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They should try to apply the fortnite strategy, and charge for cosmetic features such as premium emoticons, and profile photos
by rbreve 8y ago
They should try to apply the fortnite strategy, and charge for cosmetic features such as premium emoticons, and profile photos
- xkjkls 8y agoEngagement is not nearly the same. There are 1.5 billion WhatsApp users, but how many would actually convert. I'd find it hard to see numbers higher than the low single digits.
- TillE 8y agoApple and third-parties have obviously seen value in selling those stickers and crap. I think there actually would be a decent market for premium emoji. It's not too difficult to imagine all sorts of fun bonus features in a chat app.
- xkjkls 8y agoFor whom is that the primary business model, instead of an addition though?
- egypturnash 8y agoIRC, Line makes absolute pots of money off of stickers, merch of the characters they've made for those stickers, and assorted other things. Wish I could find the article I read on that a while back.
- xkjkls 8y agohttp://vator.tv/news/2017-01-13-how-does-line-make-money http://vator.tv/news/2017-01-13-how-does-line-make-money That seems to indicate that 22% of Line's revenue was from stickers, which was lower than the highest section: advertising. Those are 2017 numbers, and I'd suspect that advertising makes up an even bigger section now.
- alach11 8y agoPopular games like Dota 2, Fortnite, and League of Legends are free to play but charge for in-game cosmetic changes.
- xkjkls 8y agoHuge differences in engagement. Video games end up with small numbers of people who spend insane amounts of time with their product. Social media is large numbers of people spending small amounts of time. Because the customers aren’t nearly as engaged, they aren’t as willing to spend for extra goodies
- rhizome 8y agoLots? Woudn't it fundamentally be a DLC strategy?
- xkjkls 8y agoI’m talking a social media platform. Video games are fundamentally different because the goal is to get a small number of highly engaged users. Social media drives value from having huge networks of large numbers of people. There are people who spend 10 hours a day playing Fortnite, and are perfectly willing to spend gobs of money to make that experience better. There aren’t the same sort of “whales” in social media.
- rhizome 8y agoIs it too abstract to suggest that it's merely one business model incorporating proven features of another business model? Video games are not fundamentally different here, I think you might be looking through the wrong end of the telescope. People who use a thing paying money for more features of that thing.
- white-flame 8y agoLow single digit percent of 1.5 billion is still tens of millions. Certainly you can make money with that size of a willingly paying customer base.
- xkjkls 8y agoOk, but if you’re kicking off those that are unwilling to pay, you’re automatically decreasing the value of your app every time you try to charge people. You can make money — for a time. If the purpose people joined in the first place “I can connect with all the people I know” changes, then you start seeing the growth move in a very negative direction
- reitanqild 8y agoWhy would you kick off those unwilling to pay? GP mentions charging for cosmetic, not for the core product.