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Business Models Mindtrek
My presentation at Mindtrek 2007 in Tampere. Thanks to many contributors here, especially great thanks to Austria. Amazing how professionals can connect via their slides and thinking through these.
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- Slide 1: Innovation and new business models in
video games -
learnings from the evolution
of the Internet
Tommi Pelkonen
Strategist
S A T A M A Amsterdam
October 4, 2007
1
- Slide 2: Satama in brief
• Leading European interactive agency
“We combine talent with • Headquarters in Helsinki, Finland
• 400 experts in business development, design and technology
technology to make work and
• In 2006: 1000 projects delivered in 23 countries
customer dialogue simple, fun and • Net revenues 2006: €35.8; Operating profit €0.2 million.
profitable.” • In the Netherlands: 68 people, strong growth track
Tampere
Turku
Stockholm
SALES AND MOBILE
PERFORMANCE Amsterdam Helsinki
MARKETING EXPERTISE
MARKETING
SYSTEMS
Düsseldorf
Copyright September 30, 07 Satama.
All rights reserved.
2
- Slide 3: Satama in brief
• Leading European interactive agency
“We combine talent with • Headquarters in Helsinki, Finland
• 400 experts in business development, design and technology
technology to make work and
• In 2006: 1000 projects delivered in 23 countries
customer dialogue simple, fun and • Net revenues 2006: €35.8; Operating profit €0.2 million.
profitable.” • In the Netherlands: 68 people, strong growth track
Tampere
Turku
Stockholm
SALES AND MOBILE
PERFORMANCE Amsterdam Helsinki
MARKETING EXPERTISE
MARKETING
SYSTEMS
Düsseldorf
Copyright September 30, 07 Satama.
All rights reserved.
2
- Slide 4: Leading digital services company
Turnover
by sector in 2006
Net revenues: €35.8 mEUR
3
- Slide 5: Innovation and new business
models in computer games
• Internet - where are we in 2007?
• Innovation and business modeling
• Towards Blue Oceans
• Games as services: threat or opportunity
• Conclusions
4
- Slide 6: Quick journey to internet growth
5
- Slide 7: Quick journey to internet growth
5
- Slide 8: Quick journey to internet growth
5
- Slide 9: Quick journey to internet growth
5
- Slide 10: Quick journey to internet growth
5
- Slide 11: Quick journey to internet growth
5
- Slide 12: Quick journey to internet growth
5
- Slide 13: What is happening?
“It’s only just
begun” – this is
just the
14,463,346 auctions
beginning www.ebay.com 21 Nov 2006
200,000,000 blogs
•1,1 Billion
internet users –
and expanding
rapidly
•Global presence, Almost 5,300,000 articles >100,000,000 videos
global opportunity (100 languages) (65,000/day)
•New ways of
working
•New ways of
networking 9.8
•Evolution / million
Transformation –
from information
39 million users (Aug’07) residents
to communication
Copyright © 2007 Satama Interactive
6
- Slide 14: Web 2.0 is rapidly shifting towards true productivity
# 5. Copyright September 30, 07 Satama. All
Lähde: Gartner, August 2007 rights reserved.
7
- Slide 15: New era for media is dawning...
The era of building brands namely through mass
media advertising is over.
We need to find ways to get consumers to invite
brands into their lives.
BusinessWeek
8
- Slide 16: New era for media is dawning...
The era of building brands namely through mass
media advertising is over.
We need to find ways to get consumers to invite
brands into their lives.
BusinessWeek
8
- Slide 17: Outcome...
9
- Slide 18: Outcome...
9
- Slide 19: Outcome...
9
- Slide 20: Innovation and new business
models in video games
• Internet - where are we in 2007?
• Innovation and business modeling
• Towards Blue Oceans
• Games as services: threat or opportunity
• Conclusions
10
- Slide 21: What is innovation?
11
- Slide 22: What is innovation?
1. the process of making improvements by introducing something new
11
- Slide 23: What is innovation?
1. the process of making improvements by introducing something new
2. the act of introducing something new: something newly introduced (The American Heritage Dictionary).
11
- Slide 24: What is innovation?
1. the process of making improvements by introducing something new
2. the act of introducing something new: something newly introduced (The American Heritage Dictionary).
3. the process of translating new ideas into tangible societal impact (Krisztina Holly,Vice Provostt, UCSC)
11
- Slide 25: What is innovation?
