2. Economic Terms
Cost: The value of
money used to
produce something
Revenue: The
income a company
receives from its
business activities
Profit: When
revenues exceed
costs
3. Man-hour
Man-hour: The amount of
work an average worker
can perform in one-hour
Researching and writing
a college paper might
require a student to do 4
man-hours of work
Preparing a family
banquet from scratch
might require 10 man-
hours
4. Goods and Services
Good: A product or material that
is sold to satisfy the wants and
needs of a customer
Service: An intangible item that
satisfies a customer’s wants and
needs
Market: A system where parties
engage in the exchange of goods
and services
Value: The worth of a good or
service as determined by the
market
6. Capital(ism)
Capitalism is a
system of creating a
profit by producing a
good or service
Financial Capital is
“money lying around”
7. Personal Capital
Your weekly salary
Taxes
Expenses
○
○
○
○
What’s left is Discretionary Income
8. Discretionary Income (DI)
Revenue – Overhead = DI
…or Gross Income – taxes – necessities = DI
What do businesses do with their discretionary income?
9. Financial Capital
Capitalists want to put their money to use
to make more money
This is called “Re-Investing”
Any use of such money involves RISK
10. Risk
“Nothing ventured, nothing gained.”
Lottery players > Very great risk of money, no
risk of time
Stock buyers > Moderate risk of money, small
risk of time
Entrepreneurs > Great risk of money and time
Corollary to the Golden Rule:
11. Golden Rule of Risk
Whoever risks the most gets the greatest reward.
Which of these two risks the most at the
Springfield nuclear power plant?
12. Labor vs. Owners
Employees (laborer):
No risk of income (as long as company stays
in business)
No share in profits (unless negotiated or
offered)
Owners (capitalists):
No guarantee of income unless company
makes a profit
Lion’s share of profits (less what they’ve
promised to investors)
13. Risk = Stress
Most released games
don’t make a profit
Game projects are
frequently cancelled
Employees are
frequently laid off
16. Pareto Principle (80/20 Rule)
For many events, roughly
80% of the effects come
from 20% of the causes
80% of your sales come
from 20% of your clients
Only about 10-20% of video
games break even
17.
18. Publisher
A video game publisher is
a company that publishes
video games that it has
either developed
internally or has had
developed by a video
game developer
19. Game Developer (Studio)
Stakeholders
Studio Head
Project Lead
Design Director
Technical Director
Art Director
Business Development Manager (Sales)
22. Publisher Functions
Production
Marketing
Market Research
Advertising
Packaging
Manufacturing
Distribution
Support
Technical
Community Management
23. Most of All – Publishers are the Bank
Have the most money at risk
Cost of development
Cost of marketing
Cost of inventory
24. Types of Risk
Things that can go wrong all along the chain:
Technological risk
Schedule risk
Market risk
Inventory risk
Distribution risk
Liability risk
Result is always the same:
MONEY LOST
26. The Blockbuster Trap
Companies try to
replicate success
Source: Anita Elberse, “The Creative Industries: Managing Products and Product Portfolios,” HBS No. 409-077 (Boston: Harvard Business School Publishing, 9002), p. 11
because demand
is uncertain, they
imitate “winners”
competitors do the
same, so investment
goes up
greater reliance
on winners
greater desire to
avoid risk and copy
past successes
27. So Why Do So Many AAA Games
Suck?
Source:
http://www.gamasutra.com/view/news/231661/When_big_games_launch_badly
_Breaking_the_vicious_cycle.php
28. Avoiding “Technical Debt”
Source:
http://www.gamasutra.com/view/news/231661/When_big_games_launch_badly
_Breaking_the_vicious_cycle.php
Technical debt is bugs and other technical problems that arise
early on and become worse the longer you put off fixing them.
• Sort out potential technical problems early, before they
become "known shippable" problems.
• Be more aggressive about getting their games in front of lots
of people before launch day
However, developers get the short end of both sticks: death
marches and the blame for low quality. The solution is to
address this culture of unrealistic expectations from publishers.
30. Development Contracts
Work-for-Hire
Flat fee
No retained rights to developer
Publishing License Agreement
Advance against royalties
Developer may retain certain rights
31. Royalty
Percentage of every sale
Up-front money is an “advance” on future
royalties
Advance must be “earned out” before true
royalties are paid
32. Stupid Developer Trick
“I’ll cover all my costs with the advance and
wait for profits when the royalties come.”
MOST GAMES NEVER EARN OUT (make
a profit).
33. Advances
Never paid in one lump sum
Too risky
Bad for cash flow
Paid out over a series of “milestones”
34. Milestones
Typically paid against “deliverables”
Signed Contract
Documents (GDD, TDD, Schedule)
First Playable (Will it work? Will it be fun?)
Alpha (feature complete)
Beta (asset complete)
Gold Master (publisher approved to sell)
Source Code & Assets
35. Milestones
Production milestones (such as Alpha and
Beta) are typically defined by:
Features: Degree of completeness
Assets: Percent final
Bugs: Number and severity allowable
45. The Times – They Are A
Changin’
Game Theory with Scott Steinberg -
Episode 1: Reinventing the Video Game
Industry (10:00)
46.
47. We’re Sudden Millionaires
Our rich Uncle Carlos left us $2M (USD)!
We can save it
Risk?
Reward?
We can invest it
Risk?
Reward?
We can start a business
Risk?
Reward?
48. Let’s Make (and Sell) a Game!
What are we going to make?
Concept Doc
Feasibility Study
Who’s going to buy it?
Business Case
49. Marketing
Demand for the Product
Optimal Market
Value Proposition
Create Awareness
Communication Channels
50. Market
“Those whose money you want.”
Who’s buying?
What are they buying?
How competitive is the market?
Are there voids to fill?
How do we create demand for our product?
Marketing seeks to answer these questions
through the Business case.
51. Marketing Terms
• Installed base: a measure
of the number of units of a
particular type of system
• Market share: the
percentage of a market
(defined in terms of either
units or revenue) accounted
for by a specific entity
• Metrics: the continuous
iterative exploration of past
business performance
52. Types of Research
Concept tests
Competitive research
Gameplay/usability research
Advertising research
Demographic research
53. Demography
“The statistical study of human populations”
How would we describe this room?
100% Californian
100% nerd
100% ages 17-34
54. Demographics
Different ways of describing groups
Age
Gender
Geographic distribution
○ States or Regions
○ Urban / Suburban / Rural
Income
Ethnicity
Family size
○ Single/Married
○ # of kids
55. Research
Inherently flawed
Sample size
The Observer Effect
Asking the wrong questions
Misinterpreting the results
Better than
Anecdotes
Polling your friends
Calling your daughter during a meeting
56. Chicken / Egg Question:
Does the game determine the market?
or
Does the market determine the game?
57. Considerations
How does the market impact game design?
What genres are appropriate?
What platforms are appropriate?
How difficult is the game?
How steep is the learning curve?
How long does it take to play?
Is it single-player or social?
What licenses work?
58. Why to Buy?
The marketer’s (and the designer’s) job is
to answer that question.
Answer must be more specific than “it’s
cool!” or “it’s fun!”
59. We Buy to Fill Needs
Cheetos hunger
Mountain Dew thirst
Zoo York hoodies clothing
Gasoline transportation
Anything cool self esteem
Psychologist Abraham Maslow proposed that we
unconsciously prioritize our needs:
66. PR ≠ Advertising
Public Relations is publicity that you don’t pay
for.
Sending out press releases
Doing interviews and press tours
Being reviewed
Writing blogs
Appearing on podcasts
67. There’s no such thing as bad PR
Screw-ups double the press
Piracy is a nice issue
Linux port? Do it!
68. Create Assets
Make a deviantArt account for your
concept art
Post gameplay videos on YouTube
Publish and spread screenshots
69. Everything A Game Trailer Should Do
Have sound
Be shorter than two minutes
Have a minimum of text
Leave viewers with an understanding of
how your game plays
Show what makes your game special
70.
