BUSINESS MODEL OF GAMING ZONEAN ONLINE GAMING SITE

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BUSINESS MODEL OF GAMING ZONEAN ONLINE GAMING SITE GROUP MEMBERSROOPAM SHAHBAAZ SHIVAM SHASHANK SHRUTI

BUSINESS MODEL OF GAMING ZONEAN ONLINE GAMING SITE GROUP MEMBERSROOPAM SHAHBAAZ SHIVAM SHASHANK SHRUTI NITIN PARAS

BRIEF OVERVIEW OF INDUSTRY • Online innovative scenarios are redefining business models of videogame

BRIEF OVERVIEW OF INDUSTRY • Online innovative scenarios are redefining business models of videogame industry. • Gaming industry before. (Big industry but closed industry, Non gamers were not welcomed , Barriers to entry- Console needed. ) • New fast growing open platforms (FB, miniclip. com) • No. of games exploded (1 billion+ games) • Broadband penetration are accessible. • 2 distinct Gaming Forms- (Hardcore Games, Casual games. )

BUSINESS MODEL ELEMENTS • Value Proposition • Revenue Model • Market Opportunity • Competitive

BUSINESS MODEL ELEMENTS • Value Proposition • Revenue Model • Market Opportunity • Competitive Environment • Competitive Advantage • Market strategy • Organizational Development • Management Team

VALUE PROPOSITION • Why should the customer buy from you? • Premium game titles

VALUE PROPOSITION • Why should the customer buy from you? • Premium game titles at low cost. • Free live demos of games. • Games available for multiple platforms (PC based, Console based and Mobile based) • Games of all genres are available (RPG, strategy, Action, Social, Adventure etc. )

REVENUE MODEL • How will you earn money? • Subscriptions – of games •

REVENUE MODEL • How will you earn money? • Subscriptions – of games • Freemium + Advertising • Lite • Freemium + Transactions. (Most effective)

MARKET OPPORTUNITY • What marketspace do you intent to serve, and what is its

MARKET OPPORTUNITY • What marketspace do you intent to serve, and what is its size? • Newbies (New users) & Veterans (Experienced) of Tier 1 and Tier 2 cities who have access to broadband network connection. • Special focus on social based games as 66 % of total internet users indulge in social games (reported by socialtimes. com)

 • %- in billions

• %- in billions

COMPETITIVE ENVIRONMENT • Who else occupies your intended marketspace? • Bigger brands dominate like

COMPETITIVE ENVIRONMENT • Who else occupies your intended marketspace? • Bigger brands dominate like • Games 2 win. com, • Zapak. com, • Sify • Gamesonline. in

COMPETITIVE ADVANTAGE • What special advantages does your firm bring to the marketspace? •

COMPETITIVE ADVANTAGE • What special advantages does your firm bring to the marketspace? • Games for different platforms. • Premium titles at low cost. • Multiple payment methods. • Free home delivery all over India. • Free access to VIP membership for selected users.

MARKET STRATEGY • How do you plan to promote your products to attract customer?

MARKET STRATEGY • How do you plan to promote your products to attract customer? • Ads in websites and forums. • Promotional videos in social network sites. • Discount offers in selected game titles. • Develop strong mega franchises. • Freebies on the purchase of full version games. • Discount offers for bulk memberships.

ORGANIZATIONAL DEVELOPMENT • What types of organizational structures within the firm are necessary to

ORGANIZATIONAL DEVELOPMENT • What types of organizational structures within the firm are necessary to carry out the business plan? • Tech lead – ( leads back end developer and flash developer) • Producer- ( heads art and design, game design, analyst and communication management) • Marketing

MANAGEMENT TEAM • What kinds of experiences and background are important for the company’s

MANAGEMENT TEAM • What kinds of experiences and background are important for the company’s leaders to have? • Specs and roadmaps team (for designing specifications of game) • Sprint planning team (for designing codes and testing) • Stories and Tasks team (for building stories and background of game) • Marketing team (for promotion)

CONCLUSION • Business is shifting to videogame as service (Vaa. S). • Fixed price

CONCLUSION • Business is shifting to videogame as service (Vaa. S). • Fixed price is the legacy of past, Now, Variability of revenues. • Instant engagement is priority. • Hardware economics are scare whereas game titles are available at every platforms. • High competition leads to higher breakeven points and ROI is at risk.