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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
Satama in brief

                                    ā€¢ Leading European interactive agency
ā€œWe combine talent with             ā€¢ Headquarters in Helsinki, Finland
                                    ā€¢ 400 experts in business development, design and technology
technology to make work and
                                    ā€¢ In 2006: 1000 projects delivered in 23 countries
customer dialogue simple, fun and   ā€¢ Net revenues 2006: ā‚¬35.8; Operating proļ¬t ā‚¬0.2 million.
proļ¬table.ā€                         ā€¢ In the Netherlands: 68 people, strong growth track




                                                                                 Tampere

                                                                                 Turku

                                                                        Stockholm
                            SALES AND               MOBILE
PERFORMANCE                                                          Amsterdam                           Helsinki
                            MARKETING              EXPERTISE
 MARKETING
                             SYSTEMS
                                                                                         DĆ¼sseldorf




                                                                                     Copyright September 30, 07 Satama.
                                                                                                     All rights reserved.

                                                                                                                       2
Satama in brief

                                    ā€¢ Leading European interactive agency
ā€œWe combine talent with             ā€¢ Headquarters in Helsinki, Finland
                                    ā€¢ 400 experts in business development, design and technology
technology to make work and
                                    ā€¢ In 2006: 1000 projects delivered in 23 countries
customer dialogue simple, fun and   ā€¢ Net revenues 2006: ā‚¬35.8; Operating proļ¬t ā‚¬0.2 million.
proļ¬table.ā€                         ā€¢ In the Netherlands: 68 people, strong growth track




                                                                                 Tampere

                                                                                 Turku

                                                                        Stockholm
                            SALES AND               MOBILE
PERFORMANCE                                                          Amsterdam                           Helsinki
                            MARKETING              EXPERTISE
 MARKETING
                             SYSTEMS
                                                                                         DĆ¼sseldorf




                                                                                     Copyright September 30, 07 Satama.
                                                                                                     All rights reserved.

                                                                                                                       2
Leading digital services company




                                                  Turnover
                                          by sector in 2006


                                   Net revenues: ā‚¬35.8 mEUR




                                                              3
Innovation and new business
      models in computer games

ā€¢ Internet - where are we in 2007?
ā€¢ Innovation and business modeling
ā€¢ Towards Blue Oceans
ā€¢ Games as services: threat or opportunity
ā€¢ Conclusions

                                             4
Quick journey to internet growth




                                   5
Quick journey to internet growth




                                   5
Quick journey to internet growth




                                   5
Quick journey to internet growth




                                   5
Quick journey to internet growth




                                   5
Quick journey to internet growth




                                   5
Quick journey to internet growth




                                   5
What is happening?


ā€œItā€™s only just
begunā€ ā€“ this is
just the
                            14,463,346 auctions
beginning                 www.ebay.com 21 Nov 2006
                                                         200,000,000 blogs

ā€¢1,1 Billion
internet users ā€“
and expanding
rapidly
ā€¢Global presence,          Almost 5,300,000 articles   >100,000,000 videos
global opportunity             (100 languages)            (65,000/day)
ā€¢New ways of
working
ā€¢New ways of
networking                                                       9.8
ā€¢Evolution /                                                     million
Transformation ā€“
from information
                           39 million users (Augā€™07)             residents
to communication




                                                                    Copyright Ā© 2007 Satama Interactive



                                                                                                     6
Web 2.0 is rapidly shifting towards true productivity




                                                                                      # 5. Copyright September 30, 07 Satama. All
LƤhde: Gartner, August 2007                                                                                     rights reserved.


                                                                                                                              7
New era for media is dawning...



               The era of building brands namely through mass
                          media advertising is over.
               We need to ļ¬nd ways to get consumers to invite
                            brands into their lives.




BusinessWeek


                                                                8
New era for media is dawning...



               The era of building brands namely through mass
                          media advertising is over.
               We need to ļ¬nd ways to get consumers to invite
                            brands into their lives.




