KIM DONG-EUN · New-Content Business Models and the IP Expansion Economy (30 chapters)
Part 28. The Business Model Design Framework — Finding My Business Model in History
Part 28. The Business Model Design Framework — Finding My Business Model in History
Core question: How can I apply all the history I have read so far to my own content?
What This Book Is Trying to Say, in One Sentence
New business models are not invented. They are transferred.
Over twenty-seven parts, we traced the history of business models in games, music, video, and specialized fields. A common pattern emerged. Successful business models always landed in an existing payment-habit space. Failed ones tried to enter where no such space existed, or chose the right space only to find that a stronger first mover already occupied it.
We now need tools for applying this book's logic to our own content. This chapter provides them.
Tool 1: Payment-Habit Space Discovery Worksheet
This process identifies the payment-habit space where your content should land. Answer the following five questions in order.
Question 1: Where do the people who consume my content consume it today?
If “my content” does not exist yet, where do people find the most similar content? The current consumption space for comparable content offers a clue to its payment-habit space.
Examples:
- I want to create a webtoon → Where do people currently read similar webtoons? (Naver Webtoon for free / KakaoPage for a fee)
- I want to create a cooking-video channel → Is comparable content currently on YouTube for free, or in paid Netflix documentaries?
- I want to create a meditation app → A paid monthly-subscription space already exists in Calm and Headspace
- I want to create an AI writing tool → People currently pay $20 a month for ChatGPT or use Hancom Office
- I want to release an independent game → People already make one-time purchases of $15–25 indie games on Steam
Answer: ___________________________________________
Question 2: How does money currently change hands in that space?
Is it free or paid? If paid, how: one-time purchase, subscription, in-app purchase, or advertising views?
The purpose of this question is to distinguish between “trying to create a payment habit,” which is extremely difficult, and “trying to land in an existing payment-habit space,” which is relatively easier.
If you enter a space with no payment habit at all and try to charge for the first time, you are creating a payment habit. It can be done, but it costs far more time and money. As YouTube did when it first appeared in 2007, it is more realistic to gather an audience on a free platform first and monetize later.
Answer: ___________________________________________
Question 3: What inconvenience in the existing space does my content remove?
If a payment-habit space already exists, the inconveniences consumers experience there create your opportunity to enter.
Late fees were an inconvenience at Blockbuster. Netflix eliminated them. Cable TV inconveniently bundled channels viewers did not watch. OTT services let them subscribe only to what they wanted. Music CDs forced buyers to purchase an entire album. iTunes let them buy one track at a time.
Additional examples:
- The inconvenience of listening to music before unlimited streaming: being forced to buy a whole CD album → iTunes solved it by selling individual tracks
- The inconvenience of paid app subscriptions: being charged even in months when the app goes unused → an “annual-subscription prepayment discount” solves it (for users, a predictable fixed cost; for companies, cash secured in advance)
The existing inconvenience my content removes: ___________________________________________
Caution: If there is no inconvenience, your content has little reason to enter. It must be cheaper, more convenient, or better—at least one of the three.
Question 4: What else do my potential customers currently spend money on?
Once you determine where your content's customers spend money today, the direction for designing your business model becomes visible.
Examples:
- Target audience for a fitness app → people who pay monthly gym fees → a similar monthly subscription model feels natural
- Target audience for an independent-film viewing app → people who visit art-house cinemas → they already have a habit of paying for movie tickets
- AI writing tool → people who buy Class101 self-development courses → they have an established habit of spending on education
Customers' current spending categories: ___________________________________________ The spending space closest to my content: ___________________________________________
Question 5: Where are my content's “first 100 customers”?
This concerns real people, not theory. Where are the 100 people most likely to buy your content first? Which community, platform, or gathering?
The space where those 100 people have already assembled is your first payment-habit space. Begin by understanding how money currently changes hands there.
Where my first 100 customers are likely to be: ___________________________________________ How money currently changes hands in that space: ___________________________________________
Tool 2: Decision Tree for Choosing a Business Model Type
Once you understand the payment-habit space, the next decision is which type of business model to choose. The models in this book can be classified along three axes.
Axis 1: Recurrence (Recurring vs. One-Time)
Does consumption of my content end after one use, or does it recur?
