2004 Web and Downloadable Games White Paper
IGDA Online Games SIG
incremental revenue? To set a context, this paper classifies these models into Primary Business Models
and Secondary Business Models and defines each as follows:
a)
Primary Business Model
Those business models which currently successful companies today pursue as their core set of
products or services, and that without that core business the company could not exist.
b)
Secondary Business Model
Those businesses in which companies are involved, but are either dependent upon the primary
business model for success, or that represent a relatively small, non cannibalistic, and incremental
source of revenue that can be obtained with minimum resource investment.
Some game developers may object to the secondary classification of some of these models, but it is
not meant to minimize the importance of these approaches. It simply draws a line between those
models that seem stable on their own, vs. those models that require augmentation to stabilize them.
Shockwave's GameBlast Subscription Service
Written by Scott Roesch, VP Marketing, AtomShockwave Corp.
GameBlast (www.gameblast.com) is a premium games service of Shockwave.com, providing
subscribers with a higher quality, more convenient playing experience. Elements of this improved
game experience include:
Unlimited access to premium games with exclusive features including full screen play,
bonus levels, and extra difficulty settings
No annoying ads
New releases every month at no additional charge
Discounts on other purchases
The service initially launched in November 2002 and has grown steadily since.
The GameBlast strategy grew from our efforts marketing single game titles as digital downloads
to Shockwave.com consumers. In 2001, Shockwave.com made the transition from a free online
entertainment site to a tiered experience, in which paying customers had access to more content.
We learned at that time that consumers will pay for the right game, packaged and presented in
the right way.
We foresaw that a recurring billing strategy would ultimately be essential: Rather than relying on
user relationships with specific content titles, we could build user loyalty in a broader sense. While
users might not feel strongly enough about each new title to buy it, we believed that could
generate loyalty to an aggregation service that provided access to a large selection of content.
This approach seemed more valuable for our purposes, and also provided greater value to the
consumer.
GameBlast was initially designed to allow us to test a subscription service without cannibalizing
our successful digital download business. As a result, we defined GameBlast as an online
experience. We launched with 32 game titles from a broad range of genres, and duplicated basic
Shockwave.com community functionality such as high scores and content reviews.
Initial response was positive, but not overwhelming. We met our initial expectations. Certain
categories of game enthusiasts were extremely pleased with GameBlast; others were not.
Subscriber numbers continued to grow month over month.
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