
How do we reach them?
How do we get and keep them?
WHO?
What do we offer to
our customers?
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2. Business model canvas
Def: An overall view of a firm’s bundle of offerings, products and services, that together represent a benefit or a value for its customers
[Kambill et al., 1996]
Studying the value proposition is the starting point of the business model canvas!
a. Value proposition
refined by
Value
propositionCustomer segmentCore capabilities
requires targets
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2. Business model canvas
The Montreux Jazz Festival (MJF) is an annual event that takes place in the little Swiss town of Montreux. The first edition dates back to 1967
Over the years, the MJF has grown in fame and went on to become a World event, attracting famous artists and visitors from the entire globe
MJF is now led by the MJF Foundation, and has become an obvious favorite among sponsors thanks to the unique visibility it provides, a great opportunity for Montreux Municipality’s tourism and economy
Many off-stage activities
The case study involves a new company, TicketCorner, that sells tickets on-line and off-line
Running case study: the Montreux Jazz Festival
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2. Business model canvas
Business to consumer (B2C)
Event tickets (and access)
Business to business (B2B)
Distribution channel reach
• Advertise products
Integrated B2B solutions
• Sell products
Point-of-sale affiliation
• Have POS outlets at the festival
a. Value proposition
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2. Business model canvas
a. Value proposition for the MJF
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2. Business model canvas
b. Customer segments
Core capability
Value configuration
Partnership
Customer segment
Cust. Relationship
Distribution channel
VALUE proposition
Revenue
Cost
HOW?
WHAT?
HOW MUCH?
How do we operate and deliver?
How do we collaborate?
What are our key competencies?What are our revenues? Our pricing?
What are our costs?
Who are our customers?
How do we reach them?
How do we get and keep them?
WHO?
What do we offer to our
customers?
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2. Business model canvas
Def: Categorizations of the population into social class or psychologically defined groups
b. Customer segments
refined by
Customer
segmentValue proposition
targeted by
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2. Business model canvas
b. Customer segments
Value Proposition Target Customer
Individual event visitors
Events & Organizers
Venues
Event tickets (& access)
Distribution channel reach
Integrated B2B solutions
POS affiliation POS Partners
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2. Business model canvas
b. Customer segments for the MJF
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2. Business model canvas
c. Distribution channel
Core capability
Value configuration
Partnership
Customer segment
Cust. Relationship
Distribution channel
VALUE proposition
Revenue
Cost
HOW?
WHAT?
HOW MUCH?
How do we operate and deliver?
How do we collaborate?
What are our key competencies?What are our revenues? Our pricing?
What are our costs?
Who are our customers?
How do we reach them?
How do we get and keep them?
WHO?
What do we offer to our
customers?
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2. Business model canvas
Def: a set of links or a network via which a firm “goes to market” and delivers its value proposition
c. Distribution channel
precedes
Distribution
link
Distribution
channelCustomer segmentValue proposition
by
delivers serves
Actor
refined byis a
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2. Business model canvas
c. Distribution channel
Value Proposition Distribution Channel Target Customer
Ticketcorner POS network
Affiliate POS network
Ticketcorner Website
ATMs
B2B salesforce
Individual event visitors
Events & Organizers
Venues
Event tickets (& access)
Distribution channel reach
Integrated B2B solutions
POS affiliation POS Partners
Call Center
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2. Business model canvas
c. Distribution channels for the MJF
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2. Business model canvas
d. Customer relationship
Core capability
Value configuration
Partnership
Customer segment
Cust. Relationship
Distribution channel
VALUE proposition
Revenue
Cost
HOW?
WHAT?
HOW MUCH?
How do we operate and deliver?
How do we collaborate?
What are our key competencies?What are our revenues? Our pricing?
What are our costs?
Who are our customers?
How do we reach them?
How do we get and keep them?
WHO?
What do we offer to our
customers?
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2. Business model canvas
Def: customer equity: acquisition, retention, add-on selling trust and personalization mechanisms, …
d. Customer relationship
refined by
Relationship
mechanism
Customer segment
Value proposition
concernsDistribution link
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2. Business model canvas
d. Customer relationships for the MJF
Note: customer relationships about the festival will be coordinated by
the MJF, not by TicketCorner
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2. Business model canvas
e. Core capability (key resource)
Core capability
Value configuration
Partnership
Customer segment
Cust. Relationship
Distribution channel
VALUE proposition
Revenue
Cost
HOW?
WHAT?
HOW MUCH?
How do we operate and deliver?
How do we collaborate?
What are our key competencies?What are our revenues? Our pricing?
What are our costs?
Who are our customers?
How do we reach them?
How do we get and keep them?
WHO?
What do we offer to our
customers?
