Classroom Companion: Business
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Introduction to Digital Economics
Digital
service Type of business model Payment method Fundamental properties exploited World of Warcraft Subscription All users pay a fee for using the service Zero marginal cost, network effects Spotify Freemium Some users get the service for free. Other users pay for using the service Long tail, network effects Ad-based free The social network service is free. Advertisers pay for user-targeted ads MSP, zero ARPU, zero marginal cost, network effects Wikipe- dia Commons-based peer production No fees for readers and authors. Revenues based on donations Public good, CBPP, MSP, zero ARPU, zero marginal cost Airbnb Multisided digital mediation platform supporting non-digital service Users pay for the mediation services provided by the platform MSP, network effects Chapter 19 · Digital Business Models 291 19 Case Study 19.1 World of Warcraft Blizzard’s online game, World of Warcraft (WoW), is an example of a digital service based on the subscription business model. Here, customers (or subscribers) pay a periodic (e.g., monthly or yearly) fee for accessing the service. Without subscrip- tion, customers are not allowed to access the service. If a customer terminates the subscription, the customer also loses access to the service. WoW is a massively multiplayer online game (MMOG) released in 2004. The game had over 12 million concurrent gam- ers (subscribers) at its peak in 2010. WoW features a persistent 3D world, where gam- ers can interact, solve quests, and perform tasks in collaboration with other gamers. New content and upgrades are continu- ously added to the game by Blizzard’s team of game developers. Blizzard offers access to several servers—each featuring a persistent world—to ensure load balanc- ing and optimal performance of the game. The persistent worlds are divided into sev- eral geographical regions. The BMC and the SRM of WoW are outlined in . Figs. 19.4 and 19.5 , respectively. The value proposition of WoW consists of giving gamers access to the game and the persistent world’s content (1). The only defined customer segment is gamers (2). The gamers pay monthly subscription fees to access the game in addition to purchasing the game itself. Both the subscription and the game purchase are done via Blizzard’s battle.net website. The game can also be purchased at a physical retail store. The main source of income from the game is monthly subscriptions, which are pro- portional to the number of active gam- ers (3). Another source of income is the product sales from the WoW game itself. The key activities needed to offer WoW is creation of content and game development. These activities are the Key partners Key activities Key resources Value proposition Cost structure Customer segments Revenue streams Customer relationships Channels World of Warcraft Gamers Monthly subscriptions battle.net Game purchase Content and game development Data centers ISP Game developers Game development (fixed) Running the game (variable) Retail stores Retail stores Game infrastructure 2 3 1 4 5 . Fig. 19.4 World of Warcraft modeled using the BMC. (Authors’ own figure) Download 5.51 Mb. Do'stlaringiz bilan baham: |
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