Title: Analysis of Electronic Payment Systems for Network Gaming
1Analysis of Electronic Payment Systems for
Network Gaming
- Thesis written at Sulake Corporation in Helsinki
- Author Toni Saikkonen
- Supervisor Prof. Heikki Hämmäinen
- Instructors FM Hanna Rajatora, BBA Marko Orenius
- Presented 18.10.2005 at TKK
2Agenda
- Background, Research Problem and Methods
- History of Electronic Payments and Payment
Cultures - Electronic Payment Architectures and Roles in
Payment Business - A Framework for Evaluating Payment Systems
- Conclusions, Results and Future Considerations
- Questions
3Background, Research Problem and Methods
4Background
- Electronic payment systems are required to make
the digital content business profitable for
content providers. - A single transaction is usually no more than 10
Euros. These small value transactions are
commonly referred to as micro payments (under
10EUR). - This is a problematic aspect because the share
from actual payment that goes to parties other
than the digital content provider itself can be
enormous. - That is why these digital content providers are
constantly seeking cost-effective solutions for
timely and low-risk processing of high-volume,
time-sensitive transactions.
5Research Problem
- The market potential of highly profitable network
games with thousands of simultaneous users is
tremendous provided the total costs of electronic
transactions can be lowered. - The research problem investigated here revolves
around an analysis of different electronic
payment methods used in network gaming to better
understand the cost structures, pricing
principles, buying behaviors and their
inter-relation to the relevant cultural context. - It is intended that this analysis will provide a
good ground theory and strategic framework for
improving payment systems in network gaming.
6Research Methods
- This study is conducted primarily through
analyzing an existing business case, namely, the
Habbo Hotel -network game. - The game is analyzed first by comparing some
Habbo Hotels in a country specific context and
then introducing a new payment system for a
specific country. - Materials for the case study are collected from
expert interviews and actual statistics available
which contain information about payment culture,
payment architectures, cost structures, pricing
models, legal issues and other restrictions. - Applied background theory is collected from
literature, newspapers, Internet and other
available sources.
7History of Electronic Payments and Payment
Cultures
8Brief History of Electronic Payments
- The shift from physical to virtual payments has
brought enormous benefits to consumers and
merchants. - This has placed extra pressure on payment service
providers, including banks, card companies, and
mobile operators, to provide robust security and
interoperability. - During the last 30 years electronic payment
systems have evolved in many directions. - The resulting variety and complexity of the
systems has turned out to be one of the obstacles
for broad acceptance of electronic payment. - Solely for the Internet, more than 100 payment
methods are available, some of which are still
being used commercially. - The advent of mobile payments has added another
layer of complexity through the use of
constrained devices with different capabilities
and network limitations. - History shows how problematic the concept of high
volume electronic micro payments can be.
9Payment Cultures
- Countries can be divided to giro countries,
cheque countries and cash countries. - The use of the different instruments varies
substantially from country to country. - The overall preferred payment instrument of
choice, mainly for international purchases, is
the credit card. - Credit transfers (giro), payment cards and
cheques are the most important payment
instruments for retail payments in the EU. - Direct debit contracts are very popular in many
countries when buying continuous services
(subcribtion based). - In 10 years, Payment Cards has gone from being
one of the least used to being the most widely
used form of payment. (substitute to cash for
lower value everyday payments.) - When examining the possibilities for Internet
payments, we have to deal with a large number of
different approaches in each country and between
the countries.
10Payment Cultures - Examples
- Cashless transactions
- Debit Card vs. Other Cards
- Prepay vs. Postpay in mobile payments
11Electronic Payment Architectures and Roles in
Payment Business
12Roles in Payment Business
- Different Roles can be identified
- Consumer
- Content or Service Provider
- Merchant
- Payment System provider
- Acquirer
- Issuer
- Infrastructure Provider
- Support / Service Provider
- These 8 most common roles identify how the system
works and how money amongst value network parties
is divided
13Electronic Payment Architectures
- Telecom Payments (SMS/IVR)
- SMS Transaction cost micro level 50-75, macro
level 30-50 - IVR Transaction cost 25-50
- Tight to usage volumes and price point (fixed and
variable part) - Credit Card Online Payments
- Transaction costs tight to to usage volumes
(fixed and variable part) - Typical online payment transaction cost 0,50EUR
3-5 of purchase amount - one-time micro payments problematic
- Stored Value Online Payments
- transaction cost (typic. 5- 30) based on
providers transaction costs sources
infrastructure, billing, marketing, maintenance,
development and other external transaction costs.