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2. Business model canvas
Resource (assets): available & useful in responding to market opportunities or threats
Capability (know-how, key resource): aptitude to exploit and coordinate resources to create, produce, and/or offer products and services to a market
e. Core capability (key resource)
refined by
Resource Value proposition
Actor by
required by
Core capability
is a
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2. Business model canvas
e. Core capabilities (key resources) for the MJF
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2. Business model canvas
f. Value configuration (key activity)
Core capability
Value configuration
Partnership
Customer segment
Cust. Relationship
Distribution channel
VALUE proposition
Revenue
Cost
HOW?
WHAT?
HOW MUCH?
How do we operate and deliver?
How do we collaborate?
What are our key competencies?What are our revenues? Our pricing?
What are our costs?
Who are our customers?
How do we reach them?
How do we get and keep them?
WHO?
What do we offer to our
customers?
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2. Business model canvas
f. Value configuration (key activity)
Def: set of interdependent activities that add value for the customers to the company products or services
Some of the business processes…
But not all of them!! (do they deliver value?)
Value
activity
Value
configuration
Actor by
needs (in)implements
Resource Value proposition
refined byis a
creates (out)
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2. Business model canvas
f. Value configuration (key activities) for the MJF
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2. Business model canvas
g. Partnership
Core capability
Value configuration
Partnership
Customer segment
Cust. Relationship
Distribution channel
VALUE proposition
Revenue
Cost
HOW?
WHAT?
HOW MUCH?
How do we operate and deliver?
How do we collaborate?
What are our key competencies?What are our revenues? Our pricing?
What are our costs?
Who are our customers?
How do we reach them?
How do we get and keep them?
WHO?
What do we offer to our
customers?
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2. Business model canvas
g. Partnership
Def: contract/agreements with partners for the provision of goods or delivery of services
refined by
Partnership
agreement
Actor with
concerns
Core capability
Distribution channel
Value configuration
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2. Business model canvas
g. Partnerships for the MJF
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2. Business model canvas
h. Revenue
Core capability
Value configuration
Partnership
Customer segment
Cust. Relationship
Distribution channel
VALUE proposition
Revenue
Cost
HOW?
WHAT?
HOW MUCH?
How do we operate and deliver?
How do we collaborate?
What are our key competencies?What are our revenues? Pricing?
What are our costs?
Who are our customers?
How do we reach them?
How do we get and keep them?
WHO?
What do we offer to our
customers?
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2. Business model canvas
h. Revenue, examples
REVENUE
one time
recurrent
sale
registration
subscription
advertisement
use
transaction
commission
See earlier slides for
further details in the
context of games!
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2. Business model canvas
h. Revenues for the MJF
Revenue ModelValue Proposition Target Customer
Individual event visitors
Events & Organizers
Venues
Event tickets (& access)
Distribution channel reach
Integrated B2B solutions
POS affiliation
Revenue cut on tickets sold
Fee B2B platform usage
Fee general contractor service
Advertising online & print
POS Partners
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2. Business model canvas
h. Revenues for the MJF
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2. Business model canvas
i. Cost
Core capability
Value configuration
Partnership
Customer segment
Cust. Relationship
Distribution channel
VALUE proposition
Revenue
Cost
HOW?
WHAT?
HOW MUCH?
How do we operate and deliver?
How do we collaborate?
What are our key competencies?What are our revenues? Pricing?
What are our costs?
Who are our customers?
How do we reach them?
How do we get and keep them?
WHO?
What do we offer to our
customers?
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2. Business model canvas
i. Costs for the MJF
Cost positions Percentage of total
Point of sales network
development and
maintenance
TicketSoft platform
development and
maintenance
Ticketcorner marketing
Point of sales & event
acquisition and
maintenance
Website
Call center
R&D
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2. Business model canvas
MJF, altogether (still partial)
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3. Business model canvas: Rovio
Global entertainment media company from Finland
Creator of Angry Birds
The game triggered a business empire
Rovio did 50+ games before the big success
Five groups of customers
What is Rovio Entertainment?
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3. Business model canvas: Rovio
Multiple value propositions
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3. Business model canvas: Rovio
Key activities, partnerships, resources
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3. Business model canvas: Rovio
Rovio’s goals: 1. Brand Awareness
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3. Business model canvas: Rovio
Rovio’s goals: 2. Importance of the story
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3. Business model canvas: Rovio
Rovio’s goals: 3. Quality and sales volume
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3. Business model canvas: Rovio
Rovio’s goals: 4. Growth capability
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References
1. Osterwalder, Alexander, and Yves Pigneur. "An ontology for e-business models." Value creation from e-business models (2004): 65-97.
Mandatory
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Acknowledgements
The slides on the Business Model Canvas are adapted from a presentation by Professor Yves Pigneur at the SIKS meeting in Amsterdam – May 30, 2006
Material on the business models was assembled starting from the work of Game Production 2014 students
Thijs Prins, Koen Smit
The case study on Rovio is adapted from an online presentation by Jukka Ala-Mutka: http://www.slideshare.net/JukkaAM/entertainment-company-business-model-canvas-case-rovio-entertainment