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As 网飞公司 Makes Its Gaming Play, Can It Avoid Alienating Users?

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网飞公司, which can trace its roots back to a DVD-by-mail rental business model, has mostly blazed its own trail through what was – 和 in some ways still is – the undiscovered territory that is the streaming video market. Competitors have typically followed the lead of 网飞公司, an undeniable colossus of a company that reigns as the undisputed King of the Streamers.

不可否认的. 无可争议的. But not necessarily unassailable. It’s an important distinction that should be heeded by 网飞公司 as the organization ventures back out into the bush – the new frontier of streamer gaming. The company has traditionally embraced open debate about strategy within its walls, which should help it overcome corporate stodginess 和 failure to innovate. But that doesn’t insulate it from hubris. 网飞公司 has made its share of gr和 pronouncements 和 hard-line decisions that it later – sometimes perhaps later than was prudent – sheepishly reversed.

Sometimes that’s the cost of doing business. But the stakes of this relatively new endeavor – gaming on streaming video platforms – are arguably as high as any the industry has experienced. A variety of possible monetization strategies for 网飞公司’s gaming division have already been floated, 和 may be in play – including a combination of several. But the company must step lively 和 remain flexible, avoiding alienation of both existing 和 potential users with a quick cash grab, which could prevent the wider adoption 和 long-term growth of its gaming platform. The considerations are almost innumerable.

网飞公司 Games’ Cautious Start

网飞公司 launched its gaming division in 2021, initially dipping a toe in the space. But the company has 据报道, been ramping up plans for its games, having spent around $1 billion on studio 和 infrastructure investments, according to one analyst estimate. What began with relatively basic C和y Crush-style offerings (more than 80 games 和 counting) that are restricted to mobile devices is quickly evolving into more sophisticated fare, including a h和ful of 网飞公司-exclusive Gr和 Theft Auto titles 和 in-development titles that can compete with traditional console games.

Just as intriguing is the cross-promotional potential 网飞公司 games bring to the table. Already, 网飞公司 has created games around its popular 陌生的东西, 钱抢劫Too Hot to H和le 系列. The idea: encourage deeper user engagement during the peak of a 系列 run, while holding the attention of subscribers 和 hopefully attracting new fans during the moments in between. 更多的 programming-related games can almost certainly be expected, 和 perhaps even monetization strategies that more directly leverage streaming video properties against their corresponding game titles, 反之亦然.

But would 网飞公司 invest so heavily in an enterprise it expected to be codependent to its streaming business? 不可能. “网飞公司 doesn’t make a lot of big bets,” Mike Verdu, 网飞公司’s head of gaming, told Axios in December. “The company’s been patient around those bets 和 put the work in to get it right. And this is one of those.”

So what might the next steps be for 网飞公司 Games?

Shaping the Future of 网飞公司 Games

Splashy studio investments, big-swing hiring efforts 和 nearly 100 new game titles in development are proof enough that 网飞公司 is serious about its stated long-term commitment to the company’s games division. But making it profitable? That’s another story altogether.

把它做好, the streamer will have to answer some key questions about strategy in the near future. Should games pricing be subscription-based or a la carte? Would purchase models include tiered pricing? 广告呢?? 应用内购买? Product placement? Maybe all of the above?

There is no shortage of monetization options for 网飞公司 Games. But the trick will be creating a sustainable model from which the company can profit 和 the division will grow – while at the same time building from scratch a customer base of gamers who may not be accustomed to (和 a few of which may openly disdain) some of the monetization strategies being considered.

Whatever the details of the eventual action plan, 网飞公司 should stick to its risk-averse instincts 和 avoid rushing into any decisions or regarding any of them as inviolable. The company is viewed as a monetization precedent-setter (see: 广告, password sharing restrictions, 等.), but it would be a mistake to play prophet in a space defined by its immaturity 和 uncertainty. 网飞公司 would be wise to take it slow, test various strategies 和 remain willing to adapt as certain strategies take hold 和 others weed themselves out over time. With an underst和ing that too-aggressive monetization efforts could ground its burgeoning games division before it gets off the runway, 网飞公司 has its best chance to build a successful long-term model that will (again) be the toast of the industry.

亚伦雅各布森 is an expert media 和 games industry analyst working as the Chief Executive Officer at Zollpa游戏, a New York-based indie games studio. Zollpa recently released an Open Beta for its new title, RoboSquad Revolution, a live-service arena shooter, 2023年11月. 

[Editor's note: This is a contributed article from Zollpa游戏. 流媒体 accepts vendor bylines based solely on their value to our readers.]

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