Long Live Xbox Live Arcade
Edge Online has a piece up talking about the success of Xbox Live Arcade. They wonder out loud if the Live Arcade won't end up being the most important next-gen platform in this round of the console wars. From the article: "Live Arcade's conversion rate - the proportion of people who upgrade the demo to the full, paid-for version - is extraordinarily high, according to Canessa: 'The industry average on PC is about 0.8 per cent to one per cent, and in the first generation of Arcade we were hitting about 8.5 per cent, which was fantastic. But in this generation of Arcade we're hitting up to 35 per cent, and averaging over 20 per cent across all the titles. I mean, we had to check the data to make sure it wasn't a mistake. It's absolutely unheard of.'"
There's really no wonder why this tactic works. The user ir provided with the ability to actually get hands-on experience with the product (one of the games from Arcade) and is able to play a decent amount of it. After this experience, much like iTunes, the user is able to simply hit a few buttons, enter a few bits of data (if that) and have the full version of the game they just became addicted to within minutes! This is a much better system since the user has to do nearly nothing except enjoy playing a game in order to be sold on the product. It is truely a new era: They already purchased something they wanted (an Xbox 360), now they are doing something they wanted to do (playing a game), and are able to obtain that same game without leaving their home!
Slant
Between the Spaces