At TomorrowToday, we are great fans of games, and especially of the learnings we can get from games. We are also keen observers of the gaming industry, which often picks up on shifting values and economic models before other industries do (compare them, for example, to the music industry - especially on the issue of pricing I’m about to talk about!).
Here is a small feature from the latest Economist magazine on a new financial model for games. Give them away for free!
FOR millions of East Asians, online gaming is not so much a hobby as a way of life. “Massively multiplayer” online games such as “Legend of Mir 3” and “MapleStory” have legions of devoted fans who spend an alarming proportion of their waking hours sitting in front of their PCs, at home or in internet cafés, doing battle with elves, wizards and mythological beasts. Some players take their parallel gaming lives very seriously: one man murdered a friend in a dispute over a stolen virtual sword (GC: this happened a few years ago, and is the only known extreme incident - but it is still much quoted).
Many of these games rely on a business model that is different from the way the video-games industry works in the West. Rather than selling games as shrink-wrapped retail products which can then be played on a PC or games console, the Asian industry often gives away the software as a free download and lets users play for nothing. Revenue comes instead from small payments made by more avid players to buy extras for their in-game characters, from weapons to haircuts. In this way, a minority of paying customers subsidise the game for everyone else.
At least, that’s what my favourite Talk Radio station (
If you don’t know what Second Life is,
The first is the euphemism emblazoned on some of the more serious toys: “some assembly required”. This invariably requires about 5 different screw drivers sizes (only one of which I might have somewhere back here in my rusting and dusty toolbox), a ratchet set (are there really people who actually have a complete ratchet set neatly laid out in their shed?) and other tools I don’t even know how to pronounce, let alone use. And, of course, all the “English” assembly instructions were written by the rural supervisor in the Chinese factory, having first translated them from the Russian translation of the hand scribbled notes of the original engineer (who designed version 1, but not this version you’re trying to assemble in front of your increasingly less adoring tribe of juvenile female sapiens).
There is increasing work being done looking into the effect games have in the real world. One one level it seems like a waste of time, effort and money. The stuff of Hollywood.
E-ZINE ARTICLE, FEBRUARY 2006
I do quite a bit of work with my girls’ school, and have convinced them to start a computer games club at the school - as an extra mural option for the girls at the school.
I got this by email a few weeks ago. I have lost the original reference, but its a goodie.
As young people spend less time watching television and more time online and playing games, advertisers have devised a new way to reach them. So says a report in the Economist (11 June 2005 -
Have you seen the new Playstation adverts? You can see them on AdCritic or AdForum. Or you can watch them right off of the TBWA web site
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