KIM DONG-EUN · Essay
New-Content Business Models and the IP Expansion Economy (30 chapters)
Payment habits and monetization across games, music, video, webtoons, and IP
Korean original available
Contents
Contents
30 chapters
01Part 1. Where Does the New Come From?02Part 2. What Is a Business Model? — A Tool for Dissecting Payment Habits03Part 3. The Birth of Payment Habits — When Did Humanity Begin Paying for Content?04Part 4. A Typology of Modern Business Models — Six Patterns and Their Origins05Part 5. Digital Transformation — Whoever Eliminates Friction Takes the Market06Part 6. The Arcade — The Invention of a Coin07Part 7. Consoles — The Birth of the Package and the Invention of DLC08Part 8. PC and Online Games — How Free-to-Play Was Born09Part 9. Mobile Games — The Psychology of F2P and Gacha10Part 10. Dissolving Boundaries — Hybrid Business Models and GaaS11Part 11. Esports and Game Broadcasting — Watching Becomes a Payment Habit12Part 12. The Future of Game Business Models and Society — Do New Technologies Create New Habit-Spaces?13Part 13. Game Monetization Practice I — The Psychology of Paying Users14Part 14. Game Monetization Practice II — Design and Data15Part 15. Opening of Volume 2 — Seeing Music through Lessons Learned from Games16Part 16. The Birth of Music — Pricing Sound, from Performance to Records17Part 17. The War between CD and MP3 — The First Shock of Digital Transition18Part 18. The Streaming Paradox — Listening More and Earning Less19Part 19. K-pop — The Industry That Designed Fandom20Part 20. Live Performance and Labels — The Flow of Money in the Music Ecosystem21Part 21. Karaoke and Audio Devices — Habits Made by Spaces and Machines22Part 22. The Landscape of the Screen Industry — Changing Habits from Television to Streaming23Part 23. The OTT War — SVOD vs. AVOD, and What Netflix Built and Broke24Part 24. Webtoons and Web Novels — The Brilliant Invention of “Wait Until Free”25Part 25. YouTube and Short-Form Video — The Day Individuals Became Broadcasters26Part 26. The IP-Expansion Economy — The Habit Cycle of Games, Music, Video, and Merchandise27Part 27. Dating Apps and Fortune-Telling — Analyzing the Habit-Spaces of Specialized Business Models28Part 28. The Business Model Design Framework — Finding My Business Model in History29Part 29. Otaku Economics — Why Fandom Is the Future30Part 30. Appendix — A Dictionary of Payment-Habit Transfer Patterns + New-Content BM Checklist