Download presentation
Presentation is loading. Please wait.
2
There are only 3 business models in the world
Sell Rent/Lease Give Away
3
Casual Games Were Born in the Recession
4
December, 2001 Ad market collapsed Tech economy in recession
No funding Try Before You Buy Casual Game Industry Takes Off
5
Why recession + TBYB? Like Google AdWords: Risk-sharing
Portal Customer Strength: higher share Weakness: less predictability, poor conversion (1%)
6
Then, the market improved
Advertising resurgence Other models explored Mostly to recoup 99% of TBYB “waste”
7
Korea/China: Freemium
Combine free & sell Give away the basic app Sell to engaged/power users Sell customization When you think about it: a lot like try before you buy…differently packaged
8
Expanded on by a lesson from core games
Sell the app and sell premiums
9
Feel inferior? Subscriptions = great recurring revenue Chugging along
Bad comparison: Cost of acquisition = high Critical mass required
10
THEN CAME STEVE
11
Rules Changing Again: Microsales are real
iPhone and other mobile platforms mean microtx are upon us Great opportunity for game devs Shape the dialogue – get involved Mobile phones may be payment mechanism, platform or both
12
However: no ad oppty
13
Unless you’re top ten
14
What hasn’t worked (for revenue)?
Charge by minute Casual game rentals (true sense) Facebook/Soc Net games for most developers Non-smartphone mobile for indie developers Fully ad-supported large-scale casual
15
The magic numbers 60/40 (70/30)
Similar presentations
© 2025 SlidePlayer.com. Inc.
All rights reserved.