Monetization of the future
Yesterday morning we wrote that a comprehensive monetization system for a group of products is becoming a new tool for increasing revenue. Today there is a reason to remember this.
But first, a few words about what we mean by a comprehensive monetization system.
In fact, this is an extended merchandising system that applies not only to physical goods made by IP, but also to digital products under one brand. An ordinary example: you have an original game and a couple of sequels. With the participation of any of these products in promotions, features, when buying traffic – along with the growth of its downloads / revenues, similar indicators are growing for related projects.
The task of the developer here is to make sure that this or that project is always lit by IP (and the visibility of applications is consistently kept at a high level).
In principle, this has been happening for a long time after the fact. There is nothing new in this. Another thing is that meaningful manipulation of pricing policy and stocks between a whole series of projects is not yet being talked about.
Example: while one game is being developed, raise the cost of IAP in real time not only in an advancing project, but in related games. Or immediately arrange sales of digital content “based on motives”.
The problem is one thing – only companies with a strong IP can afford it. There is a hit, a “locomotive game” – go ahead, no – it’s too early to think about complex monetization.
The latest initiatives of EA and Rovio – quite fit into this theory.
To make more money on the release of the second part of Plants vs. Zombies, EA has released a separate comic book application. The Finnish company, in turn, announced that after the release of Angry Birds Star Wars II on mobile platforms on September 19, October 29 on all (!) Angry Birds Star War s will be released on consoles. It is clear that this will spur sales of mobile versions of “Angry Birds”.