71. Distributor
An organization or set of organizations (go-between) involved in
the process of making a product or service available for use or
consumption by a consumer or business user.
72. Retailer
Retail consists of the sale of physical goods or merchandise from
a fixed location, such as a department store, boutique or kiosk, or
by mail, in small or individual lots for direct consumption by the
purchaser.
73. Retailers
Major, Game Retailer
GameStop/EB Games
Minor, Game Retailer
Pink Godzilla (Gorilla), Hyper Game, Hastings
Major, Tech Retailer
Best Buy, Fry’s Electronics
Major, Mass Retail
Wal-Mart, Target, Kmart, CostCo, Amazon
76. SKU
A SKU is a stock-keeping unit, a number
code that represents a unique identifier for
each distinct product and service that can be
purchased.
77. Pre-Orders
Consumer: Guarantees prompt delivery
Manufacturer: Allows them to gauge demand
Retailers: Assured of minimum sales
Marketing: Used to generate buzz
A pre-order is an order placed for an item
which has not yet been released.
80. Downloadable Content (DLC)
Additional content released through the
internet
“Live Team”:
Producers
Development
QA
Community Managers
Revenue is NOT split with retailers
81. DLC by Genre
Fighting: Extra characters, costumes
Shooting: Maps, multiplayer modes,
unbalanced new weapons
Sports: Release annual full-priced title
instead
Action-Adventure: New areas, sidequests,
non-standard weapon type
RPG: Items, weapons, armor, quests
82. DLC by Genre
Strategy: New scenarios, maps, units
Racing: Cars, tracks, combat mode
Party: Minigames
Music: Songs, famous musician avatars
Exercise: Routines, yoga poses, mode
where the game just complements your
body
86. GM Tool
Master control panel for any account
Create/delete items/money
Change character attribute
Customer service functions
World control
Rare spawns
World events
92. Monetizing Indie Games
Portals – Share of ad revenue
Kongregate.com
Newgrounds.com
Miniclip.com
Addictinggames.com
Many, many others!
iOS, Android – Direct sales
WiiWare, PSN, XBLA – Direct sales
Web self-publish – 100% of ad revenue
95. Game Trailer Analysis
In this lab, each of you will present your analysis of a game
trailer.
Like this one…
Assassin’s Creed 1 Trailer (1:52)
Editor's Notes
A man-hour or person-hour is the amount of work performed by an average worker in one hour.[1][2] It is used in written "estimates" for estimation of the total amount of uninterrupted labour required to perform a task. For example, researching and writing a college paper might require twenty man-hours. Preparing a family banquet from scratch might require ten man-hours.
A common distinction is made between 'goods' that are tangible property (also called goods) and services, which are non-physical.
Capitalism is an economic system that became dominant in the Western world following the demise of feudalism.[1] There is no consensus on the precise definition nor on how the term should be used as a historical category.[2] There is general agreement that elements of capitalism include private ownership of the means of production, creation of goods or services for profit or income, the accumulation of capital, competitive markets, voluntary exchange and wage labor.For the purposes of this class, Capitalism should be thought of at the minimum as a system of creating Profit by means of providing a Good or a Service.
Let’s examine business principles by looking at your personal finances…
Consider the following venture: “Air Guitar Hero”, a video game that needs no plastic guitar using Microsoft Kinnect:Technological risk: What if the motion capture of the Kinnect can’t accurately read the air Schedule risk: What if the team can’t deliver milestones on time, whether the slip comes from internal or external impediments?Market risk: What if the market is simply done with guitar simulation games?Inventory risk: What if insufficient discs are manufactured? What if too many are manufactured?Distribution risk: What if the distributor doesn’t get the product in time? What if the deal with Target/Walmart/Gamestop/etc. falls through?Liability risk: What if there are lawsuits from kids whacking each other playing the game?
Michael Goodman, author of the report "Marketers Look to Video Games to Drive Their Message Home," points out that only 10 to 20 percent of video games actually break even.
Publishing is the process of production and dissemination of literature or information — the activity of making information available to the general public. In some cases, authors may be their own publishers, meaning: originators and developers of content also provide media to deliver and display the content for the same.
