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Set in a world, far
beyond our imagination
More people in
World of Warcraft than Greece
Company Background
Activision Blizzard is one of the leading
companies in entertainment industry
• Listed on NASDAQ is ATVI
• Revenue: 4.47 billion
World of Warcraft
• Activision-Blizzard’s
• Released in 2004
• Number 1 sales and subscription rate remains
undefeated for the past 7 years.
• 32.5 million subscribers world wide
• 12 million active paid users
• 3 expansion sets
– The Burning Crusade (2006), Wrath of the Lich King (2008),
and Cataclysm (2010).
SWOT Analysis
Strengths:
• Immersive Experience
• Achievement Oriented
• Endless Game Content
• 50 Character Slot
• Dedicated Customer Service
• Characters are never deleted
• Largest MMORPG in the World
Weaknesses
• Time commitment needed
• Elitist culture of the game
• High Retail Price, Barrier to
Entry.
• Old game engine developed in
2004
Opportunities
• New games - cross sell
• New Expansion Pack
• Free to play model
• Micro-transaction
• Expand the current gaming
choices
Threats
• Saturation of the
subscription population base
• New Free-to-play
competitors
• Inflation Rates
Current Pricing
$19.99
1 Month Free Play 13.99 X 2 months
14.99 per month
12.99 X 3 months
29.99 X 60 day
1. Free to play until level 20
Wrath of Lich King Expansion ($39.99)
Level 68-70, new game area, new class,
new profession
Cataclysm Expansion ($39.99)
Level 80-85 game content, 2 new races,
new profession
Base Game + Burning Crusade ($19.99)
Level 0-68, basic game
optional
optional
Fastest Selling PC
Games of all time
Psychological Pricing
• Odd Endings
o World of Warcraft players are offered a month-to-
month subscription for $14.99, which compared
to $15, seems cheaper
• Endowment Effect
Psychological Pricing
World of Warcraft is free to play until level 20
oAttract new players and allow them to establish
emotional investment into their character and
immersing relationships with the game and
their characters.
o1/3 of players are not willing to give up their
accounts even for money, especially female
players.
endowment effect
Break-Even Analysis
Iso-Profit Analysis
• Monthly subscription
– Rate $14.99
– VC: $0
– Contribution margin: $14.99
• Volume discount of $2
– Rate $12.99
– Contribution margin: $20
– Sales increase needed: 0.15 units
Monopoly Pricing
Economic Value to Consumers
Benchmark Guild Wars $29.99+$19.99
Better Customer Service +
Out of the reported 400 million to
maintain World of Warcraft for 4 years, a
large chunk was quoted under customer
service.
50 Character Slots v.s. 5 +
Guild Wars offer 5 character slots and
charges $9.99 for every additional
character. World of Warcraft players on
average make 9 characters.
9-5= 4 additional accounts
$9.99*4= $40.00
Never Delete Characters +
More Game Content +
Since Guild Wars cost $50.00 dollars to
play. $50/100 hours = $.50/hour. World
of Warcraft has an additional 900 hours *
.50 = $450
Total: $29.99+$19.99+ $40+$450= $539.98 + Never Delete Characters +
Customer Service
• average experience: 2 years
• excluding the software price: $60
• subscription rate from EVC:
$20.00/month + unquantifiable value
• premium pricing is justified
Economic Value to Consumers
Subscription VS Free-to-play
$15 per month
V.S.
• Make money mainly through:
o Boxed sales (software)
o Micro-transactions (purchase in-game items w/
real money)
Cosmetics vs Efficiency/Skill Related
– Use money to buy time and skills
– Which one is fair?
Subscription VS Free-to-play
We see World of Warcraft do a bit of both…
• Subscription Model ($15/month)
+
• Micro-transaction
– Blizzard Pet Store: Buy pretty horse
for $25 dollars
• Free to play until level 20
Subscription VS Free-to-play
$10 CASH
and take me
home
Celestial Steed $25
• extract additional profits from subscribers
– Subscription + in-game items
• Price discriminates
– between those are willing to pay $25 for a shiny digital pony, and price sensitive
players who are not
• Increased revenue without changing
subscription
• Sold only cosmetic items, thus did not anger
fans
Subscription VS Free-to-play
Recommendations
• Must devise strategy that
oCreates strong customer retention
oAttract new players
oJustify its premium price by
communicating its high utility
Recommendations
• Release the fourth expansion earlier
• Need to provide more content
• 2 years gap is the perfect wait time
• Attract new players
• Creates strong retention
Recommendations
• Provide game updates more often
• Keep the game fresh
• Creates retention
• Additional justification for WoW’s premium
price
Recommendations
• Increase free level cap from 20 to 30
• More time for the trial players to explore
• Enhance endowment effect
Recommendations
• Continue with its subscription based model
• Extract revenues from other channels
• Expansion sales
• Micro-transaction
• Differentiate itself from the competitors
Thank you for your time

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Pricing Audit World of Warcraft

