developing cloud business models
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42 IEEE SOFTWARE |PUBLISHED BY THE IEEE COMPUTER SOCIETY 0740-7459 /11 /$26 .00 2011 I EEE
EVER SINCE THE sotware industrydiverged rom the computer manuac-
turing industry, sotware rms busi-
ness models have been in fux. Over
the last decade, the primary sotware
industry has tended to be seen as a
combination o a US$200-billion sot-
ware product industry (with products
comprising either enterprise solutions
or packaged mass-market sotware)
and a $500-billion proessional-
services industry (producing bespoke
sotware systems matching exact cus-
tomer needs).1 In contrast, the vertical
sotware industries role has been di-
cult to grasp, existing between the pri-
mary sotware industry and industries
purchasing specialized sotware sys-
tems or their core businesses.2
One reason or this lack o clarity is
the obsolescence o industry classica-
tion systems. These tend to conceal the
sotware development activity o media
and communication companies such
as Apple, Google, Nokia, and AT&T,
classiying them among nonsotware
industries. Another reason is the vague
border between traditional sotware
companies, which deliver sotware as
packages but also through the Internet,
and sotware-based rms, which use
the Internet in new ways, including as a
means to create and capture value rom
delivering content and services. These
services include what have become
known as cloudapplications.
Cloud computing reers to the pro-
vision o computing capacity and appli-
cations as a service across the Internet.
There are three service layers (matching
the cloud architecture layers):3,4
Inrastructure as a service (IaaS)
provides computation and storage
capacity.
Platorm as a service (PaaS) pro-
vides sotware development tools
and an application execution
environment.
Sotware as a service (SaaS) pro-
vides applications on top o PaaS,
IaaS, or a private data center.
Here, we ocus on the evolution o a
small sotware rms product and busi-
ness model, rom an SaaS toward a
PaaS strategy.5 In particular, this case
study considers how, over time, this
rm developed a successul cloud busi-
ness model to compete in computer
gaming.
Business ModelsThe term business model tends to be
loosely dened. Essentially, a business
model is a story that explains how a
rm works.6 However, rms oten de-
pend on other actors in the market. So,
to understand how a rm works, we
must know the other important actors
in its network. For this reason, we ap-
ply Alexander Osterwalder and his col-
leagues recent denition o a business
model, which takes the entire rms
network into consideration:
[A business model is] a description
o the value a company oers to one
Developing CloudBusiness Models:A Case Study
on Cloud Gaming
Arto Ojala and Pasi Tyrvinen, University of Jyvskyl
//Cloud computing lets small frms compete in markets
traditionally dominated by multinational corporations.
Over a 10-year period, one such frm developed a
successul cloud gaming business model. //
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or several segments o customers and
o the architecture o the frm and
its network o partners or creating,
marketing, and delivering this value
and relationship capital, to generate
proftable and sustainable revenue
streams.7
Business models are oten depicted
as static descriptions o a rms activi-
ties in the market. However, marketsarent static, and rms must respond to
market changes. In addition, a change
in a sotware rms products can
change its business model. So, a busi-
ness model that succeeds today might
not be successul tomorrow, and rms
must adjust their sotware oerings
and business models to adapt to chang-
ing market conditions.
From PackagedSoftware to SaaSFor sotware rms, the transition to an
SaaS business model means much more
than just delivering standard sotware
products through the Internet (see
Table 1). The adoption o SaaS has been
regarded as a major driver o structural
changes in the sotware industry.8
SaaS promises sotware rms more
customers because applications become
available via the Internet and are no
longer limited by the need to package
and deliver CDs or DVDs. Moreover,
the service is executed in a single virtual
environment that removes the need to
develop, test, and maintain sotware
variants or multiple OSs, databases,
and middleware systems. Estimating
uture demand or capacity is no
longer a problem because the sotware
executes on top o third-party PaaS or
IaaS with virtually unlimited capacity
in terms o on-demand processing
power and storage.
