How Cheap Is Also Confusing

Does it seem that a lot of things, especially things in the geekonomy, are cheap or for that matter free?

I've got books on discount by ordering online.  I can get epic games for my Smartphone for pennies or dollars.  I've got eBooks that are usually cheaper than buying the physical book.  I can save money with a simple Netflix subscription that brings me endless streams of DVDs and endless streaming of shows.

The geekonomy is filled with cheap (and Cheap's unltimate manifestation, Free) . . . for all the expensive entry fees of the technology.

Cheap is something people are understandably interested in.  We like to save money and spend less.  We like to get more for less.  Cheap isn't the only thing we're interested in price-wise, but it is certainly a driver for us.

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The Fluctuating Future of Free

(Yes, I'm still analyzing Free, Freemium, et. al).

So as I've noted many times – and as can be noted elsewhere – giving things away for free builds trust and you can make money with Freemium.  Building trust with free items is an old technique that sadly seems to need to keep being relearned by people.

Free as is rather obvious, is common now with free game demos, free comics, free online books, Freemium games, etc.  We're awash in free things.

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The Potential Of Monetizing Practice

You've got practice software, unfinished (or not that great) stories, unused art.  Even if you're a progeek career-wise, you've probably got a lot of assets that  . . . well aren't that professional.  You're not sure you'd want to release that first Flash game, that fantasy story isn't that hot . . . let's face it some of your practice work may be decent or even good, but it's not your best.

Or maybe you're in practice phase right now, creating new stories or games or what have you.  You'd like to make money at it, but at the same time, well . . .

The thing is, in an age of print on demand, downloadable games, and eBooks you can easily monetize your practice efforts.  IN fact, I'm wondering if it's a good idea or an idea that may be normal in the future.

Consider the fact that, with little effort, you can get out an eBook, release an ad-supported smartphone game, and so on.  You certainly have the tools to get almost any media form you create out in some form of distribution, from a Print-On-Demand book to a full game download.  The fact that it might not be your best work doesn't stop you from getting it out there.

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