The benefits of a "Freeconomics" model
Therefore, and not surprisingly, there has been a sentiment arguing not to fight it (much like the music industry tried to do in vain) since that is a losing battle, and instead to adopt a economic model based on free or "freeconomics". The open source software movement was an initiative started in the late 90s that attempted to capture this market, and aside from the dot com bubble of the late 90s and insane overvaluations given to some open soruce companies, phenomenons such as Linux, Mozilla, etc. have proven viable business model based on free. But what I'm particularly after, is first, a set of guidelines or framework for how to profit from this "free" distribution model and second, how to know if I'm on the right track.
A blog I just read seem to give a guideline to my first requirement. It is by Chris Anderson who popularized the notion of long tail economics, and he proposes using a time/money formula:
At some point in your life, you will wake up and discover that you have more money than time. And you will then realize that you should start doing things differently, which means not walking four blocks to find an ATM that doesn't charge a fee, driving for miles to find cheaper gas, or painting your own house.This same calculus is the foundation of a big part of the "freemium" economy. We see it a lot in free-to-play online games, such as Maple Story, where you can buy things like "teleportation stones" to let you get from one place to another without a long slog or wait for a bus. Most of these paid digital assets don't make you a better player, but they do allow you to become a better player faster.
If you're a kid, you probably have more time than money. That's the force behind MP3 file trading, which is kind of a hassle and but is free (albeit illegal, of course!). As Steve Jobs famously pointed out, if you download music from peer-to-peer services, fixing the messy metadata as you go, the time it takes to avoid paying means you're working for less than minimum wage. Nevertheless, that works if you you're time-rich and money-poor. Free is the right price for you.
But as you get older, the equation reverses and $0.99 here and there no longer seems like a big deal. You migrate into a paying customer, the premium user in the freemium equation.
This makes logical sense to me, as when you get older and acquire more disposable income, paradoxically, the less time you have since in order to make that money you have to invest much of your time into your career or business (something I'm all too familiar with), so you will trade money for time.
Thus, what I take from this that you have to give something away free on your site to the point where eventually you gain enough of an audience in the proper demographics of "having more money than time" crowd of course, so that eventually they pay for a more premium version of what you have to offer and/or drive more traffic to you site and get ad revenue.
He summarizes his points and it seems to correspond to what I just outlined:
- Build a community around free information and advice on a particular topic.
- With that community's help, design some products that people want, and return the favor by making the products free in raw form.
- Let those with more money than time/skill/risk-tolerance buy the more polished version of those products. (That may turn out to be almost everyone)
- Do it again and again, building a 40% margin into the products to pay the bills.
For every song that is bought legally, in shops or online, around 20 songs are illegally downloaded, according to BigChampagne, a firm based in Beverly Hills, California, that compiles and sells statistics about file-sharing. Its customers can find out how many times, and where, a song has been illicitly downloaded, for example, what the figure was five weeks ago, what other music its fans like, and so on...
Many music executives were reluctant to take advantage of file-sharing statistics because of the trouble the technology has caused in the industry, says Eric Garland, BigChampagne’s boss. TV stations and film studios, by contrast, are “sprinting through the stages of grief”—and coming to terms with the reality that details of the illegal use of their material can, in fact, be very useful indeed.
Since you cannot stop piracy, you might as well gauge what files are being downloaded and in what quantities and use that information as marketing statistics to see where add on or peripheral items or services can be exploited for profit. What this means for someone attempting to model their online business on free, is to be vigilant and disciplined about monitoring what gets downloaded and/or generates the most popularity.
So what we have here is both demand and supply side frameworks for a freeconomics model: On the demand side, create demand ironically, by giving away content for free so as to build that customer base willing to pay. A kind of "carrot and stick" model. On the supply side, monitor and measure which items (or ideas if you're trying to sell something like articles or a book) get downloaded or the get the most "hits" and target those so you make sure you have enough supply people are willing to pay for.
In essense, give something away to use as adversting and marketing, then figure out at which point you can start charging people for a more premium version of what you were giving away free. When you think about it, it's pretty much basic markting 101. I guess the big difference these days is that the internet has made this easier and more possible for practically anyone willing to invest time, effort and a little bit of investment to start such a venture, and probably most for industries such as the music, movie and other media and content based ones, where previously high profitable items such as CDs and DVDs are now no longer profitable and adjusting their mindsets is quite difficult.
Labels: Business Strategy, Economics




