SlideShare a Scribd company logo
(Stanford BUS-21)
Martin Westhead
Mastering Marketing
Free Business models in Games
How to make money
by giving things away
Overview
 Game Monetization
Examples
- Virtual Goods
- Subscriptions
- Advertising
- Virtual Real-Estate
- Pay-to-Win
 What Valve is doing
- User Generated Content
- Relinquishing Control
- Abundance thinking
GAME MONETIZATION MODELS
Virtual Goods
Virtual Gold
Subscriptions
Advertising
Virtual Real Estate
Merchandise
Pay-to-Win
Pay-to-Win
WHAT VALVE IS DOING
Gabe Newell
 Cofounder of Valve Corporation
https://www.youtube.com/watch?v=t8QEOBgLBQU
Valve
 Grow 50% per year for 18 years
 Higher profit per employee than Google,
Facebook, Amazon…
 4th largest bandwidth consumer
- bigger than most countries
 Corporate culture
- Insanely (suicidally?) flat corporate structure
- Laser focus on facilitating productivity
Games
 Innovative Games
- Half-life
- Team fortress
Platform for
- Digital distribution
- Digital rights management
- Multiplayer
- Communications
Steam
Steam machines
- Steam OS
- Console boxes
- Controllers
Consoles
 Free to play games
- Isn’t that a crazy idea?
- How do you make money?
 Goods that are created to satisfy
- personal expression
- Status
- Affinity
- Hierarchy
 Game experience is free but if you want to be
cool you’ll have to pay
Free to Play
 Incremental value of audience member is
greater than incremental cost of adding them
 Typically
- Audience size goes up by 10x
- Revenue goes up by 3x
 But profitability goes up by a lot more than 3x
Network effects
 Trade in in-game goods between customers
 Uptick in User Generated content (UGC)
 10x more content comes from users in TF2 (Jan
2013) than from Valve
User Generated Content
(UGC)
UGC store
UGC profits
 Interfaces for users to sell content
- Split proceeds
 First 2 weeks they did this we broke PayPal
 Top user seller makes over $500K per year
 Some games professionals employed in other
companies make more selling hats on TF2
than at their day job
- Succeeding in enabling their productivity
Monetary problems
 Inflation
 Deflation
 Users creating their own currencies
 Countries adding regulatory structures
- Korea there’s a W4 equivalent for players
 Liquidity problems
- mini-financial crises at certain times of day
 Worried about asset bubbles
 Probably should get an economist involved!
Economist on Staff
 Yanis Varoufakis
 2012
- Valve hires economist
 Fascinated by
economies with all
the data
http://www.develop-online.net/news/valve-hires-economist-yanis-varoufakis/0112279
Creating markets
 Maximize productivity… of users
- how do you think about what is the value
- UGC goods and services
 Markets determine marginal value of activities
 Creativity and the frameworks for that will
vary
 Probably going to exist a central economy
 Games specific instances hanging off that
Creating Value
 Many ways that people are adding value
- Arbitrage and trading opportunities
- designing,
- Trading
- Collecting
- Others create a whole game
- Models
- Artwork
- Story
 Plumb “ownership” and “authorship” though out the
system
 What about playing?
- Good players bring spectator value
- How to monetize?
Video game
parents
But…
 Being a really good player is valuable
 Dota 2 – Dendi
- When Navi is playing you can purchase
a banner
 % of the banner goes to the team
 More direct way to engage with the
audience than ads on YouTube
 Quickly making $100K per year on
banner sales
 Dendi made over $200K in 2012 in
prize money alone
Game value
 Things that you do have value
 Need to have persistence between games
- Preserve value as you move from one game to
another
 Need to be exchangeable and retain value
Steam
 Today Steam is a curated store
- Accept 3rd party games but
- becoming a bottleneck to content creators and
consumers
 Creates artificial scarcity
- Controlling the distribution model
- artificial shelf space
- but that's not what we are trying to do
Relinquishing control
for developers
 Steam should really be a publishing model
 Anyone should be able to publish anything
through steam
 Steam => network API
 Enable productivity of developers
Relinquishing control for
players
 TF2 anyone can make content
- People make a shanka (Russian hat) for characters
- No notion of privilege content
- should be open
 Anyone should be able to create a store
 Able to trade games
- people buy from my collection and I get a %
 Some will go to a lot of effort to create a store experience
 Rethinking two valuable assets:
- who should be on steam
- how store should look be created
 Rethink them both - let go of control
- enable productivity of users
Steam becomes…
 Generalized network service
 People will add value
 Audience will reward people for creating
entertaining stores (market mechanism)
 Steam becomes an agnostic platform
Productivity and Reward
 Working through the notions of authorship and ownership
 Texture -> Model ->Level -> Seller sells level to customer
- tracking the rev share
 Build frameworks to help people be productive and rewarded
 Even with primitive versions we are helping some people be
more productive than they are at their corporations
 Constantly thinking about the most useful fundamental ways
of enabling productivity
Summary
 Game Monetization
Examples
- Virtual Goods
- Subscriptions
- Advertising
- Virtual Real-Estate
- Pay-to-Win
 What Valve is doing
- User Generated Content
- Relinquishing Control
- Abundance thinking

