Difference between revisions of "Commercialize"

From Spielmaterial
Jump to navigation Jump to search
Line 6: Line 6:
 
In general, there are two ways for marketing your games:
 
In general, there are two ways for marketing your games:
  
* Searching publishers
+
* Searching for publishers
* Founding of your [http://www.spieleerfinden.de/wiki_en/index.php?title=Publish own publishing unit]
+
* Founding your [http://www