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Applying Retail Strategies to Item Merchandising

William Grosso @ March 14, 2010

I gave a talk at the Game Developer Conference in in San Francisco.

The fundamental point is simple: we’re in the middle of a sea-change in the gaming industry. The experimentation with “free to play” is over and then rush to embrace virtual items as a revenue model is on. As an industry, we’re replacing subscription-based revenue models and advertising-based revenue models with incremental retail revenue models.

And yet, among the early adopters, almost nobody does discounting, promotions, buy-one-get-one-frees, or any of the other things that modern retailing has perfected.

Hence the talk.

A list of simple, easy (at least, if you’re using Live Gamer Elements), and obvious ways to drive revenue that don’t involve changing gameplay.

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