Search






My Shopping Cart

[ 0 ] items in cart

View Cart | Checkout


Game Developer Research
bullet Research Reports

Gamasutra
bullet Contractor Listings

GDC Vault
bullet Individual Subscription

GDC Audio Recordings
bullet App Developers Conference 2013
bullet GDC Next 2013
bullet GDC Europe 2013
bullet GDC 2013
bullet GDC Online 2012
bullet GDC Europe 2012
bullet GDC 2012
bullet GDC 2011
bullet GDC 10
bullet GDC 09
bullet GDC Austin 08
bullet GDC Mobile 08
bullet GDC 08
bullet GDC Austin 07
bullet GDC Mobile 07
bullet GDC 07
bullet GDC 06
bullet GDC 05
bullet GDC 04
bullet GDC 03
bullet GDC 01
bullet GDC 2000 & Before


Newest Item(s)
bullet

Why Now Is the Best Time Ever to Be a Game Developer

Ingress: Design Principles Behind Google's Massively Multiplayer Geo Game

Playing with 'Game'

Gathering Your Party with Project Eternity (GDC Next 10)

D4: Dawn of the Dreaming Director's Drama (GDC Next 10)

Using Plot Devices to Create Gameplay in Storyteller (GDC Next 10)

How I Learned to Stop Worrying and Love Making CounterSpy (GDC Next 10)

Luck and Skill in Games

Minimalist Game Design for Mobile Devices

Broken Age: Rethinking a Classic Genre for the Modern Era (GDC Next 10)


Storefront > GDC Vault Store - Audio Recordings > GDC 2007


View larger image
 


QTY:

Using Creative Design to Monetize Virtual Worlds (Three 20-minute lectures)
Price $7.95
Adjustment
Type
Stock Unlimited
Status
Weight 0 lb, 0 oz
SKU GDC07-3783
Statistics
Description

Using Creative Design to Monetize Virtual Worlds (Three 20-minute lectures)

Speakers: Erik Bethke, Matt Mihaly, Sulka Haro

Track: Business and Management

Format: Lecture

Experience Level: Intermediate

Description: As virtual world business models beyond the simple subscription rise in popularity with users, it is incumbent upon developers to find ways to marry design to the needs of the bottom-line. Doing so can be a challenge, as what's palatable to one audience is not to another, and nobody wants to leave money on the table. Even worse, getting it wrong can be difficult to recover from, as a virtual world's audience has self-selected for tolerance of the existing model, and may be unwilling to participate under a new model. Attendees learn how different developers have tackled this problem through the integration of their business model with creative design, from selling high-priced virtual weapons to a boutique audience, to accepting micro-transactions for use by a teen audience.

Idea Takeaway: Attendees learn about the challenges in marrying design to a business model and the creative solutions that a range of developers have employed to monetize their virtual worlds, illustrated with real-world examples.

Intended Audience: This panel is intended for anyone interested in the evolution of the virtual world business model beyond one-size-fits-all subscriptions. General knowledge of virtual worlds and the economics of operating them is useful, but not required.

Please leave this field blank.

There are no related products to display.

Related Products...

Please leave this field blank.