The core value of SaaS lies in pro-viding online access to a software
product that the provider manages
and maintains. For customers, SaaS
promises more services for fewer up-
front costs because they only pay per
use. Moreover, out of the long tail
of services provided via SaaS,9 they
can choose the one that best matches
their needs, rather than using sotware
theyve installed on a PC. This means
ewer problems with purchasing, up-
dating, and maintaining computer
hardware, or with hard disks, OSs,
and applications. The applications are
stored on the Internet, upgrades are
available automatically, and Internet
data storage expands in accordance
with demand, never becoming ull.
For sotware rms, the promise o
low costs or users is, in one sense, bad
news. On the other hand, they can o-
er low-cost services to small businesses
and individual users that could never
have aorded heavy enterprise systems
in which adoption might well require
expensive tailoring and integration.
Moreover, large enterprises can also
adopt SaaS services on the basis o ser-
vice fexibility. They nd advantages in
the ease o starting to use a service or
in cases in which prior problems with
poor cost/benet ratios have prevented
the use o sotware.
SaaS doesnt promise killer ap-
plications or high-end users; rather,
the benets accrue to large numberso users in new market segments with
the provision o services previously
available to only a ew enterprises.
The charges or SaaS services are also
based on use. Instead o a large lump
sum when a license is sold or a sotware
project is delivered, SaaS oers service
providers a airly steady stream o in-
come once customers have started using
the service. However, owing to the low
revenue per customer, service providers
will need many customers, which they
can gain through aggressive marketing
or by using high-volume channels, such
as network operators.
The Case StudyWe chose the gaming industry or our
case study because games include ea-
tures rom both the sotware and me-
dia industries. The gaming market in-
cludes extremes, ranging rom high-end
games (requiring specialized consoles)
to simple games (delivered ree through
the Internet). Both might seem like
TABLE
1 Table 1. Software-as-a-service characteristics, concerns,
and business characteristics.10,11
Characteristics Concerns Business characteristics
Service based
Scalable and elastic
Shared (multitenancy, one-to-many)
Usage metering
Internet technology
Service-level-agreement guarantees
Security, including data ownership
Integration with on-premise systems; limited customization
Transparency o processes and supply chains
Immature technology and standards
Unproven fnancial and licensing models
Easy to deploy, easy to deliver
Online purchase, online support
Low price, high volume
Low competitive advantage
Common business processes
Loose, standard integration
Transerrable risk
Modest internal IT capacity
Immediate need
Low budgetary expense
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44 IEEE SOFTWARE |W WW. COMPUTER.O RG/SOFTWA RE
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challenging markets or SaaS oerings,
which can suer rom network latency
and rely on end-user payments.
We examined how the sotware o-
ering and business model o Game
Cluster (G-cluster)a sotware rmthat uses cloud architecture in the gam-
ing marketdeveloped since 2000.
More specically, we explored the rea-
sons behind the changes to its sotware
and the business model and the benets
these changes precipitated. We con-
ducted two rounds o interviews: one
in 2005 and one in 2010. In total, we
conducted seven open-ended interviews
with ve inormants, each lasting 45 to
90 minutes. The inormants included
the managing director, the vice presi-
dent, the chairman o the board o di-
rectors, the vice president o sotware
engineering, and a sotware engineer.
In addition, we ollowed the rms
press releases and website to gather ad-
ditional inormation.
System Architecture
G-cluster, established in 2000, has 25
employees. It provides interactive gam-
ing platorms and games on demand,
summed up as gaming-as-a-service.
The rms system architecture executes
computer games on servers operating
the rms game system platorm. It de-
livers games to client devices (players
TV set-top boxes or PCs) as a com-
pressed stream through the Internet,
provided by a broadband network op-erator. This model rees consumers
rom worrying about processor power,
the OS, graphics cards, or other techni-
cal specications o a PC or console.
Network operators are in a good
position to provide customers with the
quality o service in the IP connection
needed or latency management. They
also have large customer bases to target
and computing centers that can operate
gaming inrastructure services.
The 2005 Software and Business Model
During G-clusters start-up phase rom
2000 to 2003, it ocused mainly on
product development and network-
ing with potential partners. In 2003, it
started concentrating on marketing and
sales.
