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KIM DONG-EUN · New-Content Business Models and the IP Expansion Economy (30 chapters)

Part 30. Appendix — A Dictionary of Payment-Habit Transfer Patterns + New-Content BM Checklist

Kim Dong-eun WhtDrgon. · Chapter 30

Part 30. Appendix — A Dictionary of Payment-Habit Transfer Patterns + New-Content BM Checklist

Appendix 1. Comparative Table of Payment-Habit Transfer Patterns by Industry

This appendix organizes the major BM transfer patterns discussed in this book by industry.

Transfer Patterns in the Game Industry

  • 1970s arcades: Coin-operated amusement halls, billiard rooms, and bowling alleys → per-person fees paid by inserting coins. Small, repeated payments made each expense feel trivial.
  • 1980s home consoles: Toy purchases and board games → hardware purchased up front + software. The habit of buying toys as gifts carried over.
  • 1990s PC packages: Bookstores and software shops → boxed packages purchased up front. The habit of buying books found a new place to land.
  • 2000s online games: PC-bang fees and private academies → monthly subscriptions and free-to-play. The habit shifted from hourly PC-bang fees to monthly payments.
  • 2010s mobile games: iTunes song purchases and app purchases → in-app purchases and gacha. Small app purchases evolved into microtransactions.
  • 2010s GaaS: Console DLC purchases → battle passes and season passes. Waiting for a season evolved into buying access in advance.
  • 2020s esports: Watching sports and supporting athletes → skin purchases and team merchandise. Sports-fandom payment habits carried over.

Transfer Patterns in the Music Industry

  • Nineteenth-century sheet music: Bookstores and print subscriptions → sheet-music sales. The habit of buying books found a new place to land.
  • 1900s records: Tickets for live performances → SP/LP record purchases. The live experience was reproduced at home.
  • 1980s cassettes: Radio listening → recording and sharing. A habit of paying nothing took shape through home taping.
  • 1990s CDs: Cassette purchases → albums bought at full price. A premium was attached to higher fidelity and lossless sound.
  • 2000s MP3s: CD purchases → individual tracks for $0.99. This resolved resentment over being forced to buy whole albums.
  • 2010s streaming: MP3 and CD purchases → unlimited listening for a monthly fee. “At this price, I no longer have to think about spending on music.”
  • 2010s K-pop: J-pop fandom and idol culture → photocard gacha and fandom platforms. Collecting habits combined with fan-club dues.

Transfer Patterns in the Video Industry

  • 1895 cinemas: Circuses and theatergoing → admission tickets. The habit of paying to watch a live performance carried over.
  • 1950s television: Radio listening and newspapers → free, advertising-supported viewing. Audiences adopted a habit of accepting ads in place of payment.
  • 1980s video: Libraries and comic-book rental shops → video rental. Rental payment habits carried over.
  • 2000s cable: Terrestrial television → bundled channel subscriptions. More choice was sold as a bundle.
  • 2007 streaming: DVD-by-mail subscriptions → monthly streaming subscriptions. Rentals without late fees evolved into unlimited streaming.
  • 2019 streaming wars: Netflix subscriptions → IP-bundle subscriptions. Fandom payment habits shifted toward platform subscriptions.
  • 2022 return of AVOD: Watching ads on terrestrial television → low-cost streaming with ads. Demand emerged for “a cheaper version, even if it has ads.”

Transfer Patterns in Webtoons and Web Novels

  • Early 2000s: Comic-book rental shops (KRW 100–200 per volume) → free serialization on Naver. Free access gathered readers, whose attention was later converted into IP value.
  • 2013: Free serialization → Kakao's “wait and read free.” Time became a currency, with payment available for acceleration.
  • 2015: Kakao Cash → pay-per-episode web novels. Small payments at comic-rental shops moved into digital microtransactions.
  • 2020s: Korean webtoons and web novels → global IP exports. Fandom is validated first, then transferred into other media.

Appendix 2. Historical BM Failures

Each case is summarized in one line: “Why was there no available space?” or “Why did the landing fail?”

Games

  1. Nintendo Virtual Boy (1995): The discomfort of its 3D display outweighed the problem it solved.
  2. Google Stadia (2019): Launched before payment habits for cloud gaming had formed.
  3. Sega Dreamcast (1998): Unauthorized copying spread through MIL-CDs, undermining the revenue model.
  4. Play-to-earn games such as Axie Infinity (2021–): Failed to redefine “games as labor,” followed by the collapse of token economies.
  5. NCSoft's global launch of Lineage W (2021): Released mainly in South Korea, Taiwan, Japan, and Southeast Asia but not at all in North America or Europe, limiting global expansion from the outset.
  6. Battlefield 2042 (EA/DICE, 2021): Launching before stabilization damaged early-adopter trust through bugs and server instability, disrupting season-pass and DLC plans.