Stakeholder (corporate), a person, group, organization, or system who affects or can be affected by an organization's actions.Movie Studio Stakeholders: DevelopmentCastingProductionMarketingFinance
Stakeholder (corporate), a person, group, organization, or system who affects or can be affected by an organization's actions.Game developer Stakeholders:Studio HeadTechnical DirectorLead ProgrammerArt DirectorDesign DirectorBusiness Development Manager (Sales)
Game Publisher Stakeholders:MarketingProduct DevelopmentInternational divisionsCFO (Chief Financial Officer)Sales
A: A video game publisher is a company that publishesvideo games that they have either developed internally or have had developed by a video game developer.As with book publishers or publishers of DVD movies, video game publishers are responsible for their product's manufacturingand marketing, including market research and all aspects of advertising.They usually finance the development, sometimes by paying a video game developer (the publisher calls this external development) and sometimes by paying an internal staff of developers called a studio. The large video game publishers also distribute the games they publish, while some smaller publishers instead hire distribution companies (or larger video game publishers) to distribute the games they publish.Other functions usually performed by the publisher include deciding on and paying for any license that the game may utilize; paying for localization; layout, printing, and possibly the writing of the user manual; and the creation of graphic design elements such as the box design.
Source:http://www.gamecareerguide.net/industry_news/28391/news/11933What’s happening today in the game industry is a phenomenon that Prof. Anita Elberse at Harvard Business School calls the “Blockbuster Trap.” In this repetitive cycle, video game companies attempt to replicate the success of competitors by imitating “winners” and increasing their own level of investment. Their success causes other video game companies to follow suit, causing investment levels in the industry to catapult. As the level of investment goes up, companies become more risk averse, and are more likely to try and copy their own successes (You've seen a ton of vampire brands and will see even more, thanks to the “Twilight” series!). 4/analysis_what_the_video_game_.phpWhether you’re developing for social networks or console, marketing what makes your game brilliant is crucial in the war for the hearts and minds of gamers.
Portfolio Management is like being a Pokemon trainer
(Assetcomplete = All Assets represented)(Feature complete = All Assets + Working + Free of bugs)
A business model describes the rationale of how an organization creates, delivers, and captures value[1] (economic, social, or other forms of value). The process of business model construction is part of business strategy.
RetailRetail (bricks & mortar), selling boxed product at places like EBGames, Gamestop or Virgin Megastore. This also includes mom & pop stores, hardcore specialist gamer shops, and online retailers like Amazon.com that ship the product to your door. The gap in this market is “same day” physical delivery of games too big to download or 1st party titles (basically combining online & bricks and mortar in one solution.) The future of this space is pre-paid cards as the consoles will (in the future) go online only, distributing everything directly to the consumer, so retail (to make it worth selling the hardware) will need a cut of the software sales. Hence prepaid cards. The Gamestop tactic of re-selling USED games (to avoid paying for new product) will finally be over. To drive users to retail, the making of special “enhanced” versions just for their retail chain is a common practice.Digital Distribution (direct download, direct to consumer), like the Steam service from Valve Software, the PlayStation Store or Xbox Live Arcade from Microsoft. This also technically includes “unlocking” access to a game already on a service, like the faux install process on Facebook (however the player would have to pay to do this unlock.)Pre-Sell the Game to the Players. This model lets your fans actually fund the development of the title. For example, they pre-pay $5 in advance for a $50 game. (They also get to see it get developed and get to provide feedback.) When the game is launched, they get it for free (as they already paid the $5 advance.) Clearly you have to either have a reputation or a very hot idea to generate enough interest in advance, but once you get on a roll, this can work.Buy Something, get the game for Free – This is the Trialpay model, where the player buys something they want (like a subscription to Gamefly), then Gamefly gives Trialpay a nice fat fee. From that fee, you get paid, and Trialpay gets paid. So by signing up to Gamefly, they get their service and they also get your game (technically) for free.Ad BasedIn-Game Advertising (either obvious billboards or branded items in the game world, or subtle product placement (certain clothing, sunglasses