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by jonnathanson 4342 days ago
This is a fantastic list, and it is extremely helpful to have everything in one place. The next step, IMO, is for folks like us in the HN community to put a little more meat on the bone. Annotate or link to this list with specifics for each model.

I might quibble, on a very minor level, with calling these "business models." More accurately, they are revenue sources. One could argue that this is a small distinction, but there is a real difference. A revenue source is necessary, but not sufficient, for the operation of a healthy business. Plenty of other things go into the mix, even leaving aside the obvious (product): COGS, logistics, competitive differentiators, etc. There is so much more to the success of Uber, for example, than just the "excess-capacity market" revenue model. All of what Uber does with its drivers on the back end, for instance, is quite sophisticated -- and equally responsible for the company's success as its top-line, nominal model.

Further annotation -- and I'm happy to get my hands dirty and contribute -- will also help us flesh out the pros and cons of some of these models. "Pay-what-you-want," for instance, lists Radiohead as the example. That's fine. But what a lot of folks don't realize is that Radiohead made approximately 80% of its money from the "In Rainbows" album release by selling collector's edition box sets for $81 a pop. In that case, pay-what-you-want served as a loss leader and demand driver, and the collector's sets earned the real money. Either of these tactics, without the other, would not have worked as well. The combination of the two was a stroke of genius -- allowing the band's customers to segment themselves, and in effect, adding an ultra-premium tier to the top of the "pay what you want" curve. The operative lesson of Radiohead's experiment was that pay-what-you-want can be effective, but you need to structure the pay scale to account for your customer segments' different willingness to pay for different versions of the same product. Give them suggestions, at both the low end and the high end of the product/price spectrum. If you don't, you're anchoring everyone towards the low end. And that leaves a lot of money on the table. This lesson has carried over to sites like Kickstarter, to great effect. (I have no idea if Kickstarter took any inspiration from Radiohead's experiment; this is just a thematic observation.)

1 comments

F2P games took market segmentation and price elasticity testing to somewhat questionable places, with large financial returns, http://www.gamasutra.com/blogs/RaminShokrizade/20130626/1949...

Ben Thompson wrote an analysis of "Digital Whales", http://stratechery.com/2014/dependent-digital-whales/

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"So to recount, Facebook is going gangbusters because of ads for free-to-play games, developers are excited about the chance to cash in via Facebook ads, Google and Twitter are trying to mimic Facebook’s success, and Google and especially Apple are hanging their app store hats on the amount of revenue generated by in-app purchases.

In other words, billions of dollars in cold hard cash, and 20x that in valuations are ultimately dependent on a relatively small number of people who just can’t stop playing Candy Crush Saga.

... Answered my own question: Re/code reports that a new study from app-testing firm Swrve claims that half of all in-app purchases are made by just 0.15% of mobile gamers, which is pretty stunning considering how lucrative in-app purchases have become for mobile game developers."

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All of which is to be expected, to a certain extent. Certain categories of goods -- especially games and entertainment -- have always had broad userbases or fanbases with very small, but fanatical "hardcore" segments. Only in recent years have companies have been able to address the segments so effectively. In the old days, you had low-tech segmentation strategies, like Collector's Edition DVDs, or value-added merchandise, or mailing lists, or fan clubs. These days, you can offer in-app purchases, expansions, or slightly different price points based on different release windows and platforms. On the surface, these tactics seem exploitative. In practice, not all of it has to be. Certain value-added stuff is not for everybody. Clearly. It's for the tiny percentage (anywhere from a fractional percentage to roughly 8%, in most cases) who is willing to pay for a lot more. The thing is, there's an ethical way and a less-ethical way to a) figure out who those people are, and b) offer them more. The ethical way involves giving people the choice to be hardcore or not to be. It involves offering a hardcore value-add that in no way detracts from the experience the casual fans enjoy. That's what Radiohead did. It's what some mobile gaming companies do, and what other mobile gaming companies do not.

IAP in gaming has been a fraught subject, and rightfully so. That's largely because certain gaming companies have realized the potential for IAP vis-a-vis the natural segments of hardcore gamers, and have attempted to IAP-gate the basic gameplay. Rather than offer a standard product to everyone, and a hardcore product to the hardcore, they try to hook everyone into playing at a "hardcore" level -- and sell IAP accordingly. This stinks, frankly. A lot of companies have picked a lot of low-hanging fruit with this model, but the model is already creating backlash. Unfortunately, it's not going away anytime soon. It's so damned lucrative.

I would almost call that strategy a pay-ladder, rather than a true segmentation. You get everyone onto the ladder, and you make people pay to climb it. It's exploitative. It's also very effective. (For now.)

We should distinguish this strategy from a less exploitative segmentation, like what Radiohead did with "In Rainbows," and what a lot of artists and performers are attempting to do with their own albums, books, or shows. Radiohead didn't force anyone onto a pay-ladder. Radiohead gave people legitimate choice, and the $81 box set was a choice that people who really wanted it could opt into. Both strategies arrive at a segmentation of the userbase; Radiohead's strategy arrives at that segmentation through a more positive and consumer-friendly method.

Segmentation, in and of itself, is not evil. It's just smart business strategy. How you set up the segmentation, and how you enforce it, delineate the boundaries between ethical and unethical.

Thanks for the detailed response, just noticed you are co-host on the Stratechery Podcast :)

There is so much to explore in this topic. A recent article on Pinterest said that Buzzfeed made a change on their social sharing buttons to increase the size of Pin button, only for traffic which originated on Pinterest. It resulted in a large increase in re-pins of the article.

Star Citizen seems to have done a reasonable job of providing people with a choice of in-game enhancements. Apparently, some have willingly spent thousands.

Could pay-what-you-like museums and/or libraries make use of these techniques?

Another topic is non-DRM online content which have "Donate" buttons. Are there techniques like the Buzzfeed/Pinterest one, where the Donation Pitch is customized based on data about the traffic origin of previous donations?