There
comes a time when you start to think about the information you've
gleaned from others. In particular, my last blog post on Venture
Capital companies Lightspeed and Joystick got me thinking – what
have I learned, and what can I put to use in my own business plans?
Of course, plans aren't just about you – but those who might invest
in you, which begs its own question – what might be important to
them, as well.

l in their relative infancy, but quickly maturing, kit's important to find methods to overcome saturation, and improve total market retention. After researching Lightspeed Venture Partners, Jeremy Liew and other experts, such as Andrea Cockerton, a pitch expert, the consensus is relatively similar between them – you've got to stand out, either by the ingenuity of your product/service, or by capitalizing on a portion of market that wants or needs what you have.
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Venture Capital money helps build dreams |
For
my own business plan, restructuring portions of it to have a focus on
cross-promotion benefits, both with similar products of my own, and/or products/services of affiliates, feels pertinent. Additionally, Focusing on core elements that are likely to excite investors (i.e.
Paid acquisition, user retention, life expectancy-per-game increase
via premium content services) is something that is likely to improve
the overall effectiveness of the gaming business plan for an investor
reading it. If anything, Lloyd
Melnick's article at Quora on the secrets of monetization
is a major eye-opener. Regardless of the kind of games you might
release, getting the most out of your products and services is
something everyone can appreciate.
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Ouya Kickstarter - $8.6 million can't be wrong, can it? |
There's
ultimately a clear need to focus more on the product/service than
just the marketing and branding of the company, within my video game
business plan. Using the aforementioned content to help redirect my
focus will help bring together a far more useful video game business
plan. If anything, it's got a good start, focusing on – as Grace
Davis, CEO and Founder of Omega Environmental Technologies
puts it – selling relationships, not products – as a core of the
branding process of the company. Certainly not a bad place to begin
filling in. There's, however, always crowdfuning – a fare less
scrutinizing and controlling sector for venture funds. After all, if
the Ouya,
which obtained almost 8.6 million from its Kickstarter campaign
- a mini console vying for space in a veritable landscape of console
super powers, can do it, then well, there's no reason not to keep
that as a viable option for funding.
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