BusinessWeek


                                                                8
Outcome...




             9
Outcome...




             9
Outcome...




             9
Innovation and new business
        models in video games

ā€¢ Internet - where are we in 2007?
ā€¢ Innovation and business modeling
ā€¢ Towards Blue Oceans
ā€¢ Games as services: threat or opportunity
ā€¢ Conclusions

                                             10
What is innovation?




                      11
What is innovation?
1.	 the process of making improvements by introducing something new




                                                                      11
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
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
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
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
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
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
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
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.	 quot;The capability of continuously realizing a desired future statequot; (John Kao, The Innovation Manifesto, 2005)




                                                                                                                   11
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.	 quot;The capability of continuously realizing a desired future statequot; (John Kao, The Innovation Manifesto, 2005)

10.	 quot;The staging of value and/or the conservation of value.quot; (Daniel Montano 2006.)


                                                                                                                   11
think outside-of-the box

                           12
People assume that
                       everything that is going
                      to be invented must have
                       been invented already.
                             But it hasnā€™t.




think outside-of-the box

                                                  12
four areas of innovation




    product & service innovation
        process innovation
       technology innovation
     business model innovation


                                   13
technology innovation
              [Osterwalder (2006]

                                    14
process innovation




           [Osterwalder (2006]

                                 15
product & service
innovation




                    [Osterwalder (2006]

                                          16
business model innovation




                            [Osterwalder (2006]

                                                  17
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
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
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
Key Ingredients of a Business Model




Source: Laudon & Traver, 2004

                                                            20
business model framework


                   WHAT
INFRASTRUCTURE        OFFER                                                CUSTOMER


                      VALUE
                   PROPOSITION




                              [Osterwalder (2004) The Business Model Ontology]

                                                                                      21
business model framework


           HOW                   WHAT
INFRASTRUCTURE                      OFFER                                                CUSTOMER
                   PARTNER
                   NETWORK
    CORE                            VALUE
 CAPABILITIES                    PROPOSITION
                    ACTIVITY
                 CONFIGURATION




                                            [Osterwalder (2004) The Business Model Ontology]

                                                                                                    21
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
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
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
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
Case:Skype

           HOW                   WHAT                                TO WHOM
                     ā€œeBayā€                                      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
Five Primary Revenue Models




Source: Laudon & Traver, 2004

                                                  23
Five Primary Revenue Models
Table 2.2, Page 66




Source: Laudon & Traver, 2004

                                                  23
B2C Business Models




Source: Laudon & Traver, 2004

                                                      24
B2C Business Models (contā€™d)




Source: Laudon & Traver, 2004

                                                         25
Innovative Business Models




Source: Laudon & Traver, 2004

                                                             26
Innovative Business Models

Table 2.5, Page 88




Source: Laudon & Traver, 2004

                                                             26
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
Beneļ¬ts Cited by Business Model Innovators

percent of respondents




                  [Source: IBM, Global CEO Study 2006]
                                                         28
reality: everything else than planned
                                        [Osterwalder (2006]

                                                              29
Here




     CEOs
      10Ā°




reality: everything else than planned
                                        [Osterwalder (2006]

                                                              29
Here


                                        Here




     CEOs
      10Ā°
                        Managers
                          60Ā°




reality: everything else than planned
                                               [Osterwalder (2006]

                                                                     29
Ok


            Here


                                        Here




     CEOs
      10Ā°
                        Managers
                          60Ā°




                                        Staff
                                        360Ā°
reality: everything else than planned
                                                [Osterwalder (2006]

                                                                      29
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
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
Opportunity for video games..




                                32
Opportunity for video games..




                                32
Opportunity for video games..




                                32
Opportunity for video games..




                                32
Opportunity for video games..




                                32
Opportunity for video games..




                                32
Opportunity for video games..




                                32
Opportunity for video games..




                                32
Innovation and new business
        models in video games

ā€¢ Internet - where are we in 2007?
ā€¢ Innovation and business modeling
ā€¢ Towards Blue Oceans
ā€¢ Games as services: threat or opportunity
ā€¢ Conclusions

                                             33
> market boundaries are
  not given
> they are reconstructed
  by the actions & beliefs
  of industry players




                             34
Two worlds ā€¦




               35
Blue Ocean Logic: The Core Principles


  Reconstruct Market
     Boundaries
 ā€¦ overcome believes.