1. the process of making improvements by introducing something new
2. the act of introducing something new: something newly introduced (The American Heritage Dictionary).
3. the process of translating new ideas into tangible societal impact (Krisztina Holly,Vice Provostt, UCSC)
4. the introduction of something new. (Merriam-Webster Online)
11
- Slide 26: What is innovation?
1. the process of making improvements by introducing something new
2. the act of introducing something new: something newly introduced (The American Heritage Dictionary).
3. the process of translating new ideas into tangible societal impact (Krisztina Holly,Vice Provostt, UCSC)
4. the introduction of something new. (Merriam-Webster Online)
5. a new idea, method or device. (Merriam-Webster Online)
11
- Slide 27: What is innovation?
1. the process of making improvements by introducing something new
2. the act of introducing something new: something newly introduced (The American Heritage Dictionary).
3. the process of translating new ideas into tangible societal impact (Krisztina Holly,Vice Provostt, UCSC)
4. the introduction of something new. (Merriam-Webster Online)
5. a new idea, method or device. (Merriam-Webster Online)
6. the successful exploitation of new ideas (Department of Trade and Industry, UK).
11
- Slide 28: What is innovation?
1. the process of making improvements by introducing something new
2. the act of introducing something new: something newly introduced (The American Heritage Dictionary).
3. the process of translating new ideas into tangible societal impact (Krisztina Holly,Vice Provostt, UCSC)
4. the introduction of something new. (Merriam-Webster Online)
5. a new idea, method or device. (Merriam-Webster Online)
6. the successful exploitation of new ideas (Department of Trade and Industry, UK).
7. change that creates a new dimension of performance (Hesselbein, 2002)
11
- Slide 29: What is innovation?
1. the process of making improvements by introducing something new
2. the act of introducing something new: something newly introduced (The American Heritage Dictionary).
3. the process of translating new ideas into tangible societal impact (Krisztina Holly,Vice Provostt, UCSC)
4. the introduction of something new. (Merriam-Webster Online)
5. a new idea, method or device. (Merriam-Webster Online)
6. the successful exploitation of new ideas (Department of Trade and Industry, UK).
7. change that creates a new dimension of performance (Hesselbein, 2002)
8. A creative idea that is realized (Harvard Business School Press, 2004)
11
- Slide 30: What is innovation?
1. the process of making improvements by introducing something new
2. the act of introducing something new: something newly introduced (The American Heritage Dictionary).
3. the process of translating new ideas into tangible societal impact (Krisztina Holly,Vice Provostt, UCSC)
4. the introduction of something new. (Merriam-Webster Online)
5. a new idea, method or device. (Merriam-Webster Online)
6. the successful exploitation of new ideas (Department of Trade and Industry, UK).
7. change that creates a new dimension of performance (Hesselbein, 2002)
8. A creative idea that is realized (Harvard Business School Press, 2004)
9. \"The capability of continuously realizing a desired future state\" (John Kao, The Innovation Manifesto, 2005)
11
- Slide 31: What is innovation?
1. the process of making improvements by introducing something new
2. the act of introducing something new: something newly introduced (The American Heritage Dictionary).
3. the process of translating new ideas into tangible societal impact (Krisztina Holly,Vice Provostt, UCSC)
4. the introduction of something new. (Merriam-Webster Online)
5. a new idea, method or device. (Merriam-Webster Online)
6. the successful exploitation of new ideas (Department of Trade and Industry, UK).
7. change that creates a new dimension of performance (Hesselbein, 2002)
8. A creative idea that is realized (Harvard Business School Press, 2004)
9. \"The capability of continuously realizing a desired future state\" (John Kao, The Innovation Manifesto, 2005)
10. \"The staging of value and/or the conservation of value.\" (Daniel Montano 2006.)
11
- Slide 32: think outside-of-the box
12
- Slide 33: People assume that
everything that is going
to be invented must have
been invented already.