14Case Study Habbo Hotel A Framework for
Evaluating Payment Systems
15Case Study - Habbo Hotel
- Habbo Hotel, a virtual multi user online
community and game, is the main product of Sulake
Corporation in 16 countries - The basic business model is to selling virtual
goods (furniture, pets etc.) to users. - Customers can use various payment methods (SMS,
IVR, Credit card etc.) to buy Habbo Credits (the
currency of the Habbo Hotel). - Habbo Credits are sold in bundles to lower
transactions costs per Habbo Credit. - GOAL A Framework for Evaluating Payment Systems
and Finding Optimal Payment Systems for Habbo
Hotels
16Payment System Evaluation Framework
- Payment System Evaluation Framework can be used
to - Identify weaknesses of current payment systems
per method and per system. - Tool to support strategy/priority making per
system and with within all systems - Measure effect of changes in payment methods and
systems - Finding optimal payment system for every Habbo
Hotel - Input values for a single payment method
evaluation (criteria) - Target group coverage percentage
- Revenue share percentage
- Response time value
- Usability value
- Uniqueness percentage
- Risk percentage
- Output values for a single payment method
evaluation - Primary Usage Likelihood Percentage
- Method Viability Score
17Payment System Evaluation Framework (2)
- Primary Usage Likelihood Percentage for a
payment SYSTEM tells how many methods a single
user on average can and will use from available
methods. - Method Viability Score for payment SYSTEM tells
how good the whole system is for generating
profit to a company. - In order to support multiple user buying
behaviors we need micro and macro level payment
methods in both online and offline environment.
This is why SYSTEMs Usage Likelihood can and
should be over 100 - To have this mix of methods we need for example
- Micro level telecom payments (micro below
10/5) - This type of payment methods generates usage
VOLUME - Macro level online payments (macro above 10)
- This type of payment methods generate good PROFIT
- Micro/Macro level offline payments
- This type of payment methods have access to users
pocket money e.g. Cash
18Payment System Evaluation Framework - Example
SYSTEM Target group Coverage Profit Share Realtime Usability Primary Usage likelyhood Unique method Profit after Risk issues SYSTEM Viability Score
A1 sms 70 45 80 90 60 100 95 0,25
A2 ivr 50 70 75 70 36 100 95 0,24
A3 cc 25 95 75 70 18 100 95 0,16
B1 ebank 40 80 80 80 32 100 99 0,25
B2 moneyorder 75 100 0 10 4 100 99 0,04
B3 prepaidcard 80 70 5 80 34 100 99 0,24
System A 126 74
System B 58 44
A B 184 119
- Comparison table of systems A, B and AB that
contains methods (A1,A2,A3,B1,B2 and B3) - Example output values of systems A, B and AB in
XY-chart
19Conclusions, Results and Future Considerations
20Conclusions and Results
- Internet purchase behavior is a mix of existing
purchase behavior, set by surrounding culture,
and a more global Internet purchase behavior,
established by other cultures. - The roles in different payment method
architectures are fairly similar throughout the
global scale and are currently quite stabile in
nature. - It is hard to find alternative architectures or
bypass roles to have easy cost savings on
transaction costs. - In Network gaming, users normally do not want to
be tied to one game for a long period of time
which is why a transaction based model functions
best here. Subscription only to support business. - When there are several competing methods for
buying single product or service over the
internet, the purchase is made based on methods
availability to user, usability and response
time.
21Conclusions and Results (2)
- The payment system evaluation framework may be
used for planning and evaluating payment systems
for transaction based online gaming and other
similar services. The framework illustrates how
viable the system is not only from a users point
of view but also from a merchants point of view.
- The near future of electronic payment for network
gaming systems will still be divided to
subscription based and transaction based models
in both micro and macro level. These models are
more frequently being divided into 3 categories
Telecom payments, online payments and offline
payments, where Offline methods are much more
used than they currently are. - To define the future trend for payment systems in
network gaming and similar services, one may see
that having different viable options for payments
to cover the real target groups needs is a key
future success factor.
22Further Studies
- The primary subject for future study in this area
is to find a model illustrating how the impact of
pricing affects a payment systems ability to
generate revenue. - It would also be useful to study more deeply how
the subscription based model differs from the
transaction based model, advantages and
disadvantages of both methods, where they work
better and possible options to combine them
successfully. - Finally, analyzing and uncovering how limiting
telecommunication billing for this target group
effects to actual revenue holds intriguing
potential.
23Thank You!
-
- Toni Saikkonen toni.saikkonen_at_hut.fi