Game Company Patterns for Non-game Organizations PROBLEM SOLUTION • How could non-game products become more attractive and satisfying for customers like games do? • Can the key success factors of game development companies be applied in non-game companies? • How can such elements be leveraged to achieve their specific business goals? Based on the results of our interviews and public data sources, we have recognised some 30 patterns that, depending on the context, could be used in other organisations as well. The compiled pattern map (see next page) can be utilized in practice as follows: The Research Design figure below depicts such a holistic frame. Bottom-up: Examine the different patterns and consider whether and how they could work in Your context. Top-down: Distinguish Your current high-level goals (areas) and traverse the map according to the main categories. What are the most successful business models? What is a "game" anyway: • entertainment product? • "vending machine"? • engagement system? • advertizing platform? How to collect gaming data (even in real time)? What are the key roles and most suitable organization designs? What are most highperforming development methods and work practices? What are the core technologies like (including gaming data analysis)? PATTERN MAP RELATION OF PATTERNS The pattern map above can be comprehended from the following overall points of views to begin with: N4S Company GOALS PATTERN CATEGORIES Wants to be high-performing in terms of ability to deliver Needs to have an accurate understanding of customers Needs to have the ability to do quick strategic changes and have fast business reactiveness 3. Ways of working 1. Product (Tools) 1. Product (Data analysis) 4. Business framework 4. Business framework 1. Product (Platform strategy) 2. Organization REFERENCES • Helenius, M., Kettunen, P., Frank, L., Learnings from the Finnish Game Industry. In: Proc. VikingPLoP (2016) PATTERN: Invest On User Experience KEY • You want that people will immediately like your product, continue using it and share positive experiences to others. You want your users to be continuously happy with using your application. • If user experience is neglected users may not understand how your application works or are not happy with the experience, or there is a risk for that. • This pattern suits for companies developing software for direct end-users. • The larger the expected user base, the more important investing on user experience becomes. REFERENCES • Helenius, M., Kettunen, P., Frank, L., Learnings from the Finnish Game Industry. In: Proc. VikingPLoP (2016) PATTERN: Shadowing KEY • This pattern is useful when • you do not know well enough how users feel about your product and you want to make improvements to it. • However, you do not want to use too much time or resources. • There may also be additional incentives, like you may want to find bugs and other problems early. • You may want to estimate the product’s opportunities for success as well. • For this pattern you need to have a mature prototype or a working product. The product must not contain such product secrets that would prevent it from being given for temporary use for outsiders. SEE ALSO • INVEST ON USER EXPERIENCE REFERENCES • Helenius, M., Kettunen, P., Frank, L., Learnings from the Finnish Game Industry. In: Proc. VikingPLoP (2016) PATTERN: Killing Gates KEY • There is a need for ideation, but only the best ideas will be realized as a final product. • You need a systematic process where selected ideas will be implemented to a working product. • The ideation process can be unorganized, but then there is a risk that good ideas will be killed and for bad ideas will be used too much resources. • This pattern is suitable for a software development company where new products are being constantly developed. SEE ALSO • SOFT LAUNCH • LOW-COST DATA ANALYSIS • BIG DATA ANALYSIS REFERENCES • Helenius, M., Kettunen, P., Frank, L., Learnings from the Finnish Game Industry. In: Proc. VikingPLoP (2016) PATTERN: Invest On High Quality KEY • You are planning your product and customer strategy. • By quality we mean that the product must • be free from the most obvious errors that would affect user experience • have high level of user experience compared to similar products on the market • be easily maintainable and preferably also upgradable • You want the users of your product to think it is good compared to what the market has to offer. • Especially in a gaming context the product must also be fun. • You want your users to make good reviews, recommend your products also to others and try your other products. SEE ALSO • INVEST ON USER EXPERIENCE • LOW-COST DATA ANALYSIS • BIG DATA ANALYSIS REFERENCES • Helenius, M., Kettunen, P., Frank, L., Learnings from the Finnish Game Industry. In: Proc. VikingPLoP (2016) PATTERN: Selected Platforms KEY • You are selecting the product strategy for product development, meaning selecting platforms you will support. You want to concentrate your resources for making high quality products. • You have to choose if you make applications to several different platforms or concentrate on one or couple of platforms. • The decision can be based on your existing product strategy or you may be changing or creating your product strategy. • In addition, you may want to consider the technology development and user preference trends to make strategic choices of the supported software and hardware platforms. SEE ALSO • MULTIPLE PLATFORMS • INVEST ON USER EXPERIENCE • INVEST ON HIGH QUALITY REFERENCES • Helenius, M., Kettunen, P., Frank, L., Learnings from the Finnish Game Industry. In: Proc. VikingPLoP (2016) PATTERN: Multiple Platforms KEY • You want to achieve customers on several different platforms. • You have enough resources to develop and support applications on several platforms. • Likewise in the SELECTED PLATFORMS pattern, • you have to choose if you make applications for several different platforms or concentrate on one or restricted platforms. • This allows to achieve high coverage and being one of the first ones on the market. • Moreover, this allows you to build products that a user can access from several different types of devices. SEE ALSO • SELECTED PLATFORMS • INVEST ON HIGH QUALITY REFERENCES • Helenius, M., Kettunen, P., Frank, L., Learnings from the Finnish Game Industry. In: Proc. VikingPLoP (2016) PATTERN: Low-Cost Data Analysis KEY • You need to make your product to collect data of its usage. • You want to track your product usage and make decisions based on it. • You want to analyse your application usage, but you do not want to invest much resources on this. SEE ALSO • BIG DATA ANALYSIS REFERENCES • Helenius, M., Kettunen, P., Frank, L., Learnings from the Finnish Game Industry. In: Proc. VikingPLoP (2016) PATTERN: Big Data Analysis KEY • Your application is getting more and more popular and you want to deeply understand your customer behaviour. • LOW-COST DATA ANALYSIS does not bring enough information and • you want to make most out of the data. SEE ALSO • LOW-COST DATA ANALYSIS REFERENCES • Helenius, M., Kettunen, P., Frank, L., Learnings from the Finnish Game Industry. In: Proc. VikingPLoP (2016) PATTERN: A/B Testing KEY • You have a product or beta version that has large target customer segment and you have a mechanism to select restricted target areas. • There is a choice that has fundamental difference to the usage of the product and its customer behaviour. • Before placing the product to the final market you want to know which of the alternatives is the best one. SEE ALSO • SOFT LAUNCH • LOW-COST DATA ANALYSIS • BIG DATA ANALYSIS REFERENCES • Helenius, M., Kettunen, P., Frank, L., Learnings from the Finnish Game Industry. In: Proc. VikingPLoP (2016) PATTERN: Soft Launch KEY • You have a product that has large target customer segment and you have a mechanism to select restricted target area. • You wish to know how well your product will perform in the market, but you are not ready to launch it to the whole target customer segment. • You may also wish to find out early bugs and make improvements to the product before final launch. • You may even decide to terminate the development if the feedback suggests low business potential. SEE ALSO • LOW-COST DATA ANALYSIS • BIG DATA ANALYSIS • A/B TESTING REFERENCES • Helenius, M., Kettunen, P., Frank, L., Learnings from the Finnish Game Industry. In: Proc. VikingPLoP (2016) PATTERN: Building Organisation From Interests KEY • You or someone has some hobby or interest that has potential for making living or business out of it. • You want to do living based on your interests or a company wants to start trials or internal start-ups based on employees’ interests. • An internal start-up may be an experiment for non-game companies for learning purposes although the actual business would not incorporate game development at all. • This pattern suits for start-ups or companies aiming for internal start-ups. REFERENCES • Helenius, M., Kettunen, P., Frank, L., Learnings from the Finnish Game Industry. In: Proc. VikingPLoP (2016) PATTERN: Recruit By Teaching KEY • You need employees that have certain special skills that require time and effort to learn. • Learning the skills takes time, skills and motivation. • It is hard to find talented employees and it takes time to learn the required skills when someone is recruited. Finding such people from the work market is hard or not possible. • An example of such skill could be a programmer that can make fluent and creative animations. REFERENCES • Helenius, M., Kettunen, P., Frank, L., Learnings from the Finnish Game Industry. In: Proc. VikingPLoP (2016) PATTERN: Verify Employer Skills During Recruit KEY • You need employees with special skills. Examples of such skills could be special coding skills, graphics design, network security, cryptography etc. • You want to ensure that the employees have correct skills during employment. • You could perform interviews just in a traditional way without testing skills. However, then chances for a wrong recruit will increase. • Once you have employed a new person and if it appears that he or she is not correct for the position, this will mean costs to the company and may affect negatively to work atmosphere. REFERENCES • Helenius, M., Kettunen, P., Frank, L., Learnings from the Finnish Game Industry. In: Proc. VikingPLoP (2016) PATTERN: Multicultural Employees KEY • You will be recruiting people to your organisation and • you have products or services that need to reach different cultures around the world. • You need to understand behaviour in different cultures, their circumstances and market potential. You need to tailor your services and understand your customers. • You need to have interaction with different cultures, possibly all around the world. • This is especially important in small countries like Finland where even start-up game companies aim to attract global markets from the beginning (“born global”). REFERENCES • Helenius, M., Kettunen, P., Frank, L., Learnings from the Finnish Game Industry. In: Proc. VikingPLoP (2016) PATTERN: Failure Culture KEY • You have a creative company or organisation that has resources for taking risks. • You are making innovations and trials. You want to promote creativity