or vehicles like Gaia Online), or built into story elements (like the hero’s girlfriend works for a Neutrogena). Companies like IGA, Massive, Game Jacket, Mochi Media, Google, VideoEgg etc.Around-Game Advertising (basically making money from banner & skyscraper adverts that circle the gameplay window), this is common on flash game aggregator sites, they use services like Google, Commission Junction, personal affiliate deals etc. The revenue comes from CPM (cost per thousand views), CPC (cost per click), CPA (cost per acquisition of a player), CPP (cost for a “real” player who really plays for a certain time, or to a certain level.)Advertgames (the whole experience is an advert), common on movie websites, can also be big like America’s Army or the Burger King games on Xbox 360. I did one of the first of these called “Cool Spot” for 7-UP. The advertiser helps fund the game and depending on the deal, that determines who earns cash out of the revenue. Your reputation will impact this equation.Sell Access to your Players (like lead generation, special offers etc.), this is where you monetize your user database by inserting special offers, or personal profile questions into the registration loop. Like when you register, you’re asked if you would fill out a profile in return for virtual points. This is then paid for by an external agency who collects the data live. (Value is equal to how exclusive the data is, how detailed (revealing), and how fresh.) The agency would generally give you the questions and the capture code.Premium Based - (pay as you go)“Try Before you Buy” / Trialware / Shareware / Demoware / Timedware (this is letting you play crippled, shortened, or restricted time versions of a game for free, while trying to up-sell the full version.) This is a real balancing act as too much in the demo can kill any hope of future sales. Xbox Live has been experimenting with this concept, they seem to have hit the sweet spot by giving one playable level and then giving a big reveal (like there’s a giant boss monster around the corner) then they say “Buy the full version to continue!”. That’s basically the ‘cliff-hanger’ trick, and just like TV it works.Episodic Entertainment (borrowing from the TV model), you either buy the episodes in a serial fashion as they become available, you can pay for all episodes unlocked for a period of time, or they are sold as expansion packs.Velvet Rope or Member’s Club (where the user pays for VIP access), they get special privileges and access to special areas on your site or in your game. They sometimes get special access to new product before anyone else etc. (Basically the more interesting perks you give, the more likely people will want it.)Subscription Model (like World of Warcraft or Conan) paid monthly, usually by credit card or automatic debit payment. It’s sometimes coupled with a retail purchase to get the install files / manual. Commonly players set up the credit card payments and don’t stop them, as they want to keep the game ‘available’ or keep their characters alive that they’ve worked so hard to create. (It’s pretty great to get a subscription from people that don’t even play, so expect more people to design games were they will clearly KILL your characters if you stop paying. Not good for players, but it’s on the list as it’s a monetization method.)Micro-Transactions (small, impulse driven up selling), for vanity, saving time, better communications, leveling up faster etc. These are generally paid for using virtual points (earned in the game) or the points being bought by the player for real money. A new trend is using Friends to buy these items, where the item just costs you inviting a friend to the game, or an amazing item costs you inviting ALL your friends to the game. Another trend is to sell consumable items like actually selling the bullets you fire, or buying gas for the car you race, however this really grays the “free to play” line.Pay per play / Pay as you go / Pay for Time (like the old arcade machine or pinball system), you only pay for what you need, for a pre-set number of lives, or as long as you can last. Also used in Internet Cafes and game parlors. This model could be used for game time online as well.Pay for Storage Space (on a server) to save progress, stats, game data etc. As an example, this can be used for Karaoke games where you pay to store your library of songs. (Or at least you think you do, even though you are technically just making virtual storage space for your songs.)Pay for Private Game Server (where your friends come to play), like renting multi-player servers, or giving your friends a maximum quality experience. This is more for the hardcore First Person Shooter multi-player crowd.Selling Branded Items from your site (using a service like Cafepress) – You need to work hard on your identity to make this interesting for people to wear. For example, Gamer Vixens http://www.cafepress.com/gamervixens/Freemium - Give the game away for free, but offer many upgrades at a premium. Big spenders support the free