"Researcher DFC Intelligence projects the U.S. and European market for virtual items in free-to-play games will grow to more than $3 billion by 2015 from $800 million in 2009. Companies are moving to quickly get into this market by outsourcing the technical aspects of adopting a virtual economy, such as the ability to create and sell the merchandise and track the trading of the virtual goods." -Cliff Edwards, The Tech Beat, Bloomberg Businessweek, July 26, 2010
Microtransactions are and will continue to be the best way to deliver digital content for both Hasbro and the player base for D&D.
Allow users to purchase digital content for certain books, certain classes.
-If a user needs a monster for an encounter and can’t afford an entire book worth of digital content they can purchase a monster. If someone only wants certain content from a book, they only need to purchase one class so they can use it in the builder. The company is still getting revenue from someone that otherwise might not provide it.
Allows for the purchase of content without a continuing subscription.
-Once the content has been purchased, it can be accessed at anytime. This allows people not currently making purchases or using services due to inactivity to be brought back using promotions or special offers. In addition, the mandatory subscription price doesn’t discourage people from participating. They are only paying for the content they want, on their terms.
Modularity and R&D.
-Continuing efforts on product development can be intensely focused on what is driving sales. This also allows for more players to use player only content. The player may not need access to the dungeon builder, additional tiles, settings, or monsters, or anything else “DM” related.
Making DM’s.
-Sponsor workshops on how to run a game, where participants can receive content based on their participation. Track and follow DMing, rewarding those that DM with additional content (to supplement their collection). The company can incentivize certain behaviors with additional content (i.e. bonuses for running open games, etc.)
Develop strategic partnerships with gaming stores.
-LFGS can sell point cards for purchases that include special content. Local RPGA participants can be rewarded for their activities with virtual content, driving them to the online presence, and conversely sending online participants to stores so they can get the exclusive content for their online account.
Microtransactions are and will continue to be the best way to deliver digital content for both Hasbro and the player base for D&D.
Allow users to purchase digital content for certain books, certain classes.
-If a user needs a monster for an encounter and can’t afford an entire book worth of digital content they can purchase a monster. If someone only wants certain content from a book, they only need to purchase one class so they can use it in the builder. The company is still getting revenue from someone that otherwise might not provide it.
Allows for the purchase of content without a continuing subscription.
-Once the content has been purchased, it can be accessed at anytime. This allows people not currently making purchases or using services due to inactivity to be brought back using promotions or special offers. In addition, the mandatory subscription price doesn’t discourage people from participating. They are only paying for the content they want, on their terms.
Modularity and R&D.
-Continuing efforts on product development can be intensely focused on what is driving sales. This also allows for more players to use player only content. The player may not need access to the dungeon builder, additional tiles, settings, or monsters, or anything else “DM” related.
Making DM’s.
-Sponsor workshops on how to run a game, where participants can receive content based on their participation. Track and follow DMing, rewarding those that DM with additional content (to supplement their collection). The company can incentivize certain behaviors with additional content (i.e. bonuses for running open games, etc.)
Develop strategic partnerships with gaming stores.
-LFGS can sell point cards for purchases that include special content. Local RPGA participants can be rewarded for their activities with virtual content, driving them to the online presence, and conversely sending online participants to stores so they can get the exclusive content for their online account.