Game Production: business models

Fabiano Dalpiaz

[email protected]

1 Outline

Lecture contents

1. Revenue models for videogames 2. canvas 3. Business model canvas: Rovio

2 1. Revenue models for videogames

Definition of a revenue model

 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”

3 1. Revenue models for videogames i. Physical game

 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

4 1. Revenue models for videogames ii. One-time fee

 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

5 1. Revenue models for videogames iii. Subscription

 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)

6 1. Revenue models for videogames iv. Game demos

 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)

7 1. Revenue models for videogames v. Game marketing

 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

8 1. Revenue models for videogames vi. Free

 Even free games can potentially generate revenues  Two sub-models . : no payment, but used in conjunction with another business model . : similar a paid subscription but players can still play with some limitations

9 1. Revenue models for videogames vii. Game content

 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)

10 1. Revenue models for videogames viii. Game economics

 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

11 1. Revenue models for videogames viii. Selling/licensing core game assets

 Developed assets can be reused by selling them to others, or licensing their use  Examples . Game content . Game mechanics . Game engines (think of Unreal!)

12 1. Revenue models for videogames ix. Voluntary basis

 No-one is forced to pay; money is made on a voluntary basis . : people can decide to make donations, but that is not mandatory . Crowdfunding: obtain initial funding to sustain the development of a game

13 1. Revenue models for videogames x-xii. Further models

 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

14 2. Business model canvas

Definition of a business model

 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

15 2. Business model canvas

Nine fundamental questions

What do we offer to our Who are our customers? customers? How do we reach them? How do we get and keep them?

WHAT? Value proposition

HOW? WHO? Value configuration Customer segment

Partnership Distribution channel

Core capability Revenue Relationship

Cost HOW MUCH?

How do we operate and deliver? How do we collaborate? What are our revenues? Our pricing? What are our key competencies? What are our costs? 16 2. Business model canvas

Answering the questions via the canvas, illustration

17 2. Business model canvas

Answering the questions via the canvas, illustration

18 2. Business model canvas

a. Value proposition

What do we offer to Who are our customers? our customers? How do we reach them? How do we get and keep them?

WHAT? VALUE proposition

HOW? WHO? Value configuration Customer segment

Partnership Distribution channel

Core capability Revenue Relationship

Cost HOW MUCH?

How do we operate and deliver? How do we collaborate? What are our revenues? Our pricing? What are our key competencies? What are our costs? 19 2. Business model canvas

a. Value proposition

 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!

refined by

requires Value targets Core capabilities Customer segment proposition

20 2. Business model canvas

Running case study: the Montreux Jazz Festival

 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

21 2. Business model canvas a. Value proposition

 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

22 2. Business model canvas a. Value proposition for the MJF

23 2. Business model canvas

b. Customer segments

What do we offer to our Who are our customers? customers? How do we reach them? How do we get and keep them?

WHAT? VALUE proposition

HOW? WHO? Value configuration Customer segment

Partnership Distribution channel

Core capability Revenue Cust. Relationship

Cost HOW MUCH?

How do we operate and deliver? How do we collaborate? What are our revenues? Our pricing? What are our key competencies? What are our costs? 24 2. Business model canvas b. Customer segments

 Def: Categorizations of the population into social class or psychologically defined groups

refined by

targeted by Customer Value proposition segment

25 2. Business model canvas b. Customer segments

Value Proposition Target Customer

Event tickets (& access) Individual event visitors

Distribution channel reach Events & Organizers

Integrated B2B solutions Venues

POS affiliation POS Partners

26 2. Business model canvas b. Customer segments for the MJF

27 2. Business model canvas

c. Distribution channel

What do we offer to our Who are our customers? customers? How do we reach them? How do we get and keep them?

WHAT? VALUE proposition

HOW? WHO? Value configuration Customer segment

Partnership Distribution channel

Core capability Revenue Cust. Relationship

Cost HOW MUCH?

How do we operate and deliver? How do we collaborate? What are our revenues? Our pricing? What are our key competencies? What are our costs? 28 2. Business model canvas

c. Distribution channel

 Def: a set of links or a network via which a firm “goes to market” and delivers its value proposition

precedes

Distribution link

is a refined by

delivers Distribution serves Value proposition Customer segment channel

by Actor

29 2. Business model canvas

c. Distribution channel

Value Proposition Distribution Channel Target Customer

Ticketcorner POS network

Event tickets (& access) Affiliate POS network Individual event visitors

Distribution channel reach ATMs Events & Organizers

Integrated B2B solutions Call Center Venues

POS affiliation Ticketcorner Website POS Partners

B2B salesforce

30 2. Business model canvas c. Distribution channels for the MJF

31 2. Business model canvas

d. Customer relationship

What do we offer to our Who are our customers? customers? How do we reach them? How do we get and keep them?