Music

  1. Soribada's shift to paid service (2004): Users accustomed to free sharing left.
  2. Sony MiniDisc (1992): Entrenched CD habits blocked global format adoption, although MiniDisc survived for years in Japan.
  3. Tidal (2015): Positioned itself at a premium price without clear differentiation from Spotify.
  4. Apple Ping (2010): A music social network that could not compete with established social-media habits; it closed two years later.
  5. MySpace Music (2008): Offered free music before streaming payment habits had formed.
  6. Dreamcatcher's attempt to enter South Korea's mainstream: Overseas and domestic fandoms occupied different payment-habit spaces.
  7. Google Play Music (2011–2020): Playlist and data-migration problems during integration with YouTube Music drove loyal users away.
  8. Prince's refusal of streaming platforms (2010s): Excluding major services such as Spotify and moving sales to his own website reduced accessibility and accelerated fan attrition.

Video

  1. Quibi (2020): Entered the free short-form space of TikTok and YouTube with a paid service. It raised $1.75 billion but shut down six months after launch, returning about $350 million to investors.
  2. CNN+ (2022): Entered a space habituated to free news with a paid subscription and closed after thirty days.
  3. YouTube Red Originals (2015–2018): Failed to put exclusive content behind a paywall on a free platform.
  4. Vine (2016): Lacked creator revenue sharing; stars left and the platform closed.
  5. Early Google TV (2010): A platform without content that also clashed with cable providers.
  6. MoviePass (2019): Its $9.95-a-month unlimited plan was unsustainable. A price-cut announcement brought 150,000 sign-ups in two days, while heavy users' average monthly viewing costs exceeded the subscription fee and deepened negative margins.
  7. Warner's simultaneous HBO Max releases (2021): Collided with the theatrical ecosystem and provoked directors' opposition.
  8. Early NBCUniversal Peacock (2020): The difference between its free ad-supported tier and paid ad-free tier was unclear, and losses continued through 2023.
  9. Paramount+ transition from CBS All Access (2021): Rebranding confused and lost existing subscribers, while killer content outside the Star Trek fandom was scarce.

Platforms

  1. MySpace (2005–2011): A closed, inflexible interface lost ground to Facebook.
  2. Second Life (2003–): Metaverse payment habits had not formed, preventing mass adoption.
  3. Google Glass (2013): Met with social resistance to wearable devices.
  4. Amazon Fire Phone (2014): Entered a smartphone market where iOS and Android habits were already entrenched.
  5. Clubhouse (2020–2021): An invitation-only audio social network displaced by Twitter Spaces.
  6. MSN Messenger / Windows Live Messenger (closed 2013): Failed to adapt to smartphone messengers; PC-based habits did not transfer to mobile.
  7. Path (2010–2018): Began as a social network for a small circle of close relationships but had no paid model; growth stalled while it operated without advertising, and it closed.
  8. Google+ (2011): Could not displace established platforms in a space with no social-network payment habit.

Cases Specific to South Korea

  1. Cyworld (2010s): Failed in the mobile transition; its Dotori payment habit did not transfer to mobile.
  2. Pandora TV (2004–): The arrival of YouTube put South Korea's entire domestic video-platform market under pressure.
  3. Daum Kakao TV Pot: Lacked competitiveness as a standalone app and was absorbed by YouTube.
  4. Watcha (2023): Tried small-scale originals and exclusives such as The Best Talk, but could not match the volume of originals financed by larger rivals and reached the limit of its ability to compete with Netflix and Wavve.
  5. PSY's inability to sustain global momentum: Failed to rebuild a global fandom after “Gangnam Style.”
  6. Naver TV (2016–): Began as an independent video platform but fell behind YouTube in attracting creators. After failing to build its own ecosystem, it effectively became a service for embedding YouTube links.

