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Futurebook: How to make money and thrive in an environment where Free is the normal price

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The digital tsunami is about to engulf books. Publishers will add less value in the future as the Internet makes distributing content that its price will trend to zero. Successful publishers and content creators will embrace the power of free AND use the power of the Internet to crete profitable, one-to-one relationships with their biggest fans

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  • 1. How to make money and thrive in anenvironment where Free is the normal price Nicholas Lovell GAMESbrief Futurebook December 5th, 2011
  • 2. Nicholas Lovell, GAMESbrief Author, How to Publish a Game Director, GAMESbrief Clients include Atari, Channel 4, Channelflip, Firefly, IPC, nDreams, Rebellion and Square Enix @nicholaslovell / @gamesbrief
  • 3. Subscribe to the blog
  • 4. WHAT IS PUBLISHING?
  • 5. Mythbuster: Publishing is about content Books 10% 90%Newspapers 15% 85% Games $50m $200m Publishers add value through DISTRIBUTION
  • 6. Publishers add value used to add valuethrough distribution
  • 7. Publishers add value used to add valuethrough distribution
  • 8. Publishers add value used to add valuethrough distribution
  • 9. The Internet has made distribution easy
  • 10. Great news for content creators Content distributors, not so much Ballpark, I estimate 50% of people in content distribution will be out of work over the next decade BUT many more content creators will be able to make a living from producing and distributing their own content
  • 11. Show me the money
  • 12. The price/demand curve In an era of physicalPRICE distribution, you need to set a single price For games, around $40 Its great value, Id have paid much more Thats too expensive for me Demand
  • 13. Now we let users set the price Hypothesis: Allow users to choose howPRICE much they spend on your product, and your revenues will go up DDO revenues up 500% DCUO revenues up 700% $ 3$ $ 5$ 5$ $ $10 MMO 1 $ 5 $3 $ $ $ subscription 3 3 3 1 5 Demand
  • 14. WRONG!
  • 15. Allowing users to choose how little to payis not the secret We all knew that 95% of users played forPRICE free We now know that 80-90% of revenues come from 0.5% of users Spending $50 - $10,000 or more Demand Paying: 5% Free: 95% 80-90% of revenue from 0.5% of users
  • 16. The Nine Inch Nails Example Ghosts I IV Ultra Deluxe Edition: $300PRICE Ghosts I IV Deluxe Edition: $75 Ghosts I IV physical: $10 Ghosts I IV digital: $5 Ghosts I: $0 Demand
  • 17. The conclusion
  • 18. One-size-fits-all pricing is deadPRICE Revenue opportunity Marketing opportunity Demand
  • 19. Thank [email protected] Follow my blog www.gamesbrief.com Buy my books