and taking risks. • You are not taking enough risks or your employees do not feel comfortable with failures. • This could also mean that some employees must face their own ideas to be discontinued but for valid reasons. SEE ALSO • KILLING GATES REFERENCES • Helenius, M., Kettunen, P., Frank, L., Learnings from the Finnish Game Industry. In: Proc. VikingPLoP (2016) PATTERN: Avoid Bureaucracy KEY • Employees cannot concentrate fully on their work and this will hinder productivity or you wish to avoid this situation. Employees must do extra tasks that are not directly involved with their core task. • You want that your employees can concentrate on their work and avoid routines that are not necessary for their core task. • You want to improve productivity and creativity as well as the working environment. • This pattern can be considered almost in any organisation, although it is easier to apply in starting companies, small companies or as an experiment in a big company. REFERENCES • Helenius, M., Kettunen, P., Frank, L., Learnings from the Finnish Game Industry. In: Proc. VikingPLoP (2016) PATTERN: Optimum Team Size KEY • You want to work efficiently and increase creativity and/or productivity with correct size of teams. • You want to increase work efficiency. SEE ALSO • AVOID BUREACRACY REFERENCES • Helenius, M., Kettunen, P., Frank, L., Learnings from the Finnish Game Industry. In: Proc. VikingPLoP (2016) PATTERN: Hackathon KEY • This pattern fits to an organisation that needs ideas, concepts or prototypes. • You need plenty of fresh ideas and/or prototypes in a short time frame. REFERENCES • Helenius, M., Kettunen, P., Frank, L., Learnings from the Finnish Game Industry. In: Proc. VikingPLoP (2016) PATTERN: Branding Inside Organisation KEY • This approach suits for various type of creative organisations. • You want to motivate employees with simple measures. SEE ALSO • BRANDING REFERENCES • Helenius, M., Kettunen, P., Frank, L., Learnings from the Finnish Game Industry. In: Proc. VikingPLoP (2016) PATTERN: Revenue Agreement KEY • You have an existing product or product portfolio with large customer base. • You wish to generate additional revenue by utilising your current customer base. REFERENCES • Helenius, M., Kettunen, P., Frank, L., Learnings from the Finnish Game Industry. In: Proc. VikingPLoP (2016) PATTERN: Freemium KEY • This pattern is suitable for companies who develop applications to platforms that offer large customer potential, like iOS and Android. • You want to take the most out of the market. • You have a product that you want to offer free, but you want to get income from other ways, like internal purchases of the product. SEE ALSO • INVEST ON USER EXPERIENCE • INVEST ON HIGH QUALITY • ONE-TIME PAYMENT REFERENCES • Helenius, M., Kettunen, P., Frank, L., Learnings from the Finnish Game Industry. In: Proc. VikingPLoP (2016) PATTERN: One-Time Payment KEY • You have or will have an application that will be appealing for one-time purchase. • You do not have infrastructure for the freemium model or you are not ready or willing to try it. • This fits also to your business model. • You may not have service oriented products or need for them. SEE ALSO • FREEMIUM REFERENCES • Helenius, M., Kettunen, P., Frank, L., Learnings from the Finnish Game Industry. In: Proc. VikingPLoP (2016) PATTERN: Branding KEY • You want to promote your organisation or product. • You may also want revenue from licensed products. • You need users that will recognise and value your product or organisation. SEE ALSO • BRANDING INSIDE ORGANISATION REFERENCES • Helenius, M., Kettunen, P., Frank, L., Learnings from the Finnish Game Industry. In: Proc. VikingPLoP (2016) PATTERN: Advertisements Inside Product KEY • You have an application that has large enough user base. • You want income by utilising your customer base. REFERENCES • Helenius, M., Kettunen, P., Frank, L., Learnings from the Finnish Game Industry. In: Proc. VikingPLoP (2016) PATTERN: Trials With Steady Financial Background KEY • You have steady financial background and you want to extend your potential. You have either investors or you have steady income from other sources. • You have achieved one goal of the organisation - steady financial background, but you do not want to stop there. • It may also be that investors or owners of the company expect something to happen that may increase income over time. SEE ALSO • FAILURE CULTURE REFERENCES • Helenius, M., Kettunen, P., Frank, L., Learnings from the Finnish Game Industry. In: Proc. VikingPLoP (2016) PATTERN: Fan/User Engagement KEY • You have large customer base around a product or service. • Some customers are committed for creating their own content. • You want to increase your customer commitment and increase your product value. • You want also feedback from your customers. REFERENCES • Helenius, M., Kettunen, P., Frank, L., Learnings from the Finnish Game Industry. In: Proc. VikingPLoP (2016) PATTERN: Fan/Customer Forums KEY • You have large enough customer base. • You need feedback from your customers, but also ideas and problem solving. REFERENCES • Helenius, M., Kettunen, P., Frank, L., Learnings from the Finnish Game Industry. In: Proc. VikingPLoP (2016) PATTERN: Fan/User Events KEY • You have large enough customer base and a product that will have committed customers. • You need feedback from your key customers, but most importantly you need to build positive brand and take care of your customers. REFERENCES • Helenius, M., Kettunen, P., Frank, L., Learnings from the Finnish Game Industry. In: Proc. VikingPLoP (2016)
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