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"How to make money when customers expect your products for free? For most of the last century, companies strived to control costs and shift as many units as possible. But now the price of many digital products has dropped to zero, requiring a new kind of business model. The Curve is about accepting that millions of people now expect your product for free-because a small number of high spenders are enough to build a profitable business. In games, free is the norm, but some fans now spend hundreds or thousands of dollars while playing a single title. That means the focus is no longer on how many units you can sell. It is on how you can satisfy those users who are happy to pay enormous amounts of money for things they value. This idea has already transformed areas like music, books, and film, and is rapidly spreading to the physical world as 3D printing becomes reality and the specter of piracy hits businesses of every kind. With stories drawn from cutting-edge artists, videogames, and more, The Curve shows you how to forge relationships with your biggest fans and sustain long-term success"--
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Previews available in: English
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Edition | Availability |
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1
Curve: How Smart Companies Use Freeloaders to Find Superfans
2014, Penguin Books, Limited
in English
0670923214 9780670923212
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2
Curve: Freeloaders, Superfans and the Future of Business
2013, Penguin Books, Limited
in English
0670923222 9780670923229
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3
The curve: how smart companies find high-value customers
2013, Portfolio/Penguin, Portfolio
in English
1591846633 9781591846635
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- Created July 17, 2022
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August 5, 2022 | Edited by ImportBot | import existing book |
July 17, 2022 | Created by ImportBot | Imported from Better World Books record |