Creating a Digital Business (...)
summary
GOG.com builds a global PC/Mac storefront launched 2008 that sells classics and new releases, enforces DRM-free downloads and a one world one price policy, and adds small freebies (manuals, soundtracks) plus a compatibility guarantee. Platform metrics: ~1.7–2.5M monthly uniques, ~10M games downloaded, sales from 190 countries (Poland <2%). Concrete actions: rejected deals that required DRM, refunded or compensated ~1,500 pre-orders of Botanicula with free Witcher 1, and posts €46M PLN revenue / 8M profit last year while running active forum-based support.
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chapters (31)
- 0:00Intro
- 2:48Digital distribution landscape in 2008
- 4:22Fear of DRM
- 5:05The pain of DRM
- 5:25Piracy in games
- 5:53Regional restrictions
- 6:41Pricing
- 7:49Business Model
- 8:20Challenges
- 9:04Why GOG
- 9:59Community
- 10:35Value
- 11:22Satisfaction
- 13:05Key Principles
- 13:49The Most Shocking Thing
- 15:12Customer Love
- 16:13Our Obsession
- 16:41We are Gamers
- 19:13We apologize
- 19:53Follow your principles
- 22:49Passion
- 25:26Human approach
- 27:39Organic growth
- 29:30Three takeaways
- 31:03Value is not enough
- 32:17Constant improvement process
- 33:41Giving tasks to people
- 34:43Questions
- 36:19Price
- 38:09Steam
- 40:42Customer Feedback
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