        Reach beyond
       existing Demand
ā€¦ go for uncontested space.   COST

     Get the strategic          VI
                                VI
      sequence right
ā€¦ value [innovation] first.   VALUE


                                                   36
Two worlds ā€¦

     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 ļ¬rm's
 strategic ļ¬rm's activities with its          activities in pursuit of
 choice of differentiation or low         differentiation and low cost.
               cost.                            VALUE INNOVATION

                                                                           37
Two worlds ā€¦

     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 ļ¬rm's
 strategic ļ¬rm's activities with its          activities in pursuit of
 choice of differentiation or low         differentiation and low cost.
               cost.                            VALUE INNOVATION

                                                                           37
Two worlds ā€¦

     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 ļ¬rm's
 strategic ļ¬rm's activities with its          activities in pursuit of
 choice of differentiation or low         differentiation and low cost.
               cost.                            VALUE INNOVATION

                                                                           37
Two worlds ā€¦

     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 ļ¬rm's
 strategic ļ¬rm's activities with its          activities in pursuit of
 choice of differentiation or low         differentiation and low cost.
               cost.                            VALUE INNOVATION

                                                                           37
Two worlds ā€¦

     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 ļ¬rm's
 strategic ļ¬rm's activities with its          activities in pursuit of
 choice of differentiation or low         differentiation and low cost.
               cost.                            VALUE INNOVATION

                                                                           37
Two worlds ā€¦

     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 ļ¬rm's
 strategic ļ¬rm's activities with its          activities in pursuit of
 choice of differentiation or low         differentiation and low cost.
               cost.                            VALUE INNOVATION

                                                                           37
Illustrate options with canvas




                                 38
Innovation and new business
        models in video games

ā€¢ Internet - where are we in 2007?
ā€¢ Innovation and business modelling
ā€¢ Towards Blue Oceans
ā€¢ Games as services: threat or opportunity
ā€¢ Conclusions

                                             39
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
Gamer metrics


ā€¢   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.Ā  The
    average adult man plays 7.6 hours per week. (ESA,

    2006).   44 % of they play games online

ā€¢   The average MMORPG gamer (addicted or not) spends
    20-25 hours per week MMORPGs, (Kimberly

                                                             41
Booming game markets...




                          42
Booming game markets...




                          42
Booming game markets...




                          42
Booming game markets...




                          42
Booming game markets...




                          42
Booming game markets...




                          42
Booming game markets...




                          42
Booming game markets...




                          42
Booming game markets...




                          42
Booming game markets...




                          42
...yet, business model in challenges




                                       43
...yet, business model in challenges




                                       43
...yet, business model in challenges




                                       43
...yet, business model in challenges




                                       43
Case: Wii and the Blue Ocean




                               44
Case: Wii and the Blue Ocean




                               44
Case: Wii and the Blue Ocean




                               44
Case: Wii and the Blue Ocean




                               44
Case: Wii and the Blue Ocean




                               44
Case: Wii and the Blue Ocean




                               44
Case: Wii and the Blue Ocean




                               44
Case: Wii and the Blue Ocean




                               44
Case: Wii and the Blue Ocean




                               44
Case: Wii and the Blue Ocean




                               44
Case: Wii and the Blue Ocean




                               44
Case: Wii and the Blue Ocean




                               44
Case: Wii and the Blue Ocean




                               44
Case: Wii and the Blue Ocean




                               44
Case: Wii and the Blue Ocean




                               44
Wii: Strategy canvas




                       Source: DFC Intelligence, Sep 2007
                                                       45
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
46
46
46
Strategy canvas for video games
10,0




 7,5




 5,0




 2,5        Broadcast Television   Internet media usage
            Ofļ¬‚ine video games     Online video games


  Price             Availability           Portability   Rich experience Ease of use
  0
          Selection          Interactivity         Community       Personalisation


                                                                                 47
Strategy canvas for video games
10,0




 7,5




 5,0




 2,5        Broadcast Television   Internet media usage
            Ofļ¬‚ine video games     Online video games


  Price             Availability           Portability   Rich experience Ease of use
  0
          Selection          Interactivity         Community       Personalisation


                                                                                 47
Strategy canvas for video games
10,0




 7,5




 5,0




 2,5        Broadcast Television   Internet media usage
            Ofļ¬‚ine video games     Online video games


  Price             Availability           Portability   Rich experience Ease of use
  0
          Selection          Interactivity         Community       Personalisation


                                                                                 47
Strategy canvas for video games
10,0




 7,5




 5,0




 2,5        Broadcast Television   Internet media usage
            Ofļ¬‚ine video games     Online video games


  Price             Availability           Portability   Rich experience Ease of use
  0
          Selection          Interactivity         Community       Personalisation


