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By R. Kirk Owen
Gamasutra
CGDC Roundtable Report, April 1997

Features
CGDC '97 Roundtable Reports

Business Models for On-Line Games

Below is a matrix that summarizes the business models that were discussed at the "Maximizing Revenue from Online Games" roundtable held at CGDC. When evaluating which business model makes sense for your business, keep in mind that different aspects of the various models can be mixed and matched to create a model that will maximize your revenue.

The Strengths and Weaknesses columns are written as to the developer/publisher, not the end user.

Business Models for On-Line Games

Business Model
Description
Strengths
Weaknesses
Possible Partners
Revenue to Developer / Publisher
Cost to Customer
Advertising - Banner Customer plays for free. Banner ads are displayed in some part of the game - Customers like getting content for free
- Banner ads relatively non-intrusive to gameplay
Difficulty in making profits with ad only - Ad agencies
- Online advertisers
Fees from advertisers Free
Advertising - In-product advertising Customer plays for free. Products placements are built into game - Customers like getting content for free
- Ads are non-intrusive
- Can effect "suspension of disbelief"
- No "click-through" to capture customer interest
- Potential legal problems internationally
- Ad agencies
- Online advertisers
Fees from advertisers Free
Advertising - Interstitial Customer plays for free. Full screen ads run at various points in the game. Banner ads run at end of game - Customers like getting content for free
- Ads are high impact
- Difficulty in selling ads
- Ad revenue does not cover expenses
- Does not work for twitch games
- Ad agencies
- Online advertisers
Fees from advertisers Free
Advertising - Sponsorship Game site is tied to a sponsor that wants to collect information (demographics, e-mail addresses, etc.) or access to the game's customers - Advertising is non intrusive
- Value of having direct customer contact is exploited
- The original TV "soap opera" model (soap companies sponsoring day time TV shows)
- Difficulty in finding and signing sponsor
- Reliance on one company
Large consumer product or service organizations Upfront fee plus monthly maintenance fee from sponsor Free
Business Model
Description
Strengths
Weaknesses
Possible Partners
Revenue to Developer / Publisher
Cost to Customer
Advertising / Subscription hybrid Customers that do not want to see advertising pay a monthly fee, others see ads - Revenue from ads and subscription
- Different models for different customers
Cost of running both models - Ad agencies
- Online advertisers
Fees from advertising Free or monthly subscription charge
Bounty Fee is paid to publisher for delivering a customer - Addition of ISP sign-up software can be seen as benefit to consumer
- Very little cost to publisher
- Difficult to project revenue
- No annuity revenue stream
- ISPs- OSP Per Unit Bounty once customer meets minimum set by company paying bounty Free
Cable TV model - Pay per View Customer pays for content on an as-purchased basis. Cable company has on-going billing relationship with customer. - ISPs/OSPs currently not profitable.
- ISPs/OSPs not interested in model.
- ISPs/OSPs
- In future, cable companies, satellite TV, phone companies
Percentage of additional charge billed to customer Additional charge for content consumed
Cable TV model - Premium Customers pay for monthly access to cable. ISP charges additional amount for "premium" content. Additional fee back to premium content providers. ISP company has on-going billing relationship and revenue stream with customer. - ISPs/OSPs currently not profitable.
- ISPs/OSPs not interested in model
- ISPs/OSPs
In future, cable companies, satellite TV, phone companies
Higher monthly fee from ISP/OSP to publisher Additional charge in addition to base monthly charge
Business Model
Description
Strengths
Weaknesses
Possible Partners
Revenue to Developer / Publisher
Cost to Customer
Cable TV model - Regular Customers pay for monthly access to cable. ISP companies pay monthly fee to content providers ISP company has on-going billing relationship with customer - ISPs/OSPs currently not profitable
- ISPs/OSPs not interested in model
- ISPs/OSPs
- In future, cable companies, satellite TV, phone companies
Small monthly fee from ISP/OSP to publisher Monthly connect charge
Free Gaming - Sell products Customer can play limited game for free. Publisher sells products to earn revenue - Draw in customers by not charging fees
- Try before you buy
Perceived value of gaming that is given away Fulfillment house Revenue from sale of products Price of products purchased
Hybrid CD-ROM with disk given away CD-ROM is delivered to potential customer through some type partner. Customer pays for full product through unlocking mechanism - High quality gameplay using CD-ROM assets
- High % of dollars back to developers
- Distribution is deal based
- Encryption can sometimes be broken