Other Industries

  1. Kodak and the digital camera (1975–): Invented the digital camera internally but halted development to protect its film business.
  2. Blockbuster rejects streaming (2000): Turned down an offer to acquire Netflix for $50 million.
  3. Dr. Dre's Beats Music (2012–2014): Lost ground to Spotify. Apple acquired the entire Beats business—headphones and music service—for $3 billion in 2014, then folded Beats Music into Apple Music.
  4. Snapchat's post-IPO growth stall: Lost differentiation when Instagram copied Stories.
  5. Lezhin Comics' adult-content monetization crisis (2016): Was hit directly by regulation while free competitors remained available.
  6. AOL dial-up internet (2000s): Lost the market by delaying its transition to broadband.
  7. Yahoo Search (Microsoft search partnership, 2009): Outsourcing search technology weakened its core capability.
  8. Enron energy trading: Virtual trading unsupported by real assets collapsed amid accounting fraud.
  9. WeWork (2019 IPO withdrawal): Pursued unprofitable growth and offered a service more expensive than its payment-habit space would bear.
  10. Terra–Luna collapse (2022): The trust foundation of an algorithmic stablecoin collapsed.
  11. Twitter Blue (2022–2023): After Elon Musk's acquisition, the $8-per-month paid blue check turned a previously free function into a purchase. Bot accounts buying checks eroded trust, and paid subscriptions fell far short of targets.
  12. Jawbone UP (2011): A large-scale recall destroyed trust and ceded the market to Fitbit.

Appendix 3. New-Content BM Checklist

This is a practical tool for reviewing your own content BM after reading this book. Mark each item ✓ or ✗.

A. Identify the Prior Habit-Space

  • I have clearly defined at least one prior habit-space for my content.
  • I know how money currently changes hands in that space.
  • I know who already occupies that space.
  • I have identified the inconvenience the incumbent has failed to resolve.
  • I can explain how my content resolves that inconvenience.

B. Design the Payment Structure

  • I have clearly defined who pays.
  • I have defined what they pay for: convenience, scarcity, status, belonging, reassurance, improvement, or enjoyment.
  • The timing of payment is designed: prepayment, post-payment, automatic renewal, or conditional payment.
  • Friction in the payment method has been minimized.
  • The price does not exceed twice the price of the existing comparison—or there is a compelling reason why it must.
  • A repeat-consumption structure exists—or there is a clear reason why it does not.

C. Prevent Failure Patterns

  • I am not entering a space with a strong habit of free use as a paid service—or I have secured enough free users first.
  • If a free incumbent already occupies the space, I have a clear monetization strategy.
  • If this is a platform, it has a revenue structure for suppliers such as creators and sellers.
  • Revenue does not depend excessively on a single IP or piece of content.
  • An overexpansion plan will not dilute the value of the original fandom.

D. Strategy for the First 100

  • I have identified a specific space—community, platform, or gathering—where the first 100 people can be found.
  • It is clear what I will offer those 100 people first.
  • There is a path from 100 people to 1,000.
  • The trigger for the first paid purchase has been designed.

E. Otaku Strategy (for a Fandom-Based BM)

  • I know where my content's core fans gather.
  • I know how much they already spend in similar fields.
  • Authenticity comes from the creator's real passion, not from a marketing plan.
  • Fans can co-produce value through community, permitted fan works, or another structure.
  • I have considered how to avoid the perception of commercial exploitation.

Final Check: Can You Explain It in One Sentence?

“The [target customer] in [the prior habit-space] suffered from [the existing inconvenience]. My content resolves it through [the solution] and charges [amount] by [payment method].”

If you cannot complete this sentence, refine the BM structure further.

Appendix 4. Game BM App and Service Linkbook (Practitioner's Reference)

The following is a list of real services and apps for the BM types covered in Volume 1, the game-industry section of this book. Each link reflects information available at the time of writing; service status may change.

1. Retro, Arcade, and Console Revivals

2. Indie Game Distribution Platforms

  • Itch.io (direct developer distribution with flexible pricing): https://itch.io
  • Kartridge (indie platform with an integrated leveling system): service ended in 2023

3. MMOs and Online Games

4. Mobile-Game F2P Models

  • Polytopia (turn-based strategy, F2P + civilization expansions): https://polytopia.io
  • Hatch (mobile cloud-gaming streaming): service ended in late 2020
  • Noodlecake Studios (experimental F2P mobile games): https://noodlecake.com

5. VR/AR Games and Platforms

6. Cloud Gaming

7. Blockchain/NFT Games

8. Metaverse

9. Games × Education

10. Games × Society/Environment

11. Games × Finance

  • Acorns (gamified investment of spare change): https://www.acorns.com
  • Long Game (gamified saving app): service ended after its acquisition in 2022

12. Games × Community

Editor's note: These links reflect service status at the time of the first edition. Operating status may change at any time; consult each service's official channel for the latest information.

This appendix was created to help readers design their own content and BM. Every case and pattern is discussed in detail in the main text. The appendix will be most effective after you have read the book.

The Genealogy of Payment Habits — A Historical Hintbook for New-Content BM
Author: Kim Dong-eun WhtDrgon
End of Volume 2.

KimDongEunWhtDrgon@MEJE.kr 2026