Your business model can directly impact your prices and therefore your entire business strategy. The most obvious example remains in video games, which have had many business models and which see the coexistence of several of them.
Arcade rooms: microtransactions
One of the first business models of video games was in arcades where it was a question of paying according to their consumption. This system was perfectly successful in the 1970s and 1990s and it was not uncommon to see the famous pinball machine in bars, which created additional sales and allowed the customer to want to stay and sometimes to come. The business model is based on the deadlines or the name of the lives that you could decide, said of an offer that otherwise quickly comes to an end. It causes addiction and companies like Capcom, Atari or Sega have earned fortunes. The advantage is that you require little effort in terms of business because you just have to bring the prospect to become a customer. It can be considered as the beginnings of the micro transaction.
The first video games on console: purchase
The business model is particularly interesting for each manufacturer had a different strategy. While some are based on a relatively inexpensive console, others have done the opposite. The advantage remains that, as with primers, they are consumables that generate value. The console was therefore often sold at a derisory sum while the “cartridges” or CD-Roms were sometimes extremely high, which is often the case even today. They were particularly popular until 2012 when the online gaming market took hold and it must be said that the internet was extremely prolific in terms of business model.
The Model of the Game Rooms
At the beginning of the Internet and especially when ADSL connections appeared, it was the games rooms that became essential. If they are on so well I left it firstly because of the scarcity of having good internet connections in the homes of individuals. The model was rather simple since it mostly depended on the time spent and with subscription cards for those who wanted to go there regularly, even “unlimited” ski passes for the most passionate. An interesting model since it involved capturing large consumers and ensuring their regular presence.
Physical games … with subscription
For those in their forties, it’s almost a reference to a single game: World of Warcraft. The principle was simple: you started by buying the physical game in store with a month of free play. For the rest and if you wish to continue, you must pay a deposit of an amount of euros which allows the company to entertain the servers which are constantly running and carrying out developments. As you will have understood, the great difficulty remains getting the game purchased. The price positioning is quite interesting to declare since the game was relatively expensive compared to the subscription. Once the first sum was invested, you had the impression of losing your money if you did not subscribe for a certain time, which mechanically created loyalty. Of course, some other games only operated under a subscription model.
Free-to-play and item-selling
This development is very interesting to observe because it is the trend that has been developing for several years. Undoubtedly the provision of a game is very often free, which happens in particular with applications. More it is not it seems that the game is free that everything is free well understood. For profitability, companies have my place: item selling which consists in reselling the objects or bonuses of a game… which are not necessarily useful and can only be decorative or the “loots box” or “boxes to loot” which allow you to have random objects. Most of the time these are used for your progress and encourage you to make many small purchases with packs. This sales tactic forces you to renew offers quickly and often uses one of the biggest selling factors: FOMO. This is to create a sense of urgency for a purchase that is rare. This method of sale must be limited in time or in quantities if you wish to use it and be done in a good timing. Overall, “free-to-play” games operate on the micro-transaction model.
It is more of a denomination than a real business model. The business model generally implies that the more you pay, the more you once have a chance of being strong in a game. If you ever know the basics of winning, paying gives you such an advantage that even very frequent players will find it difficult to compete with you. This system works in particular thanks to rich customers who will want to dominate the others. It creates another lever on customers: pride. While some were content to progress quietly, others sometimes invested heavily.
games on demand
This economic model is also very well known, in particular by some very large game publishers such as EA or Xbox. It is quite simple because it consists of a direct sale where the publishers offer you a certain name of titles in a catalog. You then have unlimited access to all titles for a certain period of time. It allows a different clientele to meet their needs: that of being able to change the game as they wish. Note that this modality generally implies that you recognize the quality of your products/services so that you could then sell them. generally annual, these games broadcast downloads and often impose with a subscription or monthly. In some cases, you pay for the ability to play a single game and sometimes on a time-limited basis.
Find out what AMP technology is and why it is the key to helping your website's SEO positioning so that it appears in the top search results The entry AMP (Accelerated Mobile Pages): How to Get Good SEO...