Magazine High tech

29 Business models pour l’édition de jeu vidéo

Publié le 01 octobre 2008 par Jouer Online

Le blog de Lightspeed Venture Partners retranscrit une intervention de David Perry, d’Acclaim, qui mentionna 29 business model autour des jeux vidéo lors du Social Gaming Summi.

Cet ensemble de pistes de développement économique, prouve bien tout le dynamisme du marché. Comme toujours l’optimum se trouvera dans un mix astucieux de différents business model.

Entrepeneur pressé voici une liste pour toi (oui c’est en anglais) :

  1. Retail (bricks & mortar), selling boxed product at places like EBGames, Gamestop or Virgin Megastore.
  2. Digital Distribution (direct download, direct to consumer), like the Steam service from Valve Software.
  3. In-Game Advertisin.
  4. Around-Game Advertising
  5. Pay Finder’s Fee from First Dollar.
  6. Advertgames (the whole experience is an advert).
  7. “Try Before you Buy” / Trialware / Shareware / Demoware / Timedware.
  8. Episodic Entertainment (borrowing from the TV model).
  9. Skill-Based Progressive Jackpots (where players buy a ticket to enter into a tournament).
  10. Velvet Rope or Member’s Club (where the user pays for VIP access).
  11. Subscription Model (like World of Warcraft or Conan).
  12. Micro-Transactions (small, impulse driven up selling), for vanity, saving time, better communications, leveling up faster etc.
  13. Sponsored Games / Donationware (serious games, games for good, charity games).
  14. Pay per play / Pay as you go / Pay for Time (like the old arcade machine or pinball system).
  15. Player to Player trading of Virtual Items (letting them trade land, property, characters, items, also by auctions).
  16. Foreign distribution deals (like the movie industry).
  17. Sell Access to your Players (like lead generation, special offers etc.).
  18. Freeware (get lots of users) - and expect offers to acquire your software, company or technology.
  19. Loss Leader (focus on your real goal).
  20. Peripheral Enticement (the game cannot function without a piece of equipment).
  21. Player to Player Wagering (they place wagers before they go head to head).
  22. User Generated Content (letting users make endless new content).
  23. Pay for Storage Space (on a server) to save progress, stats, game data etc.
  24. Pay for Private Game Server (where your friends come to play).
  25. Rental (stores like Blockbuster, or online like Gamefly).
  26. Licensing Access (like signing a deal with a chain of cyber cafes to unlock your game for their users.)
  27. Selling Branded Items from your site (using a service like Cafepress)
  28. Pre-Sell the Game to the Players.
  29. Buy Something, get the game for Free - This is the Trialpay model.

Pour rappel, l’article orginal : 29 business models for games


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