2 ms·
"The value a customer receives from a product" is somewhat hard to define for games. So I'd argue there's only a perceived value. And large parts of the indust
by fhd2 13y ago
"The value a customer receives from a product" is somewhat hard to define for games.
So I'd argue there's only a perceived value. And large parts of the industry are working hard to drive that perceived value down. What he does is charge more, so that he has fewer, more pleasant customers paying more. And it works out for him financially. Seems like a businessman to me.
- nemesisj 13y agoThere is really no difference between perceived value and value. I'd bet that his sales of his app follow a supply demand curve almost perfectly. I'm not sure if that makes him a businessman, but what certainly won't work is advocating some kind of "minimum price cartel" that agrees that "higher prices are deserved".
- Silhouette 13y agoThere is really no difference between perceived value and value. If that were true, a large part of the marketing profession wouldn't exist. Marketing is mostly about figuring out what has actual value to the market so you can build something valuable, and then presenting that something to the market such that hopefully the perceived value does reflect the actual value so they go ahead with a purchase. The second part is much harder if you're in a crowded market and your competition are pitching low than it is if you can get your potential customers to focus on your own offer in isolation. In the case of selling professional or high-end software via mobile app stores, we concluded a long time ago that the WarGames principle usually applies. Alternative business models, such as giving away free mobile apps used to access resources that are purchased independently, or going Web-based rather than mobile-based, seem to be much more reasonable bets commercially in the current environment.