Nami - Game Streaming Concept

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This was a group assignment with the task of making a business model for an original idea for a service or product. We started out by creating our business model idea by using the business model canvas method, made quick sketches to support our idea and then worked on each part in detail until we had a working concept: Nami, which means stream in Japanese.

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Nami - Game Streaming Concept

  1. 1. Game streamingMonday, January 21, 2013
  2. 2. Monday, January 21, 2013
  3. 3. ValueMonday, January 21, 2013
  4. 4. Value Non-hardware dependentMonday, January 21, 2013
  5. 5. Value Non-hardware dependent A vast collection of gamesMonday, January 21, 2013
  6. 6. Value Non-hardware dependent A vast collection of games PriceMonday, January 21, 2013
  7. 7. Value Non-hardware dependent A vast collection of games Price E-sportsMonday, January 21, 2013
  8. 8. What we doMonday, January 21, 2013
  9. 9. What we doMonday, January 21, 2013
  10. 10. What we do Subscription basedMonday, January 21, 2013
  11. 11. What we do Subscription based CollaborationMonday, January 21, 2013
  12. 12. What we do Subscription based Collaboration Adding E-sportsMonday, January 21, 2013
  13. 13. CompetitorsMonday, January 21, 2013
  14. 14. CompetitorsMonday, January 21, 2013
  15. 15. Competitors Not subscription basedMonday, January 21, 2013
  16. 16. Competitors Not subscription based Pay-per-gameMonday, January 21, 2013
  17. 17. Competitors Not subscription based Pay-per-game CollaborationMonday, January 21, 2013
  18. 18. Competitors Not subscription based Pay-per-game Collaboration Advertising revenueMonday, January 21, 2013
  19. 19. Competitors Not subscription based Pay-per-game Collaboration Advertising revenue Game demosMonday, January 21, 2013
  20. 20. CompetitorsMonday, January 21, 2013
  21. 21. Competitors Subscription basedMonday, January 21, 2013
  22. 22. Competitors Subscription based Play-packsMonday, January 21, 2013
  23. 23. Competitors Subscription based Play-packs Pay-per-gameMonday, January 21, 2013
  24. 24. Competitors Subscription based Play-packs Pay-per-game No advertising revenueMonday, January 21, 2013
  25. 25. Competitors Subscription based Play-packs Pay-per-game No advertising revenue No collaborationMonday, January 21, 2013
  26. 26. PartnersMonday, January 21, 2013
  27. 27. Partners Game publishersMonday, January 21, 2013
  28. 28. Partners Game publishers Home entertainment systemsMonday, January 21, 2013
  29. 29. Partners Game publishers Home entertainment systems E-sports groupsMonday, January 21, 2013
  30. 30. RevenueMonday, January 21, 2013
  31. 31. Revenue Subscription plansMonday, January 21, 2013
  32. 32. Revenue Subscription plans Advertising “pay-per-impression”Monday, January 21, 2013
  33. 33. Revenue Subscription plans Advertising “pay-per-impression” Promote gamesMonday, January 21, 2013
  34. 34. ConsMonday, January 21, 2013
  35. 35. Cons Non-hardware dependent for customers, but for usMonday, January 21, 2013
  36. 36. Cons Non-hardware dependent for customers, but for us Requires a good bandwidthMonday, January 21, 2013
  37. 37. Cons Non-hardware dependent for customers, but for us Requires a good bandwidth The consumers might not be there yetMonday, January 21, 2013
  38. 38. FutureMonday, January 21, 2013
  39. 39. Future Promotion, promotion, promotionMonday, January 21, 2013
  40. 40. Future Promotion, promotion, promotion Change the behaviorMonday, January 21, 2013
  41. 41. Future Promotion, promotion, promotion Change the behavior Competitions, rewardsMonday, January 21, 2013
  42. 42. Future Promotion, promotion, promotion Change the behavior Competitions, rewards “Freemium” vs Premium?Monday, January 21, 2013
  43. 43. ThanksMonday, January 21, 2013

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