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<blockquote data-quote="Dannyalcatraz" data-source="post: 5982482" data-attributes="member: 19675"><p>Don't try to compete with Amazon on price- it's a losing battle. I've heard enough game store owners- here and in person- complain about Amazon selling RPG material at prices lower than the game store pay to acquire it. This is because Amazon can buy in such bulk AND cross-subsidize, making for ultra-low prices at any time they choose.</p><p></p><p>The only ways I've seen successful game stores compete on price is with loyalty programs (buy $X of merch, get some kind of additional discount on next purchase or all future purchases that year, etc.), and with discounts on pre-orders for new releases.</p><p></p><p>As others have said, compete with knowledge, service and environment.</p><p></p><p>On environment: an excellent read would be Paco Underhill's <em>Why We Buy</em>- it contains a wealth of info on how a store's internal structure affects sales. He reveals how lighting, lines of sight, depth vs breadth of products available, overstocking vs understocking, space between tables & width of aisles- even the <em>arrangement</em> of aisles- can affect your bottom line.</p><p></p><p>I tell you what- if I were opening a game store today, I'd invest in a computer near the main counter that let customers in the store place orders through the store's website. I've seen how kiosks like that work in a variety of retailers- grocery stores, department stores, etc. They work- they generate sales from motivated customers already in your store, usually without involving sales staff. It's like having an employee you pay in electricity.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 5982482, member: 19675"] Don't try to compete with Amazon on price- it's a losing battle. I've heard enough game store owners- here and in person- complain about Amazon selling RPG material at prices lower than the game store pay to acquire it. This is because Amazon can buy in such bulk AND cross-subsidize, making for ultra-low prices at any time they choose. The only ways I've seen successful game stores compete on price is with loyalty programs (buy $X of merch, get some kind of additional discount on next purchase or all future purchases that year, etc.), and with discounts on pre-orders for new releases. As others have said, compete with knowledge, service and environment. On environment: an excellent read would be Paco Underhill's [I]Why We Buy[/I]- it contains a wealth of info on how a store's internal structure affects sales. He reveals how lighting, lines of sight, depth vs breadth of products available, overstocking vs understocking, space between tables & width of aisles- even the [I]arrangement[/I] of aisles- can affect your bottom line. I tell you what- if I were opening a game store today, I'd invest in a computer near the main counter that let customers in the store place orders through the store's website. I've seen how kiosks like that work in a variety of retailers- grocery stores, department stores, etc. They work- they generate sales from motivated customers already in your store, usually without involving sales staff. It's like having an employee you pay in electricity. [/QUOTE]
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