Virtual goods sales new requirements for business modelling?

Selling virtual goods is an increasingly popular revenue model for operators of social online services, examples of which are virtual worlds and social networking services. Compared to more traditional revenue models, such as time-based pricing, the revenue generation logic in virtual goods sales ha...

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Main Author: Hamari, Juho
Other Authors: Faculty of Information Technology, Informaatioteknologian tiedekunta, Tietojenkäsittelytieteiden laitos, Department of Computer Science and Information Systems, University of Jyväskylä, Jyväskylän yliopisto
Format: Master's thesis
Language:eng
Published: 2009
Subjects:
Online Access: https://jyx.jyu.fi/handle/123456789/23051
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author Hamari, Juho
author2 Faculty of Information Technology Informaatioteknologian tiedekunta Tietojenkäsittelytieteiden laitos Department of Computer Science and Information Systems University of Jyväskylä Jyväskylän yliopisto
author_facet Hamari, Juho Faculty of Information Technology Informaatioteknologian tiedekunta Tietojenkäsittelytieteiden laitos Department of Computer Science and Information Systems University of Jyväskylä Jyväskylän yliopisto Hamari, Juho Faculty of Information Technology Informaatioteknologian tiedekunta Tietojenkäsittelytieteiden laitos Department of Computer Science and Information Systems University of Jyväskylä Jyväskylän yliopisto
author_sort Hamari, Juho
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description Selling virtual goods is an increasingly popular revenue model for operators of social online services, examples of which are virtual worlds and social networking services. Compared to more traditional revenue models, such as time-based pricing, the revenue generation logic in virtual goods sales has a tighter interdependence with service structures, such as the rules of internal economy and game mechanics. The sold products are in interaction with the virtual environment, both of which are designed by the developers. However, the planning of business models in synergy with such service design is not currently well understood. This thesis adopts a conceptual-analytical perspective. By reviewing literature pertaining to virtual goods sales and virtual world services, this thesis seeks to identify business aspects of virtual goods sales. Identified aspects and theories are then synthesised under one model utilising conceptual business model frameworks. The results provide a conceptual meta-model of virtual goods sales business, with further descriptions of business model components. Moreover, the results show business aspects that current business model frameworks cannot sufficiently describe. The thesis suggests modifications to current frameworks particularly pertaining to such aspects as user-generated content, service structure driven segmentation (self-selection), customer equity metric-driven development, and service context, which in virtual world design specifically includes game mechanics, social interaction design and rules of virtual economy.
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spellingShingle Hamari, Juho Virtual goods sales : new requirements for business modelling? virtuaalihyödykkeet virtuaalitalous Information Systems Science Tietojärjestelmätiede 601 liiketoimintamallit virtuaalitodellisuus markkinointi verkkopalvelut verkkoyhteisöt pelit suunnittelu
title Virtual goods sales : new requirements for business modelling?
title_full Virtual goods sales : new requirements for business modelling?
title_fullStr Virtual goods sales : new requirements for business modelling? Virtual goods sales : new requirements for business modelling?
title_full_unstemmed Virtual goods sales : new requirements for business modelling? Virtual goods sales : new requirements for business modelling?
title_short Virtual goods sales
title_sort virtual goods sales new requirements for business modelling
title_sub new requirements for business modelling?
title_txtP Virtual goods sales : new requirements for business modelling?
topic virtuaalihyödykkeet virtuaalitalous Information Systems Science Tietojärjestelmätiede 601 liiketoimintamallit virtuaalitodellisuus markkinointi verkkopalvelut verkkoyhteisöt pelit suunnittelu
topic_facet 601 Information Systems Science Tietojärjestelmätiede liiketoimintamallit markkinointi pelit suunnittelu verkkopalvelut verkkoyhteisöt virtuaalihyödykkeet virtuaalitalous virtuaalitodellisuus
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