But it hasn’t.
think outside-of-the box
12
- Slide 34: four areas of innovation
product & service innovation
process innovation
technology innovation
business model innovation
13
- Slide 35: technology innovation
[Osterwalder (2006]
14
- Slide 36: process innovation
[Osterwalder (2006]
15
- Slide 37: product & service
innovation
[Osterwalder (2006]
16
- Slide 38: business model innovation
[Osterwalder (2006]
17
- Slide 39: E-commerce - process and business model innovation
In short, greatest revolution of the internet was to enable direct
dialogue between the manufacturer and consumers
Source: Laudon & Traver, 2004
18
- Slide 40: E-commerce - process and business model innovation
Figure 2.3, Page 98
In short, greatest revolution of the internet was to enable direct
dialogue between the manufacturer and consumers
Source: Laudon & Traver, 2004
18
- Slide 41: Business model?
a business model describes the value
an organization offers to various
customers and portrays the
capabilities and partners required for
creating, marketing, and delivering this
value and relationship capital with
the goal of generating profitable and
sustainable revenue streams
19
- Slide 42: Key Ingredients of a Business Model
Source: Laudon & Traver, 2004
20
- Slide 43: business model framework
WHAT
INFRASTRUCTURE OFFER CUSTOMER
VALUE
PROPOSITION
[Osterwalder (2004) The Business Model Ontology]
21
- Slide 44: business model framework
HOW WHAT
INFRASTRUCTURE OFFER CUSTOMER
PARTNER
NETWORK
CORE VALUE
CAPABILITIES PROPOSITION
ACTIVITY
CONFIGURATION
[Osterwalder (2004) The Business Model Ontology]
21
- Slide 45: business model framework
HOW WHAT TO WHOM
INFRASTRUCTURE OFFER CUSTOMER
PARTNER CUSTOMER
NETWORK RELATIONSHIPS
CORE VALUE CUSTOMER
CAPABILITIES PROPOSITION SEGMENTS
ACTIVITY DISTRIBUTION
CONFIGURATION CHANNELS
[Osterwalder (2004) The Business Model Ontology]
21
- Slide 46: business model framework
HOW WHAT TO WHOM
INFRASTRUCTURE OFFER CUSTOMER
PARTNER CUSTOMER
NETWORK RELATIONSHIPS
CORE VALUE CUSTOMER
CAPABILITIES PROPOSITION SEGMENTS
ACTIVITY DISTRIBUTION
CONFIGURATION CHANNELS
COST
STRUCTURE
[Osterwalder (2004) The Business Model Ontology]
21
- Slide 47: business model framework
HOW WHAT TO WHOM
INFRASTRUCTURE OFFER CUSTOMER
PARTNER CUSTOMER
NETWORK RELATIONSHIPS
CORE VALUE CUSTOMER
CAPABILITIES PROPOSITION SEGMENTS
ACTIVITY DISTRIBUTION
CONFIGURATION CHANNELS
COST REVENUE
STRUCTURE STREAMS
[Osterwalder (2004) The Business Model Ontology]
21
- Slide 48: business model framework
HOW WHAT TO WHOM
INFRASTRUCTURE OFFER CUSTOMER
PARTNER CUSTOMER
NETWORK RELATIONSHIPS
CORE VALUE CUSTOMER
CAPABILITIES PROPOSITION SEGMENTS
ACTIVITY DISTRIBUTION
CONFIGURATION CHANNELS
COST FINANCE REVENUE
STRUCTURE STREAMS
HOW MUCH PROFITS
[Osterwalder (2004) The Business Model Ontology]
21
- Slide 49: Case:Skype
HOW WHAT TO WHOM
“eBay” website
deliver voice & free VoIP & value global
video quality added services (non segmented)
software
internet
development
software large scale
development low margin
HOW MUCH PROFITS
free voice-over-IP VoIP telephony &
value-added services
[Osterwalder (2004) The Business Model Ontology]
22
- Slide 50: Five Primary Revenue Models
Source: Laudon & Traver, 2004
23
- Slide 51: Five Primary Revenue Models
Table 2.2, Page 66
Source: Laudon & Traver, 2004
23
- Slide 52: B2C Business Models
Source: Laudon & Traver, 2004
24
- Slide 53: B2C Business Models (cont’d)
Source: Laudon & Traver, 2004
25
- Slide 54: Innovative Business Models
Source: Laudon & Traver, 2004
26
- Slide 55: Innovative Business Models
Table 2.5, Page 88
Source: Laudon & Traver, 2004
26
- Slide 56: Operating Margin Growth in Excess of
Competitive Peers
compound annual growth rate over five years
[Source: IBM, CEOs are expanding the innovation horizon: important implications for CIOs]
27
- Slide 57: Benefits Cited by Business Model Innovators
percent of respondents
[Source: IBM, Global CEO Study 2006]
28
- Slide 58: reality: everything else than planned
[Osterwalder (2006]
29
- Slide 59: Here
CEOs
10°
reality: everything else than planned
[Osterwalder (2006]
29
- Slide 60: Here
Here
CEOs
10°
Managers
60°
reality: everything else than planned
[Osterwalder (2006]
29
- Slide 61: Ok
Here
Here
CEOs
10°
Managers
60°
Staff
360°
reality: everything else than planned
[Osterwalder (2006]
29
- Slide 62: MEDIA: Two-Sided Marketplace
Production
Supply Demand
Advertiser Media Audience
Demand Supply
Attention
Euros Middlemen Eyeballs
What role can video games play in marketing?