- Recurring consumption: subscriptions, monthly plans, season passes, and consumable in-app items → suited to a subscription business model
- One-time consumption: standalone books, movie tickets, and software licenses → suited to a one-time sales model
- Hybrid: the content itself is consumed once, but belongs to a series → consider a bundle or seasonal subscription
The recurrence of my content: ___________________________________________
Axis 2: Customization (Customized vs. Standardized)
Does my content change for each individual, or is the same thing supplied at scale?
- High customization: personal coaching, one-to-one consulting, and customized reports → suited to a high-priced personalized-service business model
- Standardization: identical content for many people → suited to a low-priced mass-subscription business model
- Platform: connects producers and consumers → marketplace or platform-commission business model
The degree of customization in my content: ___________________________________________
Axis 3: Core Motivation to Pay (Pleasure vs. Pain)
Do customers pay for my content because it gives them pleasure or solves a problem?
- Pleasure-based: games, entertainment, and hobbies → faces price resistance; a generous free trial is important
- Pain-solving: education, medicine, law, and taxation → faces less price resistance; trust in expertise is important
- Fear-relieving: fortune-telling, insurance, and security → tends to produce repeat purchases; long-term relationships are important
The core motivation to pay for my content: ___________________________________________
The combination of these three axes points toward the optimal business model.
- Recurring × standardized × pleasure: subscription + free trial (Spotify model)
- Recurring × standardized × fear relief: subscription + automatic renewal (insurance, fortune-telling apps)
- Recurring × highly customized × problem solving: high-priced subscription + one-to-one service
- One-time × standardized × pleasure: individual purchase + series bundle (albums, movies)
- One-time × highly customized × problem solving: project-based fee
- Hybrid × standardized × pleasure: wait for free + paid acceleration (KakaoPage model)
Real-world business model mappings:
- Spotify: recurring | standardized | pleasure → subscription + free trial
- KakaoPage: hybrid | standardized | pleasure → “wait for free” + paid acceleration
- Calm: recurring | standardized | fear relief → annual subscription + automatic renewal
- Class101: one-time | standardized | pleasure → individual purchase + series bundle
- Substack: recurring | standardized | problem solving → $5–10 monthly subscription + author curation
Tool 3: Failure-Pattern Checklist
The failures covered in this book share seven common patterns. Check whether your business model plan contains any of them.
Failure pattern 1: Introducing monetization without a payment space
Trying to monetize without a sufficient user base in a space where the habit of consuming for free is already firmly established.
Signal: “Our service is free now, but people will upgrade if we create a premium plan.” Case: CNN+ shut down after thirty days. Additional case: Soribada's 2004 monetization. It tried to convert users to paid access without offering enough replacement value in a space where free sharing was deeply entrenched, and users left.
Check: Does my free version already have hundreds of thousands of loyal users? If not, monetization is premature.
Failure pattern 2: Entering a free space already occupied by a first mover with a paid service
Trying to enter, as a paid service, a space already dominated by a free first mover.
Signal: “We'll create a short-form subscription service like TikTok, only better.” Case: Quibi entered the smartphone short-form space with a paid product after YouTube and TikTok had already occupied it for free. Additional case: Music-video streaming service VEVO entered in 2009, after YouTube had already captured the free music-video space, and struggled to monetize independently.
Check: Is there a free first mover in my space? If so, does my added value sufficiently exceed the threshold for payment?
Failure pattern 3: A platform that cannot retain suppliers
A platform tries to gather consumers without giving content suppliers any way to earn revenue.
Signal: “Creators will upload freely, the content will accumulate, and that will attract users.” Case: Vine offered no revenue share to creators, so its star creators moved to YouTube. Additional case: Cyworld's acorns generated no income for the creators—the people who decorated their mini-homepages—and decorated content could not be moved outside the platform. Leaving meant abandoning all of it.
Check: Can suppliers—creators, writers, or sellers—earn money on my platform? If not, they will leave.
Failure pattern 4: Trying to change habits with technology
Even excellent technology fails when it lands too far from an established payment habit.
Signal: “Our technology is ten times better. Once people use it, they will pay.” Case: MySpace Music had the technology but failed to establish a habit of paying for music. Jawbone pioneered wearable technology, but product-quality problems and recalls destroyed trust; competition with Fitbit and financial difficulties compounded the damage, and it was liquidated in 2017.