OEMs, magazines, game services, Direct mail Customer pays direct to content provider Price of full product set by publisher
Joint Venture with company in need of content Set up a business venture with a company that wants to get into online gaming Diversify risk, build on strengths, capacity Length of contract negotiations - Developers
- ISPs/OSPs
Publisher
Whatever is negotiated N/A
Business Model
Description
Strengths
Weaknesses
Possible Partners
Revenue to Developer / Publisher
Cost to Customer
Micro transactions using digital cash Customer is charged a small amount on a per usage basis - Customer only pays for what they use
- If product is highly valuable to customer, revenues can be quite high (rotisserie sports leagues)
- Expensive to track
- Quite a bit of Fear, Uncertainty and Doubt (FUD) in market now
-Reaching customers can be difficult
Providers of digital cash products Amount spent by customers minus transactions cost Cost of games
On-Line Service Provider exclusive Provide content exclusively to large OSPs (AOL, CompuServe) - OSPs have billing relationship with customers
- Access to a large number of on-line gamers
- Flat-pricing makes this model less lucrative than in past
- Only few companies are making large amounts.
OSPs Percentage of fees collected by OSP Regular monthly charges plus premium charges if applicable
On-line/Retail Hybrid
(Berkeley System 's You Don't Know Jack and Bezerk)
CD-ROM sold at retail. On-line advertised supported. Both cross-sell each other - Customers like it
- Seamless
- Retail synergy
- Fixed and on-line media meet different needs
- Sales process
- Product development
- Not for twitch
- Developer return on investment
- Ad agencies
- Commercial buyers
- Advertising revenue for on-line
Wholesale price of CD-ROM
- Free for on-line
- Retail price of CD-ROM.
Pay For Features Customers that have "more money than time" can purchase bullets, weapons, currency, lives etc. - Meets needs of customers that do not have time to accumulate all of the items they desire
- Gives customers additional options
- Earn revenue in small incremental amounts
- Mixed response from the customers with "More time than money" Digital cash providers Fees from customer for things they buy Fee to developer / publisher
Business Model
Description
Strengths
Weaknesses
Possible Partners
Revenue to Developer / Publisher
Cost to Customer
Prizes, promotions give aways Play for free. Drive visits by giving away prizes Strong consumer interest can drive high viewership Constantly searching for prizes - Ad agencies
- Companies that can provide promotions
Advertising revenue Free
Retail only Generate revenue by selling product at retail. Offer on-line gameplay or network play as value add to customer - Retail is proven way to generate revenue
- No problems with download times
- No ongoing revenue stream after retail sale, plus on-going cost of maintaining servers
- Difficulty of retail sales
Publisher of retail products Percentage of wholesale price of product - Cost of retail product.
- No on-going fees
Retail plus connect charges CD-ROM is sold at retail. Ongoing charge for connect time - Retail is proven revenue generator
- On-going revenue stream from connect fees
- Out of the box experience
- Customer feels they are getting hit twice
Retailer, publishers, ISP - Wholesale cost of retail product
- Sale of merchandise
- Retail price of box
- Connect charges
Sell game at retail and outsource on-line Sell CD-ROM with network gameplay but then outsource the network maintenance to avoid costs of maintaining game servers. Provide on-line opportunities for customers without the cost No back-end revenue from on-line usage - On-line game companies
- Companies with expertise managing game servers
Wholesale price of retail product Retail price of product
Business Model
Description
Strengths
Weaknesses
Possible Partners
Revenue to Developer / Publisher
Cost to Customer
Subscription Customer pays a hourly, monthly or annual subscription to have access to games - On-going revenue stream to customer
- Greater commitment and buy-in as customer is paying for product
- Initial downloads of game files are barrier to customers
- Customer unwillingness to pay for that which they may be able to get for free
- On-line gaming companies that pay royalties back to developers
- Companies offering micro tranactions
Monthly or annual subscription from customer Hourly, Monthly or annual subscription
Subscription Fee - Pay in Advance Customer pays some type of subscription or usage fee. Funds are collected in advance and customer is notified when funds are used up - More commitment
- No billing surprises
- Customer can control expenditures
- No problems in collecting from customers
- Initial downloads of game files are barrier to customers
- Customer unwillingness to pay for that which they may be able to get for free
On-line gaming companies that pay royalties back to developers Pre-Paid fees from customer to developer / publisher Pre-paid fees


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