                                                                                 47
Strategy canvas for video games
10,0




 7,5




 5,0




 2,5        Broadcast Television   Internet media usage
            Ofļ¬‚ine video games     Online video games


  Price             Availability           Portability   Rich experience Ease of use
  0
          Selection          Interactivity         Community       Personalisation


                                                                                 47
Strategy canvas for video games
10,0




 7,5




 5,0




 2,5        Broadcast Television   Internet media usage
            Ofļ¬‚ine video games     Online video games


  Price             Availability           Portability   Rich experience Ease of use
  0
          Selection          Interactivity         Community       Personalisation


                                                                                 47
Strategy canvas for video games
10,0




 7,5




 5,0




 2,5        Broadcast Television   Internet media usage
            Ofļ¬‚ine video games     Online video games


  Price             Availability           Portability   Rich experience Ease of use
  0
          Selection          Interactivity         Community       Personalisation


                                                                                 47
Strategy canvas for video games
10,0




 7,5




 5,0




 2,5        Broadcast Television   Internet media usage
            Ofļ¬‚ine video games     Online video games


  Price             Availability           Portability   Rich experience Ease of use
  0
          Selection          Interactivity         Community       Personalisation


                                                                                 47
Innovation and new business
        models in video games

ā€¢ Internet - where are we in 2007?
ā€¢ Innovation and business modeling
ā€¢ Towards Blue Oceans
ā€¢ Games as services: threat or opportunity
ā€¢ Conclusions

                                             48
Focusing on customers

           Fitting the user needs
                   (utility)




 Pleasurable                 Easy to use
 experience                   (usability)
(satisfaction)

                                            Copyright Ā© 2007 Satama Interactive



                                                                          49
Focusing on customers

                     Fitting the user needs
      ļŠ                      (utility)
Good Experience
  I tell 4 people




           Pleasurable                 Easy to use
           experience                   (usability)
          (satisfaction)

                                                      Copyright Ā© 2007 Satama Interactive



                                                                                    49
Focusing on customers

                     Fitting the user needs
      ļŠ                      (utility)             ļŒ
Good Experience                               Bad Experience
  I tell 4 people                              I tell 18 people




           Pleasurable                 Easy to use
           experience                   (usability)
          (satisfaction)

                                                      Copyright Ā© 2007 Satama Interactive



                                                                                    49
Elements of a good experience




          The
          Rich
       Experience




                           # 49. Copyright September 30, 07 Satama. All
                                                      rights reserved.


                                                                  50
Elements of a good experience
                                 I ļ¬nd 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 ā€˜understandsā€™ 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 efļ¬ciently than by myself




                                                                                    # 49. Copyright September 30, 07 Satama. All
                                                                                                               rights reserved.


                                                                                                                           50
Elements of a good experience
                                 I ļ¬nd 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 ā€˜understandsā€™ 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 efļ¬ciently 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
Video games - innovate and network

ā€¢ Video games industry need to innovate to
  continue on the growth track and reach
  new customers
ā€¢ Incremental innovations needs to be
  supplemented with consumer and rich
  experience-oriented innovations
ā€¢ The online generation lives online - games
  should be geared towards leveraging this
  networking, too.