loaders. (uses any of the premium mechanisms above)Incentive BasedSkill-Based Progressive Jackpots (where players buy a ticket to enter into a tournament) this generates a progressive jackpot and winner who reaches a certain (winner) status wins the jackpot. You keep a percentage of the jackpots. The game must be skill based.Sponsored Games / Donationware (serious games, games for good, charity games), these are the games that are somehow helping society, so could be paid for by a philanthropist, or by a charity or non-profit, or by player donations. www.Onebiggame.org is an example.Pay Finder’s Fee from First Dollar. This allows you to pay much higher finders fees with no risk. Like offering (as the finder’s fee), the first $25 that comes in from any player they find. You balance the fee to a sensible percentage of the average income you get from players. We [Acclaim] get around $70 per paying player, so this seems reasonable.Player to Player trading of Virtual Items (letting them trade land, property, characters, items, also by auctions). You keep a cut of all the money exchanged. You also keep the transactions safe for the player (they don’t have to go to the gold farmers or risk the black market for characters.) Some games let the players cash this money out of the game, so it can become a full time job, but is also a major fraud generator (they use fake credit cards, buy things, trade things, sell for cash, cash out).Player to Player Wagering (they place wagers before they go head to head), the winner keeps the pot and you keep a percentage of every pot. The games they play MUST be skill based games. Gambling virtual items is another technique, where they buy/earn/trade virtual items, then bet them on maybe a 1-on-1 basketball game, the winner keeps the items. (You made your money selling the items to them in the first place.)User Generated Content (letting users make endless new content), they can sell it to each other, or sell access to it, or get people to pay for time spent playing it, for points they can turn into cash (like IMVU), and you keep a cut of all sales.Investment BasedForeign distribution deals (like the movie industry), where you need funding, so you pre-sell your foreign distribution rights in advance, then use that money to fund the project in the countries you care about the most. www.gameinvestors.com will be helping people do this.Freeware (get lots of users), it’s not a plan to make money, but then again, if you make something that’s very compelling you can expect offers to acquire your software, company or technology.Loss Leader (focus on your real goal), meaning you sell the game far too cheap. There’s clearly TOO much value for money, (like the PS3 Hardware strategy). You use the passionate following to your free game to help sell something else, like a Toy, TV or movie deal, and that’s where the real money is that you were focused on.Peripheral Enticement (the game cannot function without a piece of equipment), so it’s really a way to make you money on the hardware. (Gym equipment is a good example, like the virtual bike or rowing games, you tease them with the software into a very expensive purchase.)RentalRental (stores like Blockbuster, or online like Gamefly), the old rental paradigm meant trying to design the game so it couldn’t be played through within one rental period. These days with the Netflix / Gamefly Model, it doesn’t matter anymore.Licensing Access (like signing a deal with a chain of cyber cafes to unlock your game for their users.) Or using your game as a part of a TV show. Or letting a corporation use your brand in their advertising such as McDonald’s Line Rider commercial
5% Rule
The Purpose of Marketing is to create DemandMarketing is "the activity, set of institutions, and processes for creating, communicating, delivering, and exchanging offerings that have value for customers, clients, partners, and society at large.Creating Awareness of the ProductIdentify Optimal Communication ChannelsIdentify Optimal MarketUnderstandValue Proposition
Installed base or installed user base is a measure of the number of units of a particular type of system—usually a computing platform—actually in use, as opposed to market share, which only reflects sales over a particular period. Because installed base includes machines that may have been in use for many years, it is usually a higher figure than market share. Many people see it as a more reliable indicator of a platform's popularity. Installed base is not the same as the total number of units sold at any given moment in time (cumulative sales numbers), since some of those units will typically be out of use because they have broken, gone missing, or been made obsolete."Market share is the percentage of a market (defined in terms of either units or revenue) accounted for by a specific entity." Metrics (or Analytics) refers to the skills, technologies, applications and practices for continuous iterative exploration and investigation of past business performance to gain insight and drive business planning.