WHAT? VALUE proposition

HOW? WHO? Value configuration Customer segment

Partnership Distribution channel

Core capability Revenue Cust. Relationship

Cost HOW MUCH?

How do we operate and deliver? How do we collaborate? What are our revenues? Our pricing? What are our key competencies? What are our costs? 32 2. Business model canvas d. Customer relationship

 Def: customer equity: acquisition, retention, add-on selling trust and personalization mechanisms, …

refined by Value proposition

Relationship Distribution link concerns mechanism

Customer segment

33 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

34 2. Business model canvas

e. Core capability (key resource)

What do we offer to our Who are our customers? customers? How do we reach them? How do we get and keep them?

WHAT? VALUE proposition

HOW? WHO? Value configuration Customer segment

Partnership Distribution channel

Core capability Revenue Cust. Relationship

Cost HOW MUCH?

How do we operate and deliver? How do we collaborate? What are our revenues? Our pricing? What are our key competencies? What are our costs? 35 2. Business model canvas e. Core capability (key resource)

 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

Core capability

is a refined by

required by Resource Value proposition

by Actor

36 2. Business model canvas e. Core capabilities (key resources) for the MJF

37 2. Business model canvas

f. Value configuration (key activity)

What do we offer to our Who are our customers? customers? How do we reach them? How do we get and keep them?

WHAT? VALUE proposition

HOW? WHO? Value configuration Customer segment

Partnership Distribution channel

Core capability Revenue Cust. Relationship

Cost HOW MUCH?

How do we operate and deliver? How do we collaborate? What are our revenues? Our pricing? What are our key competencies? What are our costs? 38 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

is a refined by needs (in) Value implements Resource Value proposition configuration creates (out)

by Actor

39 2. Business model canvas f. Value configuration (key activities) for the MJF

40 2. Business model canvas

g. Partnership

What do we offer to our Who are our customers? customers? How do we reach them? How do we get and keep them?

WHAT? VALUE proposition

HOW? WHO? Value configuration Customer segment

Partnership Distribution channel

Core capability Revenue Cust. Relationship

Cost HOW MUCH?

How do we operate and deliver? How do we collaborate? What are our revenues? Our pricing? What are our key competencies? What are our costs? 41 2. Business model canvas g. Partnership

 Def: contract/agreements with partners for the provision of goods or delivery of services

refined by Distribution channel

Partnership Value configuration concerns agreement

Core capability

with Actor

42 2. Business model canvas g. Partnerships for the MJF

43 2. Business model canvas

h. Revenue

What do we offer to our Who are our customers? customers? How do we reach them? How do we get and keep them?

WHAT? VALUE proposition

HOW? WHO? Value configuration Customer segment

Partnership Distribution channel

Core capability Revenue Cust. Relationship

Cost HOW MUCH?

How do we operate and deliver? How do we collaborate? What are our revenues? Pricing? What are our key competencies? What are our costs? 44 2. Business model canvas h. Revenue, examples

REVENUE

one time

sale

registration See earlier slides for recurrent further details in the context of games! subscription

advertisement

use

transaction

commission

45 2. Business model canvas

h. Revenues for the MJF

Value Proposition Revenue Model Target Customer

Event tickets (& access) Revenue cut on tickets sold Individual event visitors

Distribution channel reach online & print Events & Organizers

POS affiliation Fee B2B platform usage POS Partners

Integrated B2B solutions Fee general contractor service Venues

46 2. Business model canvas h. Revenues for the MJF

47 2. Business model canvas

i. Cost

What do we offer to our Who are our customers? customers? How do we reach them? How do we get and keep them?

WHAT? VALUE proposition

HOW? WHO? Value configuration Customer segment

Partnership Distribution channel

Core capability Revenue Cust. Relationship

Cost HOW MUCH?

How do we operate and deliver? How do we collaborate? What are our revenues? Pricing? What are our key competencies? What are our costs? 48 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

49 2. Business model canvas

MJF, altogether (still partial)

50 3. Business model canvas: Rovio

What is Rovio Entertainment?

 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 

51 3. Business model canvas: Rovio

Multiple value propositions

52 3. Business model canvas: Rovio

Key activities, partnerships, resources

53 3. Business model canvas: Rovio

Rovio’s goals: 1. Brand Awareness

54 3. Business model canvas: Rovio

Rovio’s goals: 2. Importance of the story

55 3. Business model canvas: Rovio

Rovio’s goals: 3. Quality and sales volume

56 3. Business model canvas: Rovio

Rovio’s goals: 4. Growth capability

57 References

Mandatory

1. Osterwalder, Alexander, and Yves Pigneur. "An ontology for e-business models." Value creation from e-business models (2004): 65-97.

58 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

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