Figure 1 demonstrates the 2005 busi-
ness model. In this model, G-cluster li-
censed source code rom other rms,
such as game publishers and game de-
velopers. When G-cluster licenses a
game, it modies the source code to en-
able the servers gaming platorm to ex-
ecute the code. It also makes any neces-
sary changes or a given user interace.
For instance, i a game was originally
developed or a console and G-cluster
aims to target it at PCs or Internet Pro-tocol Television (IPTV) devices, it must
convert the command button drivers
or a remote control or control paddle.
In 2005, G-cluster tried to penetrate
the IPTV market. However, this mar-
ket was still undeveloped, and G-clus-
ter couldnt reach enough potential
customers. So, the rm started oering
games on demand to PC users.
In 2005, G-cluster used network
operators and portals as sales chan-
nels to consumers. However, it was di-
cult or such a small rm to contract
with network operators. So, G-cluster
used value-adding mediators (video-on-
demand service providers, set-top box
manuacturers, and middleware sot-
ware providers) as channels to market
its product to network operators. In ad-
dition, video-on-demand service provid-
ers contributed an invoicing system or
G-clusters games-on-demand service.
The mediating rms helped G-cluster
contract with the network operators
who were its main customers. G-cluster
Gamelicensors
Binary code
Sourcecode
Addedvalue
Games ondemand
Revenue
Addedvalue
Games ondemand
Addedvalue
Addedvalue
Addedvalue
Addedvalue
Networkoperators
G-cluster End usersPortals
Set-top boxmanufacturers
Middlewaresoftwareproviders
Video-on-demand
service providers
FIGURE 1.The 2005 business model. G-cluster licensed source code from game licensors. The games were executed on a gaming platform
operated by a network operator and delivered to end users PCs through portals.
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provided the gaming platorm and game
applications or the operators, who ran
the games on their servers.
In this business model, portals actedas retailers or G-cluster and the net-
work operators, thus making the games
available to consumers. Portals pro-
vided game menus or consumers. They
also took care o marketing and invoic-
ing through the invoicing system inte-
grated into their own services.
In 2005, the customers o G-clusters
games-on-demand service were mainly
PC users, and the service was accessible
to 15,000 households. The revenue was
shared among the portals, network op-
erators, G-cluster, and game licensors.
Changes in the Software
and Business Model
Figure 2 represents G-clusters 2010
business model, which is simpler and
has ewer actors. It no longer includes
video-on-demand service providers,
set-top box manuacturers, middle-
ware providers, or portals. This dier-
ence has two main causes: a change in
the target market and a change in the
sotware provided.
In 2010, the target customers were
IPTV users. The PC gaming market
had become extremely competitive,
and nding a segment on which to o-cus was hard. For PC players, games
have increasingly become ree. In addi-
tion, well-known games are extremely
expensive to license or games-on-
demand services. All this meant that
the PC market became too dicult to
penetrate and develop into a successul
business. So, G-cluster ocused back on
the IPTV market. Nevertheless, oper-
ating in the PC market had let the rm
test the product, obtain eedback, and
gain experience. These opportunities
enabled G-cluster to develop the prod-
uct urther or the IPTV market.
The target group or G-clusters
games-on-demand service also crystal-
lized. In practice, the service seems best
suited to mid-class users. Occasional
users are unwilling to pay or the ser-
vice because ree games are available
(although theyre much simpler than
G-clusters games). Heavy users tend
to buy games in stores and play very
complex games. They are also willing
to invest in consoles and other equip-
ment. G-clusters service thus appeals
to the middle category o users that a-
vors easy to use games, such as Nin-
tendo Wii games. This middle categoryorms a very large group, as the success
o Nintendos Wii has shown.
Regarding the sotware, G-cluster
now oers a whole product or net-
work operators.12 In 2005, G-cluster
provided only the server platorm and
gaming content. In 2010, it oered a
ready-made product portolio includ-
ing components previously provided
by value-adding mediators or net-
work portals. The rm now includes
an invoicing system and a user inter-
ace (menu) that lets users select the
games rom its virtual games store.