The study of humanpopulations, and how they change.From Ancient Greek δῆμος (dēmos, “people”) + -graphy (“written representation of”)Employed?Income?Education
Answer is both! Does the game determine the market? E.G.: Before Guitar Hero, nobody knew they wanted to play a plastic guitar game.orDoes the market determine the game? E.G.: After years of Guitar Hero, everybody knew they tired of playing plastic guitar games.
You have to answer all of these questions as they RELATE to the Market.
Maslow's hierarchy of needs is a theory in psychology, proposed by Abraham Maslow in his 1943 paper A Theory of Human Motivation.[2] Maslow subsequently extended the idea to include his observations of humans' innate curiosity. His theories parallel many other theories of human developmental psychology, all of which focus on describing the stages of growth in humans.Maslow studied what he called exemplary people such as Albert Einstein, Jane Addams, Eleanor Roosevelt, and Frederick Douglass rather than mentally ill or neurotic people, writing that "the study of crippled, stunted, immature, and unhealthy specimens can yield only a cripple psychology and a cripple philosophy."[3] Maslow studied the healthiest 1% of the college student population.[4]Maslow's theory was fully expressed in his 1954 book Motivation and Personality.Some have criticized Maslow's pyramid as ethnocentric may stem from the fact that Maslow’s hierarchy of needs neglects to illustrate and expand upon the difference between the social and intellectual needs of those raised in individualistic societies and those raised in collectivist societies.Maslow's hierarchy of needs is often portrayed in the shape of a pyramid, with the largest and most fundamental levels of needs at the bottom, and the need for self-actualization at the top.
Product distribution (or place) is one of the four elements of the marketing mix. An organization or set of organizations (go-between) involved in the process of making a product or service available for use or consumption by a consumer or business user.
Retail consists of the sale of physical goods or merchandise from a fixed location, such as a department store, boutique or kiosk, or by mall, in small or individual lots for direct consumption by the purchaser.
Buying Visibility – answers the questions:What is the “Street Date” of the game? (Day the item first goes on sale)What is the “Stock Date” of the game? (Day the item is available in stock. There can be several in-stock dates)
A pre-order is an order placed for an item which has not yet been released. The idea for pre-orders came when people found it hard to get popular items in stores due to their popularity. Companies were then given the idea to allow people to reserve their own personal copy, before the release, which has been a huge success. Pre-orders allow consumers to guarantee prompt delivery on releaseManufacturers can gauge how much demand there will be and hence how large initial production runs should beSellers can be assured of minimum sales. Additionally, high pre-order rates can be used to generate buzz, or publicity to further increase sales.
Downloadable content (also referred to as DLC) is official additional content for a video game distributed through the Internet. Downloadable content can be of several types, ranging from a single in-game outfit to an entirely new, extensive storyline, similar to an expansion pack. As such, DLC may add new game modes, objects, levels, challenges, etc. to a complete and already released game. In the case of episodic video games, a new episode may come in the form of downloadable content, whereas music video games utilize this media to offer new songs for the players. Downloadable content became prevalent in the 21st century, and especially with the proliferation of Internet-enabled, sixth-generation video game consoles. Special edition re-releases of games often incorporate previously released DLCs along with the main title in a single package. Video game publishers sometimes offer a DLC "season pass", which allow users to purchase all of the downloadable content for a video game at a smaller price than it would cost to buy each one separately. Users can also buy such a season pass before the availability of its respective DLCs; in this case, the player will get access to the content as they get released.Two episodic packs for Grand Theft Auto IV have been released. These two episodes were first released separately on Xbox Live as downloadable content (DLC), requiring the original game to play. Following that in October 2009 they were released together as part of a standalone game called Grand Theft Auto: Episodes From Liberty City for the Xbox 360 that does not require the original Grand Theft Auto IV media to be playable.[69] The first expansion is entitled The Lost and Damned, originally released on 17 February 2009. The second is entitled The Ballad of Gay Tony, released on 29 October 2009.[70][71] Both episodes were released for PlayStation 3 and Microsoft Windows on 13 April 2010[72] in North America and on 16 April 2010[72] in Europe.[73]Jeronimo Barrera, Vice President of Product Development for Rockstar Games, has said that the episodes are experiments because they are not sure that there are enough users with access to online content on the Xbox 360.[74] Take-Two Interactive'sChief Financial Officer, Lainie Goldstein revealed that Microsoft was paying a total of $50 million for the first two episodes.[75]
