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  • 8/2/2019 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. //

    FOCUS: SOFTWARE BUSINESS

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    JULY/AUGUST 2011 |IEEE SOFTWARE 43

    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

    FOCUS: SOFTWARE BUSINESS

    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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    JULY/AUGUST 2011 |IEEE SOFTWARE 45

    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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    46 IEEE SOFTWARE |W WW. COMPUTER.O RG/SOFTWA RE

    FOCUS: SOFTWARE BUSINESS

    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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    JULY/AUGUST 2011 |IEEE SOFTWARE 47

    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.

    References1. D.J. Hoch et al., Secrets o Sotware Success:

    Management Insights rom 100 SotwareFirms around the World, Harvard BusinessSchool, 2000.

    2. P. Tyrvinen, Vertical Sotware Industries,Vertical Sotware Industry Evolution:Analysis o Telecom Operator Sotware, P.

    Tyrvinen and O. Mazhelis, eds., Springer,

    2009, pp. 1115.

    3. M. Armbrust et al., A View o Cloud Com-puting, Comm. ACM, vol. 53, no. 4, 2010,pp. 5058.

    4. L. Youse, M. Butrico, and D. Da Silva,Toward a Unied Ontology o CloudComputing, Proc. 2008 Grid ComputingEnvironments Workshop (GCE 08), IEEECS Press, 2008, pp. 110; doi:10.1109/

    GCE.2008.4738443.5. A . Gawer and M. Cusumano, Platorm Lead-ership, Harvard Business Press, 2002.

    6. J. Magretta, Why Business Models Matter,Harvard Business Rev., vol. 80, no. 5, 2002,pp. 8692.

    7. A . Osterwalder, Y. Pigneur, and C. Tucci,Clariying Business Models: Origins, Present,and Future o the Concept, Comm. Assoc.or Inormation Systems, May 2005, pp.140.

    8. V. Choudhary, Sotware as a Service: Impli-cations or Investment in Sotware Develop-ment, Proc. 40th Hawaii Intl Con. SystemSciences, IEEE CS Press, 2007, article 209a.

    9. C. Anderson, The Long Tail: Why the Futureo Business Is Selling Less o More, Hyperion,

    2006.10. D. Greschler and T. Mangan. Networking

    Lessons in Delivering Sotware as a Service,Part I, Intl J. Network Management, vol.12, no. 5, 2002, pp. 317321.

    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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