Slides of the presentation I gave at the World Bank/infoDev Training Program on Innovation Policy for ICT @ Aalto University 7 June 2012
Thanks to KooPee Hiltunen and Neogames for the figures!
Game Ecosystems - Business Model Innovation in the Digital Entertainment Sector: Implications for Policy
1. 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
2. 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?
3. 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
Source: Neogames, The Finnish Game Industry 2010-2011
4. Business Model Innovation 1: Digital Distribution
Source: Neogames, The Finnish Game Industry 2010-2011
5. Business Model Innovation 1: Digital Distribution
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
6. Business Model Innovation 2: Virtual Economies
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
7. Business Model Innovation 2: Virtual Economies
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
10. Business Model Innovation 3: Crowdfunding
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
11. 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!
12. 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