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Free Business Models in the Games Industry

  • 1. (Stanford BUS-21) Martin Westhead Mastering Marketing Free Business models in Games How to make money by giving things away
  • 2. Overview  Game Monetization Examples - Virtual Goods - Subscriptions - Advertising - Virtual Real-Estate - Pay-to-Win  What Valve is doing - User Generated Content - Relinquishing Control - Abundance thinking
  • 12. WHAT VALVE IS DOING
  • 13. Gabe Newell  Cofounder of Valve Corporation https://www.youtube.com/watch?v=t8QEOBgLBQU
  • 14. Valve  Grow 50% per year for 18 years  Higher profit per employee than Google, Facebook, Amazon…  4th largest bandwidth consumer - bigger than most countries  Corporate culture - Insanely (suicidally?) flat corporate structure - Laser focus on facilitating productivity
  • 15. Games  Innovative Games - Half-life - Team fortress
  • 16. Platform for - Digital distribution - Digital rights management - Multiplayer - Communications Steam
  • 17. Steam machines - Steam OS - Console boxes - Controllers Consoles
  • 18.  Free to play games - Isn’t that a crazy idea? - How do you make money?  Goods that are created to satisfy - personal expression - Status - Affinity - Hierarchy  Game experience is free but if you want to be cool you’ll have to pay Free to Play
  • 19.  Incremental value of audience member is greater than incremental cost of adding them  Typically - Audience size goes up by 10x - Revenue goes up by 3x  But profitability goes up by a lot more than 3x Network effects
  • 20.  Trade in in-game goods between customers  Uptick in User Generated content (UGC)  10x more content comes from users in TF2 (Jan 2013) than from Valve User Generated Content (UGC)
  • 22. UGC profits  Interfaces for users to sell content - Split proceeds  First 2 weeks they did this we broke PayPal  Top user seller makes over $500K per year  Some games professionals employed in other companies make more selling hats on TF2 than at their day job - Succeeding in enabling their productivity
  • 23. Monetary problems  Inflation  Deflation  Users creating their own currencies  Countries adding regulatory structures - Korea there’s a W4 equivalent for players  Liquidity problems - mini-financial crises at certain times of day  Worried about asset bubbles  Probably should get an economist involved!
  • 24. Economist on Staff  Yanis Varoufakis  2012 - Valve hires economist  Fascinated by economies with all the data http://www.develop-online.net/news/valve-hires-economist-yanis-varoufakis/0112279
  • 25. Creating markets  Maximize productivity… of users - how do you think about what is the value - UGC goods and services  Markets determine marginal value of activities  Creativity and the frameworks for that will vary  Probably going to exist a central economy  Games specific instances hanging off that
  • 26. Creating Value  Many ways that people are adding value - Arbitrage and trading opportunities - designing, - Trading - Collecting - Others create a whole game - Models - Artwork - Story  Plumb “ownership” and “authorship” though out the system  What about playing? - Good players bring spectator value - How to monetize?
  • 28. But…  Being a really good player is valuable  Dota 2 – Dendi - When Navi is playing you can purchase a banner  % of the banner goes to the team  More direct way to engage with the audience than ads on YouTube  Quickly making $100K per year on banner sales  Dendi made over $200K in 2012 in prize money alone
  • 29. Game value  Things that you do have value  Need to have persistence between games - Preserve value as you move from one game to another  Need to be exchangeable and retain value
  • 30. Steam  Today Steam is a curated store - Accept 3rd party games but - becoming a bottleneck to content creators and consumers  Creates artificial scarcity - Controlling the distribution model - artificial shelf space - but that's not what we are trying to do
  • 31. Relinquishing control for developers  Steam should really be a publishing model  Anyone should be able to publish anything through steam  Steam => network API  Enable productivity of developers
  • 32. Relinquishing control for players  TF2 anyone can make content - People make a shanka (Russian hat) for characters - No notion of privilege content - should be open  Anyone should be able to create a store  Able to trade games - people buy from my collection and I get a %  Some will go to a lot of effort to create a store experience  Rethinking two valuable assets: - who should be on steam - how store should look be created  Rethink them both - let go of control - enable productivity of users
  • 33. Steam becomes…  Generalized network service  People will add value  Audience will reward people for creating entertaining stores (market mechanism)  Steam becomes an agnostic platform
  • 34. Productivity and Reward  Working through the notions of authorship and ownership  Texture -> Model ->Level -> Seller sells level to customer - tracking the rev share  Build frameworks to help people be productive and rewarded  Even with primitive versions we are helping some people be more productive than they are at their corporations  Constantly thinking about the most useful fundamental ways of enabling productivity
  • 35. Summary  Game Monetization Examples - Virtual Goods - Subscriptions - Advertising - Virtual Real-Estate - Pay-to-Win  What Valve is doing - User Generated Content - Relinquishing Control - Abundance thinking