April 6, 2022
Have you ever thought of creating a physical commodity out of your digital product? Let’s say you have. Then do you have the necessary skills and resources for creating the product and taking it to the market?
In this article, Dr. Jeremy Weisz, Co-Founder of Rise25 Media and George Perkins, the Head of Doing Stuff at Super Rare Games, talk about how an e-commerce brand can create and sell a tangible video game product.
You might already know this, but it’s very expensive to create a tangible video game product. The costs and risks involved, and the different intricacies of releasing such a product to the mass market, are very prohibitive to many people—and that’s why most people opt to create downloadable or online games only.
However, if your wish is to create a physical video game or something similar, the first thing you need is belief in your product and a desire to succeed. In addition, you can work on selling the items directly to consumers instead of distributing them through physical retailers. Take advantage of your e-commerce website to sell your products and gain more customers.
You should also produce digital products in small batches as you work on promoting your brand and growing your market share. This way you will avoid producing and releasing too many products into the market when the demand is low and make a loss.
As an e-commerce brand, there are two key relationships you have to work on: with your customers and developers.
How? You can cultivate great relationships with your customers by providing them with quality products as well as a great customer service experience. This will ensure that they keep coming back to your brand for more products.
Also, if you want to create quality products for your business, you need to have a great relationship with your developers. You can do this by working closely with them throughout the process and making sure that they get all the things they need to create a good product. This also helps establish your credibility in the industry and create a good network for you.
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When you start your own e-commerce business, it’s best to have a specific audience or niche that you target. Your branding must also be consistent to attract and retain the audience your e-commerce products are created for.
If you started your business to solve your personal challenges or problems, then you were the target audience for your product. You created the product to satisfy your own needs and then found a market to sell to, which led to the business you now own.
As your business continues to grow, you must keep to your brand messaging. Don’t switch to messages that are unrelated to your successful product or to an audience that isn’t interested in your product. If you do this, you’ll create a diverted or split audience and erode the progress you have made with your business.
The message is simple: Stick to what you are good at and work on improving it.
George Perkins is the Head of Doing Stuff at Super Rare Games, a company that strives to supply collectors with the very best physical content for the Nintendo Switch. At Super Rare Games, George brings the most exclusive offering of the very best indie games. From the product packaging to the delivery of limited edition trading cards, they aim to provide gamers with the purest experience.
George’s role involves identifying key game targets based on community feedback and market data, initiating conversations with potential clients, managing the company’s team, and working with Nintendo, developers, and fulfillment houses to create and release new games.
About the author
Ryan O’Connor was formerly SmartBug’s Director of E-commerce Growth, product manager, and sales director. He enjoys helping readers learn how to solve big business challenges through consumer psychology within the constantly evolving e-commerce landscape. Over the past 10 years, Ryan has helped 1000s of DTC brands navigate challenges to grow fast through intelligent marketing. He’s not afraid to get his hands dirty, having launched his own e-commerce stores from the ground up. Read more articles by Ryan O’Connor.