The comprehensiveness o its oerings
has enabled better access to network
operators with no need or sotware
components rom a large number o
intermediaries.
In addition, G-cluster got to know
the operators better between 2005
and 2010 and can more readily make
direct contact with them. The change
in target customers to IPTV users and
the individualized menu have let it
Gamelicensors
Binary code
Binary code
Qualityassurance
Sourcecode
SDK
Addedvalue
Games ondemand
Revenue
Addedvalue
Networkoperators
G-cluster End users
Servermanufacturer
FIGURE 2.The 2010 business model. G-cluster removed unnecessary third parties from the business model because of changes to the
entire product and changes in the target market.
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remove portals rom the value chain.
Altogether, these changes have madeG-cluster less dependent on third
parties.
The only third party between G-
cluster and the network operators is a
large, well-known server manuacturer.
G-cluster is still relatively small; thus,
cooperation with the large rm helps it
negotiate with new network operators.
However, G-cluster conducts no actual
business with the server manuacturer;
instead, the cooperation benets both
rms. G-cluster gets marketing and
sale resources rom the rm, which
already knows the network operators
and conducts business with them. Byincluding G-clusters technology on its
servers, the manuacturer gets added
value, which it can advertise when sell-
ing servers to network operators.
In the current business model, G-
cluster also oers a sotware develop-
ment kit (SDK) or game licensors. By
using the SDK, licensors can modiy
and integrate a game directly or G-
clusters gaming platorm and send it
to network operators. Nevertheless,
G-cluster undertakes quality assurance
or all games beore network opera-
tors can oer them to customers. The
long-term plan is to outsource all the
integration work to game developers.
In this way, developers can take the re-
quirements o G-clusters gaming plat-
orm into consideration right rom the
start. The SDK decreases integration
costs and lets G-cluster launch new,
more expensive games.
As Figure 2 shows, the revenue is
now divided among three actors in-
stead o our. This, together with other
business model changes, has doubled
the average revenue per user. In addi-tion, G-clusters service is now acces-
sible to 3,000,000 households.
Lessons LearnedA business model must provide value
to the actors in the supply chain. G-
clusters business model has provided
added value to actors in the game ser-
vices supply chain and to customers.
Over ve years, both internal changes
(product development) and external
changes (competition in the PC games
market) have impacted G-clusters busi-
ness model. The lessons learned rom
the G-cluster experience are applicableto a broader populationthat is, sot-
ware rms whose business model in-
cludes providing cloud services through
the Internet.
Aim at a Whole Product
By adding the invoicing and user in-
terace sotware, G-cluster created a
product that contains all the modules
needed and satises the operators
needs.12 With this business model, G-
cluster has become less dependent on
third parties and has improved prot-
ability by reducing the number o the
partners who share end-user revenue.
This implies that rms should simpliy
the value chain as soon as possible.
Certain third parties were impor-
tant in G-clusters start-up phase be-
cause they provided knowledge and
sotware modules that the rm didnt
have. These parties also acted as mar-
keting channels at a time when G-
cluster lacked legitimacy in the mar-
ket. However, when the rm achieved
an entire product and a easible mar-
ket position, costly partners becameunnecessary.
Shift to a Platform Layer
G-clusters development o the SDK
made it more protable to include new
games or its service. The new busi-
ness model decreased G-clusters modi-
cation o games and increased the
range o available games. Although
this decreased the income per game,
it boosted the total volume. So, a shit
in emphasis in the architectural layers,rom the games layer to the platorm
layer, let G-cluster ocus on developing
the core product. Generally, rms must
develop alternative business models
to keep their products competitive or
customers and maintain protability
or revenue-sharing partners.
