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	<title>Comments on: Increasing market share by putting prices UP</title>
	<atom:link href="http://www.bruceongames.com/2007/08/14/increasing-market-share-by-putting-prices-up/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.bruceongames.com/2007/08/14/increasing-market-share-by-putting-prices-up/</link>
	<description>A veteran's view on marketing games</description>
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		<title>By: Bruce</title>
		<link>http://www.bruceongames.com/2007/08/14/increasing-market-share-by-putting-prices-up/comment-page-1/#comment-1690</link>
		<dc:creator>Bruce</dc:creator>
		<pubDate>Thu, 17 Apr 2008 11:43:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.bruceongames.com/2007/08/14/increasing-market-share-by-putting-prices-up/#comment-1690</guid>
		<description>Dazza, you are right. I was thinking of readership.</description>
		<content:encoded><![CDATA[<p>Dazza, you are right. I was thinking of readership.</p>
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		<title>By: Dazza</title>
		<link>http://www.bruceongames.com/2007/08/14/increasing-market-share-by-putting-prices-up/comment-page-1/#comment-1689</link>
		<dc:creator>Dazza</dc:creator>
		<pubDate>Thu, 17 Apr 2008 11:20:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.bruceongames.com/2007/08/14/increasing-market-share-by-putting-prices-up/#comment-1689</guid>
		<description>I&#039;d just like to point out that no Spectrum magazine ever had a circulation of &quot;several hundred thousand&quot;. I think the top seller was Crash, peaking with a figure of around 120,000.

Even if you claim more than 1 person read each magazine, there was still only 1 tape on the cover and a tape was less likely to be shared around at school.</description>
		<content:encoded><![CDATA[<p>I&#8217;d just like to point out that no Spectrum magazine ever had a circulation of &#8220;several hundred thousand&#8221;. I think the top seller was Crash, peaking with a figure of around 120,000.</p>
<p>Even if you claim more than 1 person read each magazine, there was still only 1 tape on the cover and a tape was less likely to be shared around at school.</p>
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		<title>By: Bruce</title>
		<link>http://www.bruceongames.com/2007/08/14/increasing-market-share-by-putting-prices-up/comment-page-1/#comment-19</link>
		<dc:creator>Bruce</dc:creator>
		<pubDate>Fri, 17 Aug 2007 10:27:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.bruceongames.com/2007/08/14/increasing-market-share-by-putting-prices-up/#comment-19</guid>
		<description>Episodic games are on the list of upcoming articles. It may not be what you expect though!

Game pricing seems to be based on what the market will bear. I have never seen any price elasticity of demand research so I doubt if prices are optimised for profitability.</description>
		<content:encoded><![CDATA[<p>Episodic games are on the list of upcoming articles. It may not be what you expect though!</p>
<p>Game pricing seems to be based on what the market will bear. I have never seen any price elasticity of demand research so I doubt if prices are optimised for profitability.</p>
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		<title>By: Carlos Obregón</title>
		<link>http://www.bruceongames.com/2007/08/14/increasing-market-share-by-putting-prices-up/comment-page-1/#comment-14</link>
		<dc:creator>Carlos Obregón</dc:creator>
		<pubDate>Thu, 16 Aug 2007 22:06:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.bruceongames.com/2007/08/14/increasing-market-share-by-putting-prices-up/#comment-14</guid>
		<description>It&#039;s a fantastic story.

But I agree that the market is just way different now.

In fact I&#039;m beggining to wonder when will be a publisher brave enough to begin lowering there prices for their AAA titles.

We all know that

profit = units * unit price

So if we lower the unit price but we have more units solds we can find a balance (and I suspect that we all agree that the same profit we a higher unit count is a lot better)

Can it be done?</description>
		<content:encoded><![CDATA[<p>It&#8217;s a fantastic story.</p>
<p>But I agree that the market is just way different now.</p>
<p>In fact I&#8217;m beggining to wonder when will be a publisher brave enough to begin lowering there prices for their AAA titles.</p>
<p>We all know that</p>
<p>profit = units * unit price</p>
<p>So if we lower the unit price but we have more units solds we can find a balance (and I suspect that we all agree that the same profit we a higher unit count is a lot better)</p>
<p>Can it be done?</p>
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		<title>By: G</title>
		<link>http://www.bruceongames.com/2007/08/14/increasing-market-share-by-putting-prices-up/comment-page-1/#comment-13</link>
		<dc:creator>G</dc:creator>
		<pubDate>Thu, 16 Aug 2007 21:34:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.bruceongames.com/2007/08/14/increasing-market-share-by-putting-prices-up/#comment-13</guid>
		<description>I feel the next big issue that this matter will touch upon is Downloadable Content or Episodic Content. All the same questions come in to play...(but I don&#039;t have the time to open that can of worms right now!)...seems like it could be a new topic for you to post on!</description>
		<content:encoded><![CDATA[<p>I feel the next big issue that this matter will touch upon is Downloadable Content or Episodic Content. All the same questions come in to play&#8230;(but I don&#8217;t have the time to open that can of worms right now!)&#8230;seems like it could be a new topic for you to post on!</p>
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		<title>By: Bruce</title>
		<link>http://www.bruceongames.com/2007/08/14/increasing-market-share-by-putting-prices-up/comment-page-1/#comment-8</link>
		<dc:creator>Bruce</dc:creator>
		<pubDate>Thu, 16 Aug 2007 16:13:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.bruceongames.com/2007/08/14/increasing-market-share-by-putting-prices-up/#comment-8</guid>
		<description>We aren&#039;t in the same wafer thin margin situation any more. In fact game prices may already be a bit high. I wouldn&#039;t want to put them up, you would hit demand elasticity problems.
 One lesson of the story is that marketing in to the supply chain can be very effective. In this case more effective than marketing to the end customer.

 And finally, if today I had an idea that could multiply a publisher&#039;s profitabilty several fold would I put it on here? Well probably, but would any publisher notice?</description>
		<content:encoded><![CDATA[<p>We aren&#8217;t in the same wafer thin margin situation any more. In fact game prices may already be a bit high. I wouldn&#8217;t want to put them up, you would hit demand elasticity problems.<br />
 One lesson of the story is that marketing in to the supply chain can be very effective. In this case more effective than marketing to the end customer.</p>
<p> And finally, if today I had an idea that could multiply a publisher&#8217;s profitabilty several fold would I put it on here? Well probably, but would any publisher notice?</p>
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		<title>By: Phil</title>
		<link>http://www.bruceongames.com/2007/08/14/increasing-market-share-by-putting-prices-up/comment-page-1/#comment-7</link>
		<dc:creator>Phil</dc:creator>
		<pubDate>Thu, 16 Aug 2007 15:50:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.bruceongames.com/2007/08/14/increasing-market-share-by-putting-prices-up/#comment-7</guid>
		<description>Fascinating story. I&#039;m curious how (if any way) you would think this same kind of thinking could be applied by game publishers today.</description>
		<content:encoded><![CDATA[<p>Fascinating story. I&#8217;m curious how (if any way) you would think this same kind of thinking could be applied by game publishers today.</p>
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