'Demographics have shown that not only are FireFox users a somewhat small percentage of the internet [...] therefore blocking FireFox seems to have only minimal financial drawbacks, whereas ending resource theft has tremendous financial rewards for honest, hard-working website owners and developers.'
So if FireFox users are so few in number, how can ending their 'resource theft' result in 'tremendous financial rewards'?
True, but there comes a point where the price is JUST right - where the % increase in new customers is equal to the % decrease in price.
Taking your assumption and the root comment numbers as an example: Let's say there are 30,000 people interested in the game but only 10,000 are willing to pay for the game at $60. The industry recognizes the used game industry is meeting the demand of the rest of the 20,000 and decide to cut the price by 33%. By doing so, purchases increase by 50% (according to the root post).
Original Revenue = 10,000 * $60 = $300,000
New Revenue1 = 15,000 * $40 = $600,000 (100% increase in revenue)
Now, let's assume a smaller % of consumers will convert over with the same % change in price, 20% instead of 33%....
New Revenue1 = $600,000 New Revenue2 = 18,000 * $27 = $486,000 (19% DECREASE in revenue)
Even though these are rough estimates, it turns out there will eventually be a point when it's best for companies to stop at a given price point than continue the 'cycle'.
The used game market actually works to not only increase the total entertainment value of each individual game but also to IMPROVE the overall quality of the games in the market.
When a consumer eventually sells the video game that she/he purchased, they signal that they've exhausted all the entertainment value for themselves in the game and have chosen to use the money they've devoted to that game into another product that gives them more happiness. However, if the game is made well enough that the consumer will find value in it for years to come, they will most likely hang onto the product. If the game lacks long-term value, however, it will be passed onto another consumer and deliver additional entertainment value that way.
The used game market gives producers greater incentive to continually produce quality games by making them innovate to meet the true market demand, where consumers only pay for the games as long as they have a present interest in the game (which is vocalized by their purchases).
Not necessarily. Games have already begun to go beyond their initial function as merely 'games' by interacting our citizens.
Video games have already served therapeutic purposes... http://www.wetland.sk.ca/children-games/therapeuti c-games-for-children.html... military recruitment purposes...
http://www.americasarmy.com/... and potential CIA agent training purposes.
http://www.washtimes.com/national/20030929-123116- 1145r.htm
"Games" have already begun to expand beyond a mere entertainment source.
Video Game Music Composers receive far less recognition than they deserve. It's good to see that general American culture is beginning to recognize the musical contributions of video game music composers, whose works sometimes remain hidden from the musically interested public.
Finally, the pieces that gamers have enjoyed for years are beginning to spread. With the Video Game Music Concert that will take place in downtown Los Angeles this May in the brand new Walt Disney Concert Hall performed by the LA Philharmonic, perhaps the public will realize that video game music can be more than just a supplement to video game entertainment, that it can be entertainment in itself.
It's about time.
I wonder whether the book gives credit to Tesla, the man that some see as the true inventor of the radio.
Some background information at:
http://www.pbs.org/tesla/ll/ll_whoradio.html
'Demographics have shown that not only are FireFox users a somewhat small percentage of the internet [...] therefore blocking FireFox seems to have only minimal financial drawbacks, whereas ending resource theft has tremendous financial rewards for honest, hard-working website owners and developers.'
So if FireFox users are so few in number, how can ending their 'resource theft' result in 'tremendous financial rewards'?
I said SHARKS with lasers attached to their heads...
I guess the right to remain silent will only be granted AFTER you get arrested?
True, but there comes a point where the price is JUST right - where the % increase in new customers is equal to the % decrease in price.
Taking your assumption and the root comment numbers as an example:
Let's say there are 30,000 people interested in the game but only 10,000 are willing to pay for the game at $60. The industry recognizes the used game industry is meeting the demand of the rest of the 20,000 and decide to cut the price by 33%. By doing so, purchases increase by 50% (according to the root post).
Original Revenue = 10,000 * $60 = $300,000
New Revenue1 = 15,000 * $40 = $600,000 (100% increase in revenue)
Now, let's assume a smaller % of consumers will convert over with the same % change in price, 20% instead of 33%....
New Revenue1 = $600,000
New Revenue2 = 18,000 * $27 = $486,000 (19% DECREASE in revenue)
Even though these are rough estimates, it turns out there will eventually be a point when it's best for companies to stop at a given price point than continue the 'cycle'.
The used game market actually works to not only increase the total entertainment value of each individual game but also to IMPROVE the overall quality of the games in the market.
When a consumer eventually sells the video game that she/he purchased, they signal that they've exhausted all the entertainment value for themselves in the game and have chosen to use the money they've devoted to that game into another product that gives them more happiness. However, if the game is made well enough that the consumer will find value in it for years to come, they will most likely hang onto the product. If the game lacks long-term value, however, it will be passed onto another consumer and deliver additional entertainment value that way.
The used game market gives producers greater incentive to continually produce quality games by making them innovate to meet the true market demand, where consumers only pay for the games as long as they have a present interest in the game (which is vocalized by their purchases).
Not necessarily. Games have already begun to go beyond their initial function as merely 'games' by interacting our citizens. Video games have already served therapeutic purposes... http://www.wetland.sk.ca/children-games/therapeuti c-games-for-children.html ... military recruitment purposes...
http://www.americasarmy.com/ ... and potential CIA agent training purposes.
http://www.washtimes.com/national/20030929-123116- 1145r.htm
"Games" have already begun to expand beyond a mere entertainment source.
Video Game Music Composers receive far less recognition than they deserve. It's good to see that general American culture is beginning to recognize the musical contributions of video game music composers, whose works sometimes remain hidden from the musically interested public. Finally, the pieces that gamers have enjoyed for years are beginning to spread. With the Video Game Music Concert that will take place in downtown Los Angeles this May in the brand new Walt Disney Concert Hall performed by the LA Philharmonic, perhaps the public will realize that video game music can be more than just a supplement to video game entertainment, that it can be entertainment in itself. It's about time.
I wonder whether the book gives credit to Tesla, the man that some see as the true inventor of the radio. Some background information at: http://www.pbs.org/tesla/ll/ll_whoradio.html