Check: However outstanding my technology may be, monetization will remain difficult unless it lands in a payment-habit space.
Failure pattern 5: Dependence on a single IP
Revenue is excessively concentrated in one piece of content or intellectual property.
Signal: “As long as we have [specific IP], we need nothing else.” Case: HYBE lost approximately ₩2 trillion in market capitalization on the day BTS announced its military-service hiatus. Tidal lost subscribers as support from its founding artists weakened. Additional case: In the early Harry Potter period, Warner Bros. depended too heavily on theatrical revenue from a single source IP. Only after the original story ended did the need for an expansion strategy to preserve the IP's value become urgent.
Check: If a single piece of content or IP accounts for at least 50 percent of total revenue, it is a danger signal.
Failure pattern 6: Pricing above the payment-habit threshold
No matter how good the service is, conversion will fail if its price greatly exceeds the level customers are accustomed to paying.
Signal: “Considering the value of our service, $50 a month is reasonable.” Case: The 3DO launched at $699, more than twice the prevailing $200–300 console-payment range, and failed. A threshold also exists in the opposite direction: MoviePass entered at a below-cost price of $9.95 a month and proved unsustainable. A price must remain below the habit threshold while still exceeding sustainable cost.
Check: Is my service priced at more than twice what customers currently spend in a similar category? If so, it needs a compelling justification.
Failure pattern 7: Diluting the original value through overexpansion
After succeeding, a company expands into so many areas that the original fandom leaves.
Signal: “We have the IP, so we can make anything.” Case: debate over “MCU fatigue”; overproduction of Disney+ Star Wars series; the collapse of MCNs as advertising rates fell and content quality declined. Additional case: During Starbucks's 2008 crisis, excessive store expansion diluted its core value of a “special coffee experience.” The company ultimately closed more than 600 stores and rebuilt the brand.
Check: Does the current expansion plan reinforce the original fandom's motivation to pay, or dilute it?
Tool 4: Transferability Assessment Matrix
Assess how naturally your content can land in an existing payment-habit space. Score each item from 1 to 5.
- Clarity of the prior habit-space (score: ___): “People who liked XX” are immediately identifiable as my first customers
- Transfer distance (score: ___): the behavioral change between the existing habit and my content is minimal
- Price familiarity (score: ___): my price range resembles the price range of comparable existing services
- First mover's weakness (score: ___): a specific inconvenience the incumbent has failed to solve is clearly identifiable
- Recurring-consumption structure (score: ___): once customers begin, they have a reason to keep consuming
- Supplier-revenue structure (score: ___): content suppliers can earn money (for a platform)
Total 24–30: highly likely to land naturally in a payment-habit space Total 15–23: some areas need reinforcement Total 6–14: the business model structure needs reconsideration
Scoring example — when KakaoPage introduced its “wait for free” model:
- Clarity of the prior habit-space: 5 (comic-rental-shop readers formed an obvious prior habit-space)
- Transfer distance: 4 (using a smartphone app required a new behavior, but it was not a major barrier)
- Price familiarity: 5 (comic-shop rental of ₩100–200 → cash payments of about ₩100 per episode remained in the same range)
- First mover's weakness: 4 (a disadvantage of free Naver Webtoon: readers could not view a completed series all at once)
- Recurring-consumption structure: 5 (daily cookie use or a twenty-four-hour wait)
- Supplier-revenue structure: 4 (the platform paid writers' manuscript fees)
- Total: 27 → a natural landing was feasible
Tool 5: Completing a Business Model with Eight Core Questions
Apply the eight questions introduced early in this book directly to business model design.
1. Who pays?
The final consumer of your content may differ from the person who pays. Parents pay for children's games; companies, rather than users, pay for B2B software; advertisers, rather than consumers, pay for corporate advertising.
The person who pays: ___________________________________________ Strategy when the payer and consumer differ: ___________________________________________
2. What do they pay for?
Do not stop at “using my app.” What, specifically, are they paying for?
Is it convenience (saving time), scarcity (a limited edition), status (display), belonging (a fan club), reassurance (relief from anxiety), improved ability (education), or entertainment (pleasure)?