Downloadable content (also referred to as DLC) is official additional content for a video game distributed through the Internet. Downloadable content can be of several types, ranging from a single in-game outfit to an entirely new, extensive storyline, similar to an expansion pack. As such, DLC may add new game modes, objects, levels, challenges, etc. to a complete and already released game. In the case of episodic video games, a new episode may come in the form of downloadable content, whereas music video games utilize this media to offer new songs for the players. Downloadable content became prevalent in the 21st century, and especially with the proliferation of Internet-enabled, sixth-generation video game consoles. Special edition re-releases of games often incorporate previously released DLCs along with the main title in a single package. Video game publishers sometimes offer a DLC "season pass", which allow users to purchase all of the downloadable content for a video game at a smaller price than it would cost to buy each one separately. Users can also buy such a season pass before the availability of its respective DLCs; in this case, the player will get access to the content as they get released.Two episodic packs for Grand Theft Auto IV have been released. These two episodes were first released separately on Xbox Live as downloadable content (DLC), requiring the original game to play. Following that in October 2009 they were released together as part of a standalone game called Grand Theft Auto: Episodes From Liberty City for the Xbox 360 that does not require the original Grand Theft Auto IV media to be playable.[69] The first expansion is entitled The Lost and Damned, originally released on 17 February 2009. The second is entitled The Ballad of Gay Tony, released on 29 October 2009.[70][71] Both episodes were released for PlayStation 3 and Microsoft Windows on 13 April 2010[72] in North America and on 16 April 2010[72] in Europe.[73]Jeronimo Barrera, Vice President of Product Development for Rockstar Games, has said that the episodes are experiments because they are not sure that there are enough users with access to online content on the Xbox 360.[74] Take-Two Interactive'sChief Financial Officer, Lainie Goldstein revealed that Microsoft was paying a total of $50 million for the first two episodes.[75]
Downloadable content (also referred to as DLC) is official additional content for a video game distributed through the Internet. Downloadable content can be of several types, ranging from a single in-game outfit to an entirely new, extensive storyline, similar to an expansion pack. As such, DLC may add new game modes, objects, levels, challenges, etc. to a complete and already released game. In the case of episodic video games, a new episode may come in the form of downloadable content, whereas music video games utilize this media to offer new songs for the players. Downloadable content became prevalent in the 21st century, and especially with the proliferation of Internet-enabled, sixth-generation video game consoles. Special edition re-releases of games often incorporate previously released DLCs along with the main title in a single package. Video game publishers sometimes offer a DLC "season pass", which allow users to purchase all of the downloadable content for a video game at a smaller price than it would cost to buy each one separately. Users can also buy such a season pass before the availability of its respective DLCs; in this case, the player will get access to the content as they get released.Two episodic packs for Grand Theft Auto IV have been released. These two episodes were first released separately on Xbox Live as downloadable content (DLC), requiring the original game to play. Following that in October 2009 they were released together as part of a standalone game called Grand Theft Auto: Episodes From Liberty City for the Xbox 360 that does not require the original Grand Theft Auto IV media to be playable.[69] The first expansion is entitled The Lost and Damned, originally released on 17 February 2009. The second is entitled The Ballad of Gay Tony, released on 29 October 2009.[70][71] Both episodes were released for PlayStation 3 and Microsoft Windows on 13 April 2010[72] in North America and on 16 April 2010[72] in Europe.[73]Jeronimo Barrera, Vice President of Product Development for Rockstar Games, has said that the episodes are experiments because they are not sure that there are enough users with access to online content on the Xbox 360.[74] Take-Two Interactive'sChief Financial Officer, Lainie Goldstein revealed that Microsoft was paying a total of $50 million for the first two episodes.[75]