                                               51
Tommi Pelkonen
tommi.pelkonen@satama.com
tommi.pelkonen@gmail.com




                  Copyright Ā© 2007 Satama Interactive



                                                  52

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Business Models Mindtrek

  • 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
  • 2. Satama in brief ā€¢ Leading European interactive agency ā€œWe combine talent with ā€¢ Headquarters in Helsinki, Finland ā€¢ 400 experts in business development, design and technology technology to make work and ā€¢ In 2006: 1000 projects delivered in 23 countries customer dialogue simple, fun and ā€¢ Net revenues 2006: ā‚¬35.8; Operating proļ¬t ā‚¬0.2 million. proļ¬table.ā€ ā€¢ In the Netherlands: 68 people, strong growth track Tampere Turku Stockholm SALES AND MOBILE PERFORMANCE Amsterdam Helsinki MARKETING EXPERTISE MARKETING SYSTEMS DĆ¼sseldorf Copyright September 30, 07 Satama. All rights reserved. 2
  • 3. Satama in brief ā€¢ Leading European interactive agency ā€œWe combine talent with ā€¢ Headquarters in Helsinki, Finland ā€¢ 400 experts in business development, design and technology technology to make work and ā€¢ In 2006: 1000 projects delivered in 23 countries customer dialogue simple, fun and ā€¢ Net revenues 2006: ā‚¬35.8; Operating proļ¬t ā‚¬0.2 million. proļ¬table.ā€ ā€¢ In the Netherlands: 68 people, strong growth track Tampere Turku Stockholm SALES AND MOBILE PERFORMANCE Amsterdam Helsinki MARKETING EXPERTISE MARKETING SYSTEMS DĆ¼sseldorf Copyright September 30, 07 Satama. All rights reserved. 2
  • 4. Leading digital services company Turnover by sector in 2006 Net revenues: ā‚¬35.8 mEUR 3
  • 5. Innovation and new business models in computer games ā€¢ Internet - where are we in 2007? ā€¢ Innovation and business modeling ā€¢ Towards Blue Oceans ā€¢ Games as services: threat or opportunity ā€¢ Conclusions 4
  • 6. Quick journey to internet growth 5
  • 7. Quick journey to internet growth 5
  • 8. Quick journey to internet growth 5
  • 9. Quick journey to internet growth 5
  • 10. Quick journey to internet growth 5
  • 11. Quick journey to internet growth 5
  • 12. Quick journey to internet growth 5
  • 13. What is happening? ā€œItā€™s only just begunā€ ā€“ this is just the 14,463,346 auctions beginning www.ebay.com 21 Nov 2006 200,000,000 blogs ā€¢1,1 Billion internet users ā€“ and expanding rapidly ā€¢Global presence, Almost 5,300,000 articles >100,000,000 videos global opportunity (100 languages) (65,000/day) ā€¢New ways of working ā€¢New ways of networking 9.8 ā€¢Evolution / million Transformation ā€“ from information 39 million users (Augā€™07) residents to communication Copyright Ā© 2007 Satama Interactive 6
  • 14. Web 2.0 is rapidly shifting towards true productivity # 5. Copyright September 30, 07 Satama. All LƤhde: Gartner, August 2007 rights reserved. 7
  • 15. New era for media is dawning... The era of building brands namely through mass media advertising is over. We need to ļ¬nd ways to get consumers to invite brands into their lives. BusinessWeek 8
  • 16. New era for media is dawning... The era of building brands namely through mass media advertising is over. We need to ļ¬nd ways to get consumers to invite brands into their lives. BusinessWeek 8
  • 20. Innovation and new business models in video games ā€¢ Internet - where are we in 2007? ā€¢ Innovation and business modeling ā€¢ Towards Blue Oceans ā€¢ Games as services: threat or opportunity ā€¢ Conclusions 10
  • 22. What is innovation? 1. the process of making improvements by introducing something new 11
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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. quot;The capability of continuously realizing a desired future statequot; (John Kao, The Innovation Manifesto, 2005) 11
  • 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. quot;The capability of continuously realizing a desired future statequot; (John Kao, The Innovation Manifesto, 2005) 10. quot;The staging of value and/or the conservation of value.quot; (Daniel Montano 2006.) 11
  • 33. People assume that everything that is going to be invented must have been invented already. But it hasnā€™t. think outside-of-the box 12
  • 34. four areas of innovation product & service innovation process innovation technology innovation business model innovation 13
  • 35. technology innovation [Osterwalder (2006] 14
  • 36. process innovation [Osterwalder (2006] 15
  • 37. product & service innovation [Osterwalder (2006] 16
  • 38. business model innovation [Osterwalder (2006] 17
  • 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
