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Why Gamefly's Business Model is so successful?

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Gamefly’s Company Overview


GameFly, founded in 2002 and headquartered in Los Angeles, California, is a subscription-based video game rental service. The company has established itself as a leading platform for gamers, offering a wide selection of video game titles for various gaming consoles, providing games for game consoles and handheld game consoles such as: PlayStation 4, PlayStation Vita, Xbox One, Nintendo Switch, and more. By 2011, GameFly had shipped over 2 billion games. GameFly offers customers a variety of video games that they can borrow and have delivered to their home. Once they are done with the game, they can return it and borrow another. GameFly also offers download clients for PC games, under the name "Unlimited PC Play", which allows subscribers to download a selection of games they can play for free. In 2015, GameFly started selling games directly on their website in addition to the rental service. GameFly's business model revolves around providing a subscription service for gamers who prefer renting games rather than purchasing them outright. Users can subscribe to GameFly and choose from a vast library of video game titles across different genres and platforms, including consoles like PlayStation, Xbox, and Nintendo. GameFly operates as an online rental service, allowing subscribers to create a personalized game queue. Subscribers receive physical game discs through mail delivery, and they can keep the games for as long as they want without due dates or late fees. Once a subscriber is finished playing a game, they can return it, and the next game in their queue is shipped to them. GameFly generates revenue primarily through its subscription-based model. Users pay a monthly fee to access the game rental service, with different subscription tiers offering varying numbers of games that can be rented simultaneously. The subscription fee covers the cost of mailing the physical game discs to subscribers and maintaining the expansive game library. Additionally, GameFly may have explored partnerships and collaborations with video game publishers and developers. The platform might feature promotions and exclusive offers to drive user engagement and attract new subscribers. As of my last knowledge update in January 2022, GameFly continues to operate in the gaming industry, providing a convenient and cost-effective solution for gamers who want to explore a variety of titles without committing to purchasing each game individually. Please note that specific details of the business model and revenue model may have evolved since then.

https://www.gamefly.com/

Gamefly’s Customer Needs


Social impact:

Life changing: affiliation/belonging

Emotional: fun/entertainment, nostalgia, rewards me, therapeutic value

Functional: saves time, simplifies, reduces risk, reduces effort, avoids hassles, informs


Gamefly’s Related Competitors



Gamefly’s Business Operations


Culture is brand:

It requires workers to live brand values to solve issues, make internal choices, and provide a branded consumer. Developing a distinctive and enduring cultural brand is the advertising industry's holy grail. Utilizing the hazy combination of time, attitude, and emotion to identify and replicate an ideology is near to marketing magic.

Affiliation:

Commissions are used in the affiliate revenue model example. Essentially, you resell goods from other merchants or businesses on your website or in your physical store. You are then compensated for referring new consumers to the company offering the goods or services. Affiliates often use a pay-per-sale or pay-per-display model. As a result, the business can access a more diversified prospective client base without extra active sales or marketing efforts. Affiliate marketing is a popular internet business strategy with significant potential for growth. When a client purchases via a referral link, the affiliate gets a portion of the transaction's cost.

Customer loyalty:

Customer loyalty is a very successful business strategy. It entails giving consumers value that extends beyond the product or service itself. It is often provided through incentive-based programs such as member discounts, coupons, birthday discounts, and points. Today, most businesses have some kind of incentive-based programs, such as American Airlines, which rewards customers with points for each trip they take with them.

Brands consortium:

A collection of brands that coexist under the auspices of a parent business. The businesses in this pattern develop, produce, and market equipment. Their strength is in copywriting. Occasionally used to refer to a short-term agreement in which many companies (from the same or other industrial sectors or countries) combine their financial and personnel resources to execute a significant project benefiting all group members.

Cross-subsidiary:

When products and goods and products and services are integrated, they form a subsidiary side and a money side, maximizing the overall revenue impact. A subsidiary is a firm owned entirely or in part by another business, referred to as the parent company or holding company. A parent company with subsidiaries is a kind of conglomerate, a corporation that consists of several distinct companies; sometimes, the national or worldwide dispersion of the offices necessitates the establishment of subsidiaries.

