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Game Ecosystems Business Model Innovation in the Digital
Entertainment Sector: Implications for Policy
Dr Vili Lehdonvirta LSE Innovation Co-Creation Lab
vili.lehdonvirta.com Twitter: @ViliLe
Why Games?
� $65 Billion industry, bigger than music or cinema
� Digital game companies are pioneers in innovations that drive today’s digital economy � Games have contributed to the worldwide
development of computer hardware more than any other application
� What can we learn from business model innovation in the Finnish game industry?
Finnish Game Industry
Turnover 165 M€ – 90% from export (2011)
� Represents ~0.25% of Finland's total exports
� CAGR 22%! (2004-2011)
1300 employees (2011)
� Average employees per company: 16
� Young males
Business Model Innovation 1: Digital Distribution
Source: Neogames, The Finnish Game Industry 2010-2011
Hurdles:
1. Fragmented e-payment infrastructure
2. Fragmented e-commerce regulation
3. Fragmented taxation systems
Integrated distribution platforms (App Store, Steam) solve this – but at the cost of 30% of revenues to California
→ Policies aimed at creating a seamless digital market
Business Model Innovation 1: Digital Distribution
Business Model Innovation 2: Virtual Economies
Developer redeems Virtual Currency for earnings from
publisher
Consumer uses Virtual Currency to
buy content / Creates content
Consumer buys Virtual Currency
Consumer earns Virtual Currency
through gameplay or ads
Consumer sells content to other
consumers to earn money/VC
� From credit card payments to stored value and micro-payments (virtual currency)
� Users and third-party developers not only consume but also create value (user-created content, microwork)
� Users and third-party developers can redeem virtual currency for real money
Regulatory hurdles:
� Virtual currencies’ unclear regulatory/tax status (closed loop/open loop, accounting rules, breakage, ...)
� Micro-employment not recognized in employment regulation
� Electronic payment infrastructure does not facilitate payments back to consumers � PayPal solves this, but at the cost of ~5% of earnings to
California
→ Explicit policy development on virtual currencies and microwork
Business Model Innovation 2: Virtual Economies
Business Model Innovation 3: Crowdfunding
Kickstarter.com
Regulatory hurdles:
� Donations-based crowdfunding � Regulations designed for physical donations � Global digital online donations
� Investment-based crowdfunding � Heavy regulation of investment offers � Number of investors can be 10,000s
→ Policies aimed at frictionless donations and micro-investment
Business Model Innovation 3: Crowdfunding
Finnish Game Ecosystem � The biggest business model innovation in the Finnish
game industry is the ecosystem
� The ecosystem is vital for talent, technology, investment and innovation
� Consists of developers, universities, industry events & organizations, informal networks, angel investors, public R&D support, gamers, gamer events, media
� Most important component is game culture: high acceptance of digital gaming in Finnish society & history of hobby game programming competitions
→ Policies aimed at promoting grassroots digital culture!
Summary Policies needed for:
� Seamless digital market
� Virtual currencies
� Digital micro-employment
� Digital donations & micro-investments
� Game culture!
Thanks for listening!
vili.lehdonvirta.com Twitter: @ViliLe