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Getting 360 degree revenues

By on June 2, 2008

The FT today published an article discussing 360 degree revenues in the music industry. The industry has come a long way since Beatles-branded chewing gum in the sixties and is now as successful as the football merchandising industry.
Bands have come to see themselves as brands, and frequently sign merchandising deals with promoters to generate substantial extra revenue: some of the sources in the article talk about merchandising revenues of $10 to $40 (£20) per head on a major tour.
Given that games have major brands, is this an area where we can clean up? Or are we just not as cool and brand-worthy as Iron Maiden or New Kids on the Block?

About Nicholas Lovell

Nicholas is the founder of Gamesbrief, a blog dedicated to the business of games. It aims to be informative, authoritative and above all helpful to developers grappling with business strategy. He is the author of a growing list of books about making money in the games industry and other digital media, including How to Publish a Game and Design Rules for Free-to-Play Games, and Penguin-published title The Curve: