Versioning and Freemium Flashcards
How is Spotify a freemium brand? (5)
- 100 million users(high switching costs)
- Managed to carve out a paid audience
- Uses many Web 2.0 social features
- Typical conversion rates are much lower: has good balance
- Good targeting: student and family memberships
What challenge does the journalist industry face?
- Bundles of products
- No longer the main source of information due to free sources
- Other competitors related to celebrities
What are the origins of freemium? (6 points)
- Concerned with the previous of an ongoing free version and premium versions
- Usually a low conversion rate (1-4%)
- It provides an answers to how to fund content placed services, e.g. advertising, commercial partnerships. donations
- Prior term versioning is used in software markets
- Paymium idea and Free-to-play
- In-app seen as a growing significance (candy crush)
What are the economics of versioning? (5 points)
- Information products are those capable of digital distribution
- Expensive to produce first copy, then low marginal costs
- The fixed costs are dominated by sunk costs (the failed film or album)
- Variable costs are low, huge economies of scale
- Network effects
Where are the cost savings in the Economics of things versus digital economics? (2)
- Economics of things:
- Physical costs of materials needed to: print, distribute and sell - Digital economics:
- Economics of information (changing content is easier)
- But opportunity to extract revenue disappears as well
What about digital products and increasing returns to scale? (2)
- Economics of things: decreasing returns set in due to difficulties of managing large enterprises. (diseconomies of scale)
- Digital economies: High development cost (very expensive initially) but then economies of scale kicks in, can scale well.
What are the attractions of freemium for the user? (2)
- A better alternative to free trials and their complications
- accidental customer
- freemium is a central part of the proposition - these products are experienced products and customers can see if they like them
What are the attractions of freemium for the seller? (3)
- Build awareness: Give away limited features (think about when this doesn’t work)
- Network effects and viral marketing
- Power of having large audience: can spread message quickly
What are the traditional methods of versioning? (Shapiro and Varian, 1997) (6)
- Convenience: Limits on usage, could be time delays built in (candy crush)
- Comprehensiveness: News companies
- Manipulation: e.g. being able to export data to excel
- Capabilities. what you are able to do, can’t go past a certain level (levels of games)
- Annoyance Marketing; reminders that you don’t have the full version
- Technical support: basic version no or little support available
What is the conversion lifecycle? (Kumar, 2014) (4)
- Early adopters: Do they spread the word to other people? (are worth free marketing)
- Conversion rates will dip
- Are users becoming evangelists?
- The need for ongoing innovation
What did researches found about In-app purchases for freemium users? (5)
- Loyalty influences the willingness to pay for in-app purchases (Hsiao and Chen, 2016)
- Playfulness, reward and access were seen as important (easier to extract money)
- Saw gender differences in the research
- Stickiness (loyalty) and social identification (connecting with the group) seen as important
- The Longer a game was used
What are the differences between platforms?
- Apple and Android users spend different levels of money
2. this has implications for pricing strategies
What are some challenges the industry is faced with?
- Issues of users loyalty: . Loyalty is a more active usage, not dormant users (level of engagement reflects loyalty)
- Issues around progression: Reaching the end of a game, how does one create switching costs?
Do you want the crowd?
- Advertising purposes and info: if you want to be the lookout, can see both sides of the market (many users as possible) know a lot more about customers
- Economies of scale
- Network effects
Define Freemium
A business model that allows a consumer to receive basic services for free, but requires them to pay for any service deemed to be premium