  • 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
  • 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
  • 42. Key Ingredients of a Business Model Source: Laudon & Traver, 2004 20
  • 43. business model framework WHAT INFRASTRUCTURE OFFER CUSTOMER VALUE PROPOSITION [Osterwalder (2004) The Business Model Ontology] 21
  • 44. business model framework HOW WHAT INFRASTRUCTURE OFFER CUSTOMER PARTNER NETWORK CORE VALUE CAPABILITIES PROPOSITION ACTIVITY CONFIGURATION [Osterwalder (2004) The Business Model Ontology] 21
  • 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
  • 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
  • 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
  • 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
  • 49. Case:Skype HOW WHAT TO WHOM ā€œeBayā€ 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
  • 50. Five Primary Revenue Models Source: Laudon & Traver, 2004 23
  • 51. Five Primary Revenue Models Table 2.2, Page 66 Source: Laudon & Traver, 2004 23
  • 52. B2C Business Models Source: Laudon & Traver, 2004 24
  • 53. B2C Business Models (contā€™d) Source: Laudon & Traver, 2004 25
  • 54. Innovative Business Models Source: Laudon & Traver, 2004 26
  • 55. Innovative Business Models Table 2.5, Page 88 Source: Laudon & Traver, 2004 26
  • 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
  • 57. Beneļ¬ts Cited by Business Model Innovators percent of respondents [Source: IBM, Global CEO Study 2006] 28
  • 58. reality: everything else than planned [Osterwalder (2006] 29
  • 59. Here CEOs 10Ā° reality: everything else than planned [Osterwalder (2006] 29
  • 60. Here Here CEOs 10Ā° Managers 60Ā° reality: everything else than planned [Osterwalder (2006] 29
  • 61. Ok Here Here CEOs 10Ā° Managers 60Ā° Staff 360Ā° reality: everything else than planned [Osterwalder (2006] 29
  • 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
  • 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
  • 72. Innovation and new business models in video games ā€¢ Internet - where are we in 2007? ā€¢ Innovation and business modeling ā€¢ Towards Blue Oceans ā€¢ Games as services: threat or opportunity ā€¢ Conclusions 33
  • 73. > market boundaries are not given > they are reconstructed by the actions & beliefs of industry players 34
  • 75. Blue Ocean Logic: The Core Principles Reconstruct Market Boundaries ā€¦ overcome believes. Reach beyond existing Demand ā€¦ go for uncontested space. COST Get the strategic VI VI sequence right ā€¦ value [innovation] first. VALUE 36
  • 76. Two worlds ā€¦ 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 ļ¬rm's strategic ļ¬rm's activities with its activities in pursuit of choice of differentiation or low differentiation and low cost. cost. VALUE INNOVATION 37
  • 77. Two worlds ā€¦ 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 ļ¬rm's strategic ļ¬rm's activities with its activities in pursuit of choice of differentiation or low differentiation and low cost. cost. VALUE INNOVATION 37
  • 78. Two worlds ā€¦ 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 ļ¬rm's strategic ļ¬rm's activities with its activities in pursuit of choice of differentiation or low differentiation and low cost. cost. VALUE INNOVATION 37
  • 79. Two worlds ā€¦ 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 ļ¬rm's strategic ļ¬rm's activities with its activities in pursuit of choice of differentiation or low differentiation and low cost. cost. VALUE INNOVATION 37
  • 80. Two worlds ā€¦ 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 ļ¬rm's strategic ļ¬rm's activities with its activities in pursuit of choice of differentiation or low differentiation and low cost. cost. VALUE INNOVATION 37
  • 81. Two worlds ā€¦ 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 ļ¬rm's strategic ļ¬rm's activities with its activities in pursuit of choice of differentiation or low differentiation and low cost. cost. VALUE INNOVATION 37
  • 83. Innovation and new business models in video games ā€¢ Internet - where are we in 2007? ā€¢ Innovation and business modelling ā€¢ Towards Blue Oceans ā€¢ Games as services: threat or opportunity ā€¢ Conclusions 39
  • 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
  • 85. Gamer metrics ā€¢ 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.Ā  The average adult man plays 7.6 hours per week. (ESA, 2006). 44 % of they play games online ā€¢ The average MMORPG gamer (addicted or not) spends 20-25 hours per week MMORPGs, (Kimberly 41
  • 96. ...yet, business model in challenges 43
  • 97. ...yet, business model in challenges 43
  • 98. ...yet, business model in challenges 43
  • 99. ...yet, business model in challenges 43
  • 100. Case: Wii and the Blue Ocean 44