30
- Slide 63: From simple model into marketing planning complexity in 2007...
R E A N
Reach activities Mobile Free external Engage activities Activate=conversion Nurturing existing
campaign links customers
Targeted SEM Self service
SEM Prestudy MSN Landing page 1 Logins
Seasonal,etc.
Banners
O RSS feeds Partner sites Own Store
linking to Landing page 2
N online store purchases
LI SMS campaign Video Banners
N Landing page n CRM
Newsletter
E Viral Banners marketing
Adaptive landing Lead generation
pages Program,
Seeding Adaptive Subscriptions
My Space
flash banners
Internal Links Other buy page?
Podcasting You Tube Amazon etc.
Google Indy Online Store
Flickr Second Life Seeding purchases
Yahoo Community
Competition
Seeding
O
F Seeding
F Call centers
LI On device demos Own Store
N purchases
E Channel sales
Retail screens
Indy Store
purchases
Instore Retail games
Advertising, POS materials
Partner Store
Competition purchases
Continuous analysis and metrics
31
- Slide 64: Opportunity for video games..
32
- Slide 65: Opportunity for video games..
32
- Slide 66: Opportunity for video games..
32
- Slide 67: Opportunity for video games..
32
- Slide 68: Opportunity for video games..
32
- Slide 69: Opportunity for video games..
32
- Slide 70: Opportunity for video games..
32
- Slide 71: Opportunity for video games..
32
- Slide 72: Innovation and new business
models in video games
• Internet - where are we in 2007?
• Innovation and business modeling
• Towards Blue Oceans
• Games as services: threat or opportunity
• Conclusions
33
- Slide 73: > market boundaries are
not given
> they are reconstructed
by the actions & beliefs
of industry players
34
- Slide 74: Two worlds …
35
- Slide 75: Blue Ocean Logic: The Core Principles
Reconstruct Market
Boundaries
… overcome believes.
Reach beyond
existing Demand
… go for uncontested space. COST
Get the strategic VI
VI
sequence right
… value [innovation] first. VALUE
36
- Slide 76: Two worlds …
Red Ocean Strategy Blue Ocean Strategy
Compete in existing market space. Create uncontested market space.
Beat the competition. Make the competition irrelevant.
Exploit existing demand. Create and capture new demand.
Make the value-cost trade-off. Break the value-cost trade-off.
Align the whole system of a Align the whole system of a firm's
strategic firm's activities with its activities in pursuit of
choice of differentiation or low differentiation and low cost.
cost. VALUE INNOVATION
37
- Slide 77: Two worlds …
Red Ocean Strategy Blue Ocean Strategy
Compete in existing market space. Create uncontested market space.
Beat the competition. Make the competition irrelevant.
Exploit existing demand. Create and capture new demand.
Make the value-cost trade-off. Break the value-cost trade-off.
Align the whole system of a Align the whole system of a firm's
strategic firm's activities with its activities in pursuit of
choice of differentiation or low differentiation and low cost.
cost. VALUE INNOVATION
37
- Slide 78: Two worlds …
Red Ocean Strategy Blue Ocean Strategy
Compete in existing market space. Create uncontested market space.
Beat the competition. Make the competition irrelevant.
Exploit existing demand. Create and capture new demand.
Make the value-cost trade-off. Break the value-cost trade-off.
Align the whole system of a Align the whole system of a firm's
strategic firm's activities with its activities in pursuit of
choice of differentiation or low differentiation and low cost.
cost. VALUE INNOVATION
37
- Slide 79: Two worlds …
Red Ocean Strategy Blue Ocean Strategy
Compete in existing market space. Create uncontested market space.
Beat the competition. Make the competition irrelevant.
Exploit existing demand. Create and capture new demand.
Make the value-cost trade-off. Break the value-cost trade-off.
