The Curve presents a revolutionary business approach that shifts from traditional uniform pricing to a model focused on product variation tailored to diverse customer needs. It emphasizes the importance of engaging with a global audience through the internet, encouraging businesses to foster direct relationships that transform casual users into dedicated fans. By offering some products for free, companies can create value through community building and personalized experiences, allowing a small number of high-spending customers to sustain profitability. This concept is already evident in the gaming industry, where free access is common, yet some players invest significant amounts in a single game. The Curve's influence is also seen in music, literature, and film, and it is expected to expand into physical products with advancements like 3D printing. Through diverse examples from various industries, the book serves as a guide to navigating the new economic landscape shaped by digital transformation. Nicholas Lovell, an author and consultant, specializes in helping businesses adapt to the internet's impact. His insights are shared through his blog, GAMESbrief, and his work has been featured in prominent publications. He resides in London.
Nicholas Lovell Livres






The Curve. Die Kurve, englische Ausgabe
- 272pages
- 10 heures de lecture
For most of the last century, companies strived to sell more of the same products at the same prices. But the future is about variation: tailoring products for customers, and letting your biggest fans spend as much as they like on things they value.The Curve shows us not to be afraid of giving some things away for free.
GAMESbrief Unplugged Volume 1
On copyright, politics and opinion [paperback]
- 252pages
- 9 heures de lecture
Delving into the challenges faced by the gaming industry, this book offers a sharp critique of the impact of digital transformation and the demand for free content. It explores the industry's evolving landscape, addressing key issues that affect developers, consumers, and the market at large. Through insightful analysis, it uncovers the pressures and shifts that are reshaping the future of gaming.
GAMESbrief Unplugged Volume 2
on traditional games, transition and the power of free [paperback]
- 300pages
- 11 heures de lecture
Exploring the evolving landscape of gaming, this book delves into various strategies for monetizing games in today's digital age. It examines emerging trends, innovative business models, and the integration of technology that enable developers and entrepreneurs to profit from gaming. Readers will discover insights into market dynamics, user engagement, and the impact of social media on game promotion, providing a comprehensive guide for anyone looking to succeed in the competitive gaming industry.
The Pyramid of Game Design
Designing, Producing and Launching Service Games
- 326pages
- 12 heures de lecture
Offering practical advice and memorable anecdotes, this book serves as an essential resource for game developers. It delves into a wealth of game knowledge, making it a valuable guide for those looking to enhance their design skills and understanding of the gaming industry.
Dienstleistungen und Inhalte aller Art – Musik, Texte, Bilder – werden durch das Internet immer billiger. Ihr Preis tendiert gegen null. Das ist ein Riesenproblem für alle, die vom Verkauf dieser Inhalte leben. Doch es gibt eine Lösung. Große Spielehersteller zum Beispiel wissen: Die meisten ihrer Nutzer sind nur an Gratisspielen interessiert. Doch einige wenige geben viel Geld aus für alle möglichen Zusatzprodukte. Wenn man diese Kunden an sich bindet, können davon ganze Unternehmen sehr gut leben. Lovell zeigt auf, wie sich diese Erkenntnis auf viele andere Branchen übertragen lässt. Für alle, die sich für Wirtschaft und Management im Internetzeitalter interessieren – und weiterhin gutes Geld verdienen wollen.