  • 101. Case: Wii and the Blue Ocean 44
  • 102. Case: Wii and the Blue Ocean 44
  • 103. Case: Wii and the Blue Ocean 44
  • 104. Case: Wii and the Blue Ocean 44
  • 105. Case: Wii and the Blue Ocean 44
  • 106. Case: Wii and the Blue Ocean 44
  • 107. Case: Wii and the Blue Ocean 44
  • 108. Case: Wii and the Blue Ocean 44
  • 109. Case: Wii and the Blue Ocean 44
  • 110. Case: Wii and the Blue Ocean 44
  • 111. Case: Wii and the Blue Ocean 44
  • 112. Case: Wii and the Blue Ocean 44
  • 113. Case: Wii and the Blue Ocean 44
  • 114. Case: Wii and the Blue Ocean 44
  • 115. Wii: Strategy canvas Source: DFC Intelligence, Sep 2007 45
  • 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
  • 117. 46
  • 118. 46
  • 119. 46
  • 120. Strategy canvas for video games 10,0 7,5 5,0 2,5 Broadcast Television Internet media usage Ofļ¬‚ine video games Online video games Price Availability Portability Rich experience Ease of use 0 Selection Interactivity Community Personalisation 47
  • 121. Strategy canvas for video games 10,0 7,5 5,0 2,5 Broadcast Television Internet media usage Ofļ¬‚ine video games Online video games Price Availability Portability Rich experience Ease of use 0 Selection Interactivity Community Personalisation 47
  • 122. Strategy canvas for video games 10,0 7,5 5,0 2,5 Broadcast Television Internet media usage Ofļ¬‚ine video games Online video games Price Availability Portability Rich experience Ease of use 0 Selection Interactivity Community Personalisation 47
  • 123. Strategy canvas for video games 10,0 7,5 5,0 2,5 Broadcast Television Internet media usage Ofļ¬‚ine video games Online video games Price Availability Portability Rich experience Ease of use 0 Selection Interactivity Community Personalisation 47
  • 124. Strategy canvas for video games 10,0 7,5 5,0 2,5 Broadcast Television Internet media usage Ofļ¬‚ine video games Online video games Price Availability Portability Rich experience Ease of use 0 Selection Interactivity Community Personalisation 47
  • 125. Strategy canvas for video games 10,0 7,5 5,0 2,5 Broadcast Television Internet media usage Ofļ¬‚ine video games Online video games Price Availability Portability Rich experience Ease of use 0 Selection Interactivity Community Personalisation 47
  • 126. Strategy canvas for video games 10,0 7,5 5,0 2,5 Broadcast Television Internet media usage Ofļ¬‚ine video games Online video games Price Availability Portability Rich experience Ease of use 0 Selection Interactivity Community Personalisation 47
  • 127. Strategy canvas for video games 10,0 7,5 5,0 2,5 Broadcast Television Internet media usage Ofļ¬‚ine video games Online video games Price Availability Portability Rich experience Ease of use 0 Selection Interactivity Community Personalisation 47
  • 128. Innovation and new business models in video games ā€¢ Internet - where are we in 2007? ā€¢ Innovation and business modeling ā€¢ Towards Blue Oceans ā€¢ Games as services: threat or opportunity ā€¢ Conclusions 48
  • 129. Focusing on customers Fitting the user needs (utility) Pleasurable Easy to use experience (usability) (satisfaction) Copyright Ā© 2007 Satama Interactive 49
  • 130. Focusing on customers Fitting the user needs ļŠ (utility) Good Experience I tell 4 people Pleasurable Easy to use experience (usability) (satisfaction) Copyright Ā© 2007 Satama Interactive 49
  • 131. Focusing on customers Fitting the user needs ļŠ (utility) ļŒ Good Experience Bad Experience I tell 4 people I tell 18 people Pleasurable Easy to use experience (usability) (satisfaction) Copyright Ā© 2007 Satama Interactive 49
  • 132. Elements of a good experience The Rich Experience # 49. Copyright September 30, 07 Satama. All rights reserved. 50
  • 133. Elements of a good experience I ļ¬nd 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 ā€˜understandsā€™ 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 efļ¬ciently than by myself # 49. Copyright September 30, 07 Satama. All rights reserved. 50
  • 134. Elements of a good experience I ļ¬nd 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 ā€˜understandsā€™ 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 efļ¬ciently 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
  • 135. Video games - innovate and network ā€¢ Video games industry need to innovate to continue on the growth track and reach new customers ā€¢ Incremental innovations needs to be supplemented with consumer and rich experience-oriented innovations ā€¢ The online generation lives online - games should be geared towards leveraging this networking, too. 51
  • 136. Tommi Pelkonen tommi.pelkonen@satama.com tommi.pelkonen@gmail.com Copyright Ā© 2007 Satama Interactive 52