The essence of what they pay for: ___________________________________________
3. Why do they pay now?
What psychological trigger prompts payment? Without one, customers say, “I'll buy it someday,” and never convert.
TikTok virality → stream today → become a fan today → a reason to buy the album today Passing an exam → to celebrate → purchase a high-priced course
Payment trigger: ___________________________________________
4. When do they pay?
Payment timing determines the business model's structure.
Prepayment (traditional cinema, console-game purchase) vs. postpayment (after conversion to a paid plan) vs. recurring payment (subscription) vs. conditional payment (performance-based fee)
The optimal payment timing for my business model: ___________________________________________
5. How do they pay?
Payment methods create friction. Credit cards, in-app payments, prepaid balances, postpayment, and automatic renewal all differ; the less friction, the higher the conversion rate.
When Amazon 1-Click removed purchasing friction, its purchase rate rose dramatically. In the transition from Soribada to iTunes, the “friction of an individual purchase” was sufficiently low at $0.99.
My business model's payment method and friction: ___________________________________________
6. Where do they pay?
Physical and digital environments can encourage or inhibit payment. Character-capsule machines in convenience stores, merchandise sold at concert venues, in-app payments, and web payments each create a different payment context.
The physical act of inserting a coin at an arcade minimized the “feeling of spending money.” Netflix's automatic renewal defers the decision to cancel.
The optimal payment environment for my business model: ___________________________________________
7. How much do they pay?
The farther a price lies from the reference point of an existing habit-space, the harder conversion becomes. Spotify at $10 a month costs less than one $15 CD. KakaoPage cash payments of about ₩100 per episode occupy the same price range as comic-shop rentals.
My target price and the existing comparison price: ___________________________________________ How my price is positioned against the existing price: ___________________________________________
8. How many times do they pay?
Is it a single purchase or a recurring one? If recurring, how often? This determines LTV (customer lifetime value).
After one purchase, how long is it until the next? Shortening that interval is the key to recurring revenue.
My business model's target repeat-purchase cycle: ___________________________________________
New-Content Business Model Proposal Template
Combine your answers from the preceding worksheet and eight questions to complete the core sections of a business model proposal.
Section A: Defining the Habit-Space
Prior habit-space: [where my customers already spent money]
Core payment pattern in the prior habit-space: [how, how much, and when]
The space where I will land: [the intersection of the existing space and my content]
[Example — an independent game developer] Prior habit-space: purchasing indie games on Steam (one-time payment of $15–25) Core payment pattern in the prior habit-space: one-time purchase on release day or during a sale The space where I will land: Steam indie games + Kickstarter early-bird prepurchase
Section B: Transfer Logic
Inconvenience in the existing space: [what is inconvenient]
How my content removes it: [how it makes things more convenient, cheaper, or better]
Why the transfer feels natural: [why customers think “this is better”]
[Example — an independent game developer] Inconvenience in the existing space: Major-studio games are expensive at $60, while indie games offer no guarantee of quality before purchase. How my content removes it: A $15 price plus a free demo lets customers verify quality before buying. Why the transfer feels natural: The price range is familiar to Steam users with experience buying indie games, and the demo reduces uncertainty in the purchase decision.
Section C: Business Model Structure
Person who pays:
What they pay for:
Payment timing:
Payment method:
Price:
Repeat cycle:
Section D: Failure-Pattern Check
None of the seven checklist items apply: □
Total transferability score: /30
Potential failure patterns and response strategy:
Section E: First 100 Customers Strategy
Where the first 100 customers are:
How money currently changes hands in that space:
What I will give the first 100 customers:
What I will receive from the first 100 customers:
Path from 100 to 1,000 customers:
What This Book Has Not Said
Finally, there is something that must be said honestly.
This book has shown patterns in business models through historical cases. What it offers, however, is an analytical tool, not a guarantee of success.
Even Netflix was rejected by Blockbuster. At first, no one paid attention to TikTok. Even inside Netflix, Squid Game exceeded expectations.
The history of payment habits proves one thing: successful business models landed by removing inconveniences in existing habits. Finding that landing point remains the founder's and creator's responsibility.
I hope the tools in this book make that search a little more systematic.
New business models are not invented. They are transferred. And ultimately, it is you—the person who has read the history—who must design that transfer.
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