2004 Web and Downloadable Games White Paper
IGDA Online Games SIG
Interestingly to us, GameBlast subscribers quickly established themselves as our most valuable
customers in terms of total annual spend. The service had proven itself for phase 1. Despite the
fact that we viewed the service as a limited test offering that we were not marketing heavily, we
had enough data to support further expansion.
We are now in the early phases of what internally we call GameBlast 2.0, which is a set of 6
initiatives that reflect what we have learned from subscriber feedback and service usage data.
These initiatives include:
Enhanced online community
. One early example of this is our Jigsaw Challenge, a daily
competition to determine who can solve our daily jigsaw fastest.
Access to downloadable content
. Beginning in November 2003, we've begun granting
access to hit downloadable games such as Super Collapse II, Wild Wild Words, and Lemonade
Tycoon at no additional charge. (Game developers are compensated on a per play basis, as they
are with online content.)
New content types and greater content selection
.
External marketing partnerships
. We've partnered with AT&T to distribute prepaid
GameBlast subscription cards in leading retailers including Wal Mart. And we're also making
GameBlast available via partnerships with a variety of ISPs.
Increased internal marketing support
. We've seen that GameBlast subscribers are our
most valuable customers, so we are making GameBlast marketing a huge part of our overall
efforts.
Site/service redesign
. (Coming in 2004)
The evolution is in progress right now, but we already have some very encouraging data.
GameBlast's active subscriber totals have grown every month since launch and in recent months
have picked up considerable speed.
We are now very confident that GameBlast is going to be a significant source of revenue for us
and for our game development partners. It will be especially important in a future where product
conversion rates have fallen, and e mail marketing is less effective.
We firmly believe that there is greater value in cultivating a group of subscribers who make a
buying decision once and then stay with the service out of loyalty, rather than in asking our best
consumers to make a specific buying decision on every new product that is released. Enabling
them to take that initial leap of faith and to get one to enter their billing information requires a
major commitment on our part to provide them with an overwhelmingly valuable service.
4.
A Comprehensive High Level View of Business Model Choices
After separating web games from downloadable games, and further separating primary business models
from secondary business models, there are several options for developers to choose from. These
options are listed below.
Web Games
Downloadable Games
Primary Models
Secondary Models
Primary Models
Secondary Models
Work For Hire
Tech. Licensing
Work for Hire
Web games
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