Direct selling:

Direct selling refers to a situation in which a company's goods are immediately accessible from the manufacturer or service provider rather than via intermediate channels. The business avoids the retail margin and any extra expenses connected with the intermediaries in this manner. These savings may be passed on to the client, establishing a consistent sales experience. Furthermore, such intimate touch may help to strengthen client connections. Finally, direct selling benefits consumers by providing convenience and service, such as personal demonstrations and explanations of goods, home delivery, and substantial satisfaction guarantees.

Trash to cash:

Trash to cash may be an extremely profitable business strategy. It entails collecting old goods and repurposing them or reselling them to other areas of the globe. It may be very lucrative for two reasons. The first reason is that most of these goods can be obtained for little or no money, dramatically boosting the profit margin. Furthermore, companies pay to have their garbage collected, which may be a lucrative revenue stream. It may be a double whammy for a business that is compensated to remove debris.

Membership club:

Belonging to a group, either individually or collectively. Certain memberships may charge a fee to join or participate, while others are free. Others have particular skill criteria that must be met before membership is granted. Members are entitled to specific benefits or advantages, but not all members may enjoy the same rights and privileges. Another method is taken by a members-only luxury lifestyle management business that offers concierge services such as vacation reservations, restaurant suggestions, and event access.

Referral:

Referral marketing is a technique for acquiring new consumers by advertising goods or services through recommendations or ordinary word of mouth. While these recommendations often occur spontaneously, companies may influence this via the use of suitable tactics. Referral marketing is a technique for increasing referrals through word of mouth, arguably the oldest and most trusted kind of marketing. This may be done by incentivizing and rewarding consumers. A diverse range of other contacts to suggest goods and services from consumer and business-to-business companies, both online and offline.

Reseller:

Resellers are businesses or individuals (merchants) that acquire products or services to resell them instead of consuming or utilizing them. This is often done for financial gain (but could be resold at a loss). Resellers are well-known for doing business on the internet through websites. One instance is the telecommunications sector, in which corporations purchase surplus transmission capacity or take the call from other providers and resell it to regional carriers.

Rent instead of buy:

Services that do not need the product to be purchased but rather rent it for the economic benefit of requiring less money to access the commodity. When you rent, you assume less obligation since most of the burden is placed on the owner's shoulders. There is no debt; you are just responsible for the monthly rent. When renting, you have more flexibility by signing a six-month or one-year lease. This implies that you will be confined to that location for at least that period. When your lease term expires, you have the option of switching to another product or renewing your lease.

Subscription:

Subscription business models are built on the concept of providing a product or service in exchange for recurring subscription income on a monthly or annual basis. As a result, they place a higher premium on client retention than on customer acquisition. Subscription business models, in essence, concentrate on revenue generation in such a manner that a single client makes repeated payments for extended access to a product or service. Cable television, internet providers, software suppliers, websites (e.g., blogs), business solutions providers, and financial services companies utilize this approach, as do conventional newspapers, periodicals, and academic publications.

eCommerce:

Electronic commerce, or e-commerce (alternatively spelled eCommerce), is a business model, or a subset of a larger business model, that allows a company or person to do business via an electronic network, usually the internet. As a result, customers gain from increased accessibility and convenience, while the business benefits from integrating sales and distribution with other internal operations. Electronic commerce is prevalent throughout all four main market segments: business to business, business to consumer, consumer to consumer, and consumer to business. Ecommerce may be used to sell almost any goods or service, from books and music to financial services and airline tickets.

Selling of branded merchandise:

Merchandising, in the broadest definition, is any activity that helps sell goods to a retail customer. At the retail in-store level, merchandising refers to the range of goods offered for sale and the presentation of those products in a manner that piques consumers' attention and encourages them to make a purchase. Like the Mozilla Foundation and Wikimedia Foundation, specific open-source organizations offer branded goods such as t-shirts and coffee mugs. This may also be seen as an added service to the user community.

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