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Business model canvas Steam

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Virgill Racherds

on 30 November 2012

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Transcript of Business model canvas Steam

Conclusion Customer segments Value propositions Business Model Canvas Ultimate entertainment platform
Digital distribution of games
Storage for games Channels STEAM IS THE CHANNEL! Customer relationships Cost Structure Key Partners Revenue streams Key Activities Customer relationships Revenue streams Key Resources Segmentation based on hardware
E.g. 60% are Windows 7 users
Demographic characteristics are irrelevant Automated: customer interaction
Retentive: products depend on Steam Transactional revenues: revenue per sale( without visiting a physical store)
Online payment systems e.g. IDEAL, Paypal or just with credit-/debitcard Main resource: Employee knowledge
Other valuable resources are skills & capabilities of Valve's employees Content delivery, Digital right management & Social network platform
Crucial points: fast connection, no downtime, maintain good relations with suppliers and user-friendly UI. Depends on game development companies
But, Steam has a wide reach with 40 million+ users
So, maybe it is the other way around? Main costs: employee- and datatransfer costs
No purchasing costs and low marginal costs
Ofcourse, there are also the fixed costs (e.g. installation costs and follow-up costs)
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