  • 1.
  • 2.
  • 3.
  • 4. Set in a world, far beyond our imagination
  • 5.
  • 6. More people in World of Warcraft than Greece
  • 7.
  • 8. Company Background Activision Blizzard is one of the leading companies in entertainment industry • Listed on NASDAQ is ATVI • Revenue: 4.47 billion
  • 9.
  • 10. World of Warcraft • Activision-Blizzard’s • Released in 2004 • Number 1 sales and subscription rate remains undefeated for the past 7 years. • 32.5 million subscribers world wide • 12 million active paid users • 3 expansion sets – The Burning Crusade (2006), Wrath of the Lich King (2008), and Cataclysm (2010).
  • 11. SWOT Analysis Strengths: • Immersive Experience • Achievement Oriented • Endless Game Content • 50 Character Slot • Dedicated Customer Service • Characters are never deleted • Largest MMORPG in the World Weaknesses • Time commitment needed • Elitist culture of the game • High Retail Price, Barrier to Entry. • Old game engine developed in 2004 Opportunities • New games - cross sell • New Expansion Pack • Free to play model • Micro-transaction • Expand the current gaming choices Threats • Saturation of the subscription population base • New Free-to-play competitors • Inflation Rates
  • 12. Current Pricing $19.99 1 Month Free Play 13.99 X 2 months 14.99 per month 12.99 X 3 months 29.99 X 60 day 1. Free to play until level 20
  • 13. Wrath of Lich King Expansion ($39.99) Level 68-70, new game area, new class, new profession Cataclysm Expansion ($39.99) Level 80-85 game content, 2 new races, new profession Base Game + Burning Crusade ($19.99) Level 0-68, basic game optional optional Fastest Selling PC Games of all time
  • 14. Psychological Pricing • Odd Endings o World of Warcraft players are offered a month-to- month subscription for $14.99, which compared to $15, seems cheaper • Endowment Effect
  • 15. Psychological Pricing World of Warcraft is free to play until level 20 oAttract new players and allow them to establish emotional investment into their character and immersing relationships with the game and their characters. o1/3 of players are not willing to give up their accounts even for money, especially female players. endowment effect
  • 17. Iso-Profit Analysis • Monthly subscription – Rate $14.99 – VC: $0 – Contribution margin: $14.99 • Volume discount of $2 – Rate $12.99 – Contribution margin: $20 – Sales increase needed: 0.15 units
  • 19. Economic Value to Consumers Benchmark Guild Wars $29.99+$19.99 Better Customer Service + Out of the reported 400 million to maintain World of Warcraft for 4 years, a large chunk was quoted under customer service. 50 Character Slots v.s. 5 + Guild Wars offer 5 character slots and charges $9.99 for every additional character. World of Warcraft players on average make 9 characters. 9-5= 4 additional accounts $9.99*4= $40.00 Never Delete Characters + More Game Content + Since Guild Wars cost $50.00 dollars to play. $50/100 hours = $.50/hour. World of Warcraft has an additional 900 hours * .50 = $450 Total: $29.99+$19.99+ $40+$450= $539.98 + Never Delete Characters + Customer Service
  • 20. • average experience: 2 years • excluding the software price: $60 • subscription rate from EVC: $20.00/month + unquantifiable value • premium pricing is justified Economic Value to Consumers
  • 22. • Make money mainly through: o Boxed sales (software) o Micro-transactions (purchase in-game items w/ real money) Cosmetics vs Efficiency/Skill Related – Use money to buy time and skills – Which one is fair? Subscription VS Free-to-play
  • 23. We see World of Warcraft do a bit of both… • Subscription Model ($15/month) + • Micro-transaction – Blizzard Pet Store: Buy pretty horse for $25 dollars • Free to play until level 20 Subscription VS Free-to-play $10 CASH and take me home
  • 25. • extract additional profits from subscribers – Subscription + in-game items • Price discriminates – between those are willing to pay $25 for a shiny digital pony, and price sensitive players who are not • Increased revenue without changing subscription • Sold only cosmetic items, thus did not anger fans Subscription VS Free-to-play
  • 26. Recommendations • Must devise strategy that oCreates strong customer retention oAttract new players oJustify its premium price by communicating its high utility
  • 27. Recommendations • Release the fourth expansion earlier • Need to provide more content • 2 years gap is the perfect wait time • Attract new players • Creates strong retention
  • 28. Recommendations • Provide game updates more often • Keep the game fresh • Creates retention • Additional justification for WoW’s premium price
  • 29. Recommendations • Increase free level cap from 20 to 30 • More time for the trial players to explore • Enhance endowment effect
  • 30. Recommendations • Continue with its subscription based model • Extract revenues from other channels • Expansion sales • Micro-transaction • Differentiate itself from the competitors
  • 31. Thank you for your time

Editor's Notes

  1. Good Afternoon Everyone. My name is Debbie, this is Lillian, Sophie and Sarana…. We are conducting a price audit on World of Warcraft
  2. This a virtual universe.. An unsettled universe filled with war and conquest. One side there are the orcish Horde, bloodlust and hearltess
  3. The mighty and brave of the Alliance…. These two fractions.. Come together in a epic clash for domination of their world…
  4. A trully fully immersive experience… a story, an adventure set in an online world.. A world very different from our real world.. Welcome to the World of WarcraftThis world they fight for is a world very different from ours.. It’s a story, its an adventure, its complete digital universe for you to explore. This is truly an immersive experience. Welcome to the World of Warcraft
  5. Largest MMO. Its popular because its popular. In terms of strength, world of warcraft truly has an immersive experience, endless game content, it takes around 9600 hours to accomplish half of the game content. You really can’t finish this game. Its achievement oriented, so it motivates you to play more to accomplish. Use gears, or guilds or different signals as your skill 50 character slots and a promise to never delete it… Dedicated customer service..
  6. Largest MMO. Its popular because its popular. In terms of strength, world of warcraft truly has an immersive experience, endless game content, it takes around 9600 hours to accomplish half of the game content. You really can’t finish this game. Its achievement oriented, so it motivates you to play more to accomplish. Use gears, or guilds or different signals as your skill 50 character slots and a promise to never delete it… Dedicated customer service..
  7. Largest MMO. Its popular because its popular. In terms of strength, world of warcraft truly has an immersive experience, endless game content, it takes around 9600 hours to accomplish half of the game content. You really can’t finish this game. Its achievement oriented, so it motivates you to play more to accomplish. Use gears, or guilds or different signals as your skill 50 character slots and a promise to never delete it… Dedicated customer service..