Balance the Platform Strategy
and Operators Roles
Network operators can guarantee the
quality o gaming-as-a-service. Theyalso possess the customer contacts and
have the inrastructure or operating
cloud services. A small rm such as G-
cluster couldnt achieve the market vol-
ume that would let it operate the plat-
orm and games on its own, bypassing
the operators. So, providing ull PaaS
sotware or network operators and as-
sociated tools or game licensors has let
G-cluster establish a easible platorm
strategy in its business model.5
Use Indirect Network Effects
The server manuacturer acted as an
important new third party in the busi-
ness model, even though there were no
major business transactions or con-
tracts between it and G-cluster. The
partner now acts as a reliable mar-
keting channel, increasing G-clusters
market credibility and helping to nd
good contacts on the customer side,
which will prove useul when G-cluster
negotiates with large network opera-
tors. This indicates that small sotware
Executing the games
on a cloud server makes illegal
copying practically impossible.
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rms should exploit the positive indi-
rect network eects o its partners.
Exploit SaaS Advantages
Game licensors appreciate the SaaS
model or various reasons. Executing the
games on a cloud server makes illegal
copying practically impossible. Its also
easy to benet rom the long tail when
oering SaaS. In a virtual store, shel
space costs nothing, and the licensor
can oer a large number o games or
longer than traditional games oered in
storesgiven that a games lie cycle isrelatively short and shel space is costly.
Adapt to Infrastructure
Technology Changes
The IP protocol has been seen as a uni-
ying platorm or uture applications.
However, a plethora o network vari-
ants, inrastructure components, in-
teraces, and standards wars are still
impacting the market reach o any sot-
ware-based system. As we described,
G-cluster changed its business modelrom IPTV users to PC usersand then
back to IPTV users. These changes
were based on technical developments
and competition in the market. How-
ever, these business model changes
havent impacted G-clusters prod-
uct strategy because the same gaming
platorm can deliver games or PC and
IPTV. The only technical change was
coding the command buttons o the PC
games or IPTV users.
F or a small sotware rm suchas G-cluster, successul opera-tion in an SaaS market meansincluding easible positioning in the
business model. This means accurate
positioning in many dimensions. For
G-cluster, the positioning involved pro-
viding ull gaming platorm sotware
and being located between content
rights holders and network operators.
It also meant serving mid-class gam-
ers with a long tail o games that were
previously issued or game consoles
and that are now used or games on de-
mand through IPTV devices.
Generally speaking, a business
model change might come rom outside
the rm (a change in the market situ-
ation) or inside the rm (developmento a new or existing product). When a
sotware vendor starts a rm, develops
a new product, or expands a product
line, it must evaluate how these changes
impact the business model. In addition,
in assessing a business model, the ven-
dor should evaluate a new products
or services added value to other ac-
tors and customers. As G-clusters case
demonstrates, striving or platorm
leadership in the market will inhibit the
entry o new competitors. Firms can
also reduce the threat o competition by
developing a business model that bene-
ts allpartners, thus making it dicult
or newcomers to achieve a oothold in
the value chain.
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Management Insights rom 100 SotwareFirms around the World, Harvard BusinessSchool, 2000.
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Tyrvinen and O. Mazhelis, eds., Springer,
2009, pp. 1115.
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11. J . York, SaaS Model Economics 101: Com-petitive Advantage in Sotware as a Service,blog, 30 Nov. 2008, http://chaotic-fow.com/saas-model-economics-101-competitive-advantage-in-sotware-a-a-service.
12. G.A. Moore, Inside the Tornado, HarperBusiness, 1995.
ARTO OJALA is a senior researcher in the Cloud Sotware Program
in the University o Jyvskyls Department o Computer Science andInormation Systems. His research interests include sotware business,
international entrepreneurship, and internationalization o sotware
frms. Ojala has a PhD in economics rom the University o Jyvskyl.
Hes a member o the International Entrepreneurship Scholars and the
Academy o Inte rnational Business (A IB). Contact him at arto.k.ojala@
jyu.f.
PASI TYRVINEN is a proessor o inormation systems at the Uni-
versity o Jyvsk yl. His research interests include enterprise content
management and sotware business; he initiated the International
Conerence on Sotware Business in 2010. Tyrvinen has a PhD in
computer science rom the Helsinki University o Technology. Hes a
member o IEEE, the ACM, and the Academy o Management. Contact
him at [email protected]
ORS
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