Align the whole system of a Align the whole system of a firm's
strategic firm's activities with its activities in pursuit of
choice of differentiation or low differentiation and low cost.
cost. VALUE INNOVATION
37
- Slide 80: Two worlds …
Red Ocean Strategy Blue Ocean Strategy
Compete in existing market space. Create uncontested market space.
Beat the competition. Make the competition irrelevant.
Exploit existing demand. Create and capture new demand.
Make the value-cost trade-off. Break the value-cost trade-off.
Align the whole system of a Align the whole system of a firm's
strategic firm's activities with its activities in pursuit of
choice of differentiation or low differentiation and low cost.
cost. VALUE INNOVATION
37
- Slide 81: Two worlds …
Red Ocean Strategy Blue Ocean Strategy
Compete in existing market space. Create uncontested market space.
Beat the competition. Make the competition irrelevant.
Exploit existing demand. Create and capture new demand.
Make the value-cost trade-off. Break the value-cost trade-off.
Align the whole system of a Align the whole system of a firm's
strategic firm's activities with its activities in pursuit of
choice of differentiation or low differentiation and low cost.
cost. VALUE INNOVATION
37
- Slide 82: Illustrate options with canvas
38
- Slide 83: Innovation and new business
models in video games
• Internet - where are we in 2007?
• Innovation and business modelling
• Towards Blue Oceans
• Games as services: threat or opportunity
• Conclusions
39
- Slide 84: Traditional media consuption metrics
Media consumption in the US: 2007 (hours/week)
Reading newspapers (not online)
Reading magazines (not online)
Watching TV
Watching DVDs or VHS
Listening to the radio (not online)
Using the Internet for personal purposes
0 10 20 30 40
Early Adopters Mainstream Consumers Sidelined Citizens
Source: Forrester Research, 2007
40
- Slide 85: Gamer metrics
• 69 % of American heads of households play
computer and video games. The average adult woman
plays games 7.4 hours per week in the US. The
average adult man plays 7.6 hours per week. (ESA,
2006). 44 % of they play games online
• The average MMORPG gamer (addicted or not) spends
20-25 hours per week MMORPGs, (Kimberly
41
- Slide 86: Booming game markets...
42
- Slide 87: Booming game markets...
42
- Slide 88: Booming game markets...
42
- Slide 89: Booming game markets...
42
- Slide 90: Booming game markets...
42
- Slide 91: Booming game markets...
42
- Slide 92: Booming game markets...
42
- Slide 93: Booming game markets...
42
- Slide 94: Booming game markets...
42
- Slide 95: Booming game markets...
42
- Slide 96: ...yet, business model in challenges
43
- Slide 97: ...yet, business model in challenges
43
- Slide 98: ...yet, business model in challenges
43
- Slide 99: ...yet, business model in challenges
43
- Slide 100: Case: Wii and the Blue Ocean
44
- Slide 101: Case: Wii and the Blue Ocean
44
- Slide 102: Case: Wii and the Blue Ocean
44
- Slide 103: Case: Wii and the Blue Ocean
44
- Slide 104: Case: Wii and the Blue Ocean
44
- Slide 105: Case: Wii and the Blue Ocean
44
- Slide 106: Case: Wii and the Blue Ocean
44
- Slide 107: Case: Wii and the Blue Ocean
44
- Slide 108: Case: Wii and the Blue Ocean
44
- Slide 109: Case: Wii and the Blue Ocean
44
- Slide 110: Case: Wii and the Blue Ocean
44
- Slide 111: Case: Wii and the Blue Ocean
44
- Slide 112: Case: Wii and the Blue Ocean
44
- Slide 113: Case: Wii and the Blue Ocean
44
- Slide 114: Case: Wii and the Blue Ocean
44
- Slide 115: Wii: Strategy canvas
Source: DFC Intelligence, Sep 2007
45
- Slide 116: Wii: Strategy canvas
1. Wii will sell the most hardware units in
Japan and could be the overall
worldwide winner. However, the PS3
could be a strong second. Furthermore,
by 2012 the PS3 may actually lead in
software revenue even though the Wii
has sold more units.
2. Under DFC's best case scenario for
the Xbox 360, the system is in a virtual
tie with both the Wii and the PS3.
However, unless the Xbox 360 can kick
it into gear in the fourth quarter and
through 2008, the system will probably
finish in a fairly distant third. A big
challenge for the Xbox 360 is building a
base outside North America.
3. The PS3 is looking to make a strong
play for 2009 and beyond. For software
revenue, the PlayStation 3 looks to be a
solid platform for the 2009-2012 time
period.
Source: DFC Intelligence, Sep 2007
45
- Slide 117: 46
- Slide 118: 46
- Slide 119: 46
- Slide 120: Strategy canvas for video games
10,0
7,5
5,0
2,5 Broadcast Television Internet media usage
Offline video games Online video games
Price Availability Portability Rich experience Ease of use
0
Selection Interactivity Community Personalisation
47
- Slide 121: Strategy canvas for video games
10,0
7,5
5,0
2,5 Broadcast Television Internet media usage
Offline video games Online video games
Price Availability Portability Rich experience Ease of use
0
Selection Interactivity Community Personalisation
47
- Slide 122: Strategy canvas for video games
10,0
7,5
5,0
2,5 Broadcast Television Internet media usage
Offline video games Online video games
Price Availability Portability Rich experience Ease of use
0
Selection Interactivity Community Personalisation
47
- Slide 123: Strategy canvas for video games
10,0
7,5
5,0
2,5 Broadcast Television Internet media usage
Offline video games Online video games
Price Availability Portability Rich experience Ease of use
0
Selection Interactivity Community Personalisation
47
- Slide 124: Strategy canvas for video games
10,0
7,5
5,0
2,5 Broadcast Television Internet media usage
Offline video games Online video games
Price Availability Portability Rich experience Ease of use
0
Selection Interactivity Community Personalisation
47
- Slide 125: Strategy canvas for video games
10,0
7,5
5,0
2,5 Broadcast Television Internet media usage
Offline video games Online video games
Price Availability Portability Rich experience Ease of use
0
Selection Interactivity Community Personalisation
47
- Slide 126: Strategy canvas for video games
10,0
7,5
5,0
2,5 Broadcast Television Internet media usage
Offline video games Online video games
Price Availability Portability Rich experience Ease of use
0
Selection Interactivity Community Personalisation
47
- Slide 127: Strategy canvas for video games
10,0
7,5
5,0
2,5 Broadcast Television Internet media usage
Offline video games Online video games
Price Availability Portability Rich experience Ease of use
0
Selection Interactivity Community Personalisation
47
- Slide 128: Innovation and new business
models in video games
• Internet - where are we in 2007?
• Innovation and business modeling
• Towards Blue Oceans
• Games as services: threat or opportunity
• Conclusions
48
- Slide 129: Focusing on customers
Fitting the user needs
(utility)
Pleasurable Easy to use
experience (usability)
(satisfaction)
Copyright © 2007 Satama Interactive
49
- Slide 130: Focusing on customers
Fitting the user needs
(utility)
Good Experience
I tell 4 people
Pleasurable Easy to use
experience (usability)
(satisfaction)
Copyright © 2007 Satama Interactive
49
- Slide 131: Focusing on customers
Fitting the user needs
(utility)
Good Experience Bad Experience
I tell 4 people I tell 18 people
Pleasurable Easy to use
experience (usability)
(satisfaction)
Copyright © 2007 Satama Interactive
49
- Slide 132: Elements of a good experience
The
Rich
Experience
# 49. Copyright September 30, 07 Satama. All
rights reserved.
50
- Slide 133: Elements of a good experience
I find things where I expect them
I like the brand and visual design I got exactly what I needed know
It is nice to do things at I feel the service ‘understands’ me
this location The
Rich
I saved a lot of time doing
Experience
things via the service
I am impressed by the service
I get things done more efficiently than by myself
# 49. Copyright September 30, 07 Satama. All
rights reserved.
50
- Slide 134: Elements of a good experience
I find things where I expect them
I like the brand and visual design I got exactly what I needed know
It is nice to do things at I feel the service ‘understands’ me
this location The
Rich I had fun with this service
I saved a lot of time doing
Experience
things via the service
I am impressed by the service
I want to recommend my friends
I get things done more efficiently than by myself
to use this service
Any form of service / entertainment should lead to a relevant and rich experience
# 49. Copyright September 30, 07 Satama. All
rights reserved.
50
- Slide 135: Video games - innovate and network
• Video games industry need to innovate to
continue on the growth track and reach
new customers
• Incremental innovations needs to be
supplemented with consumer and rich
experience-oriented innovations
• The online generation lives online - games
should be geared towards leveraging this
networking, too.
51
- Slide 136: Tommi Pelkonen
tommi.pelkonen@satama.com
tommi.pelkonen@gmail.com
Copyright © 2007 Satama Interactive
52