Archive for June, 2006

The most influential input for consumer.

The game industry has pondered the same question face by brick and mortar counterparts since day 1; what influences a buyer’s decision on a purchase.
From the survey on a pool of 2,070 consumer between age 13 abd 39 done by Frank N. Magid Associates, Inc. for MI6: Marketing Interactive ‘06; the number one factor on decision on a game purchase is the traditional, Word of Mouth. In this age of Internet information, the aspect of human relationship often hold more creditability compare to a print ads.
The majority of consumers are wary on how and where to spend their money, having an advice from people whom they trust will greatly tip the scale. To generate the first wave of comment, the product will need to be purchase first and this will come to a chicken and egg situation.
The alternative to this would to provide Demos or trial to the consumer. Here at DragonBackMedia we provide just that, with JumboPlay our Game on Demand service, consumer will get to experience the product before purchase. This is often as effective as Word of Mouth and these consumer will also befome source to spread the word onto their friends and relatives.

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Sourced from Gamasutra

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Good DRM

Indeed, Sony BMG’s mistakes in the rootkit case provide some insights into what good digital rights management would, by contrast, look like.
First, say computer security professionals, good DRM should be transparent. To these professionals. The rootkit episode carried secrecy too far.

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Why piracy is everyone’s problem

Despite efforts by software makers and law enforcement officials to stem software piracy, an estimated 63% of all software used in Malaysia in 2003 was pirated, according to the latest survey by the Business Software Alliance (BSA) and IT research firm IDC.

Software piracy comes in many forms but no matter how it’s done, pirating software is no different from taking a CD from a music store without paying, or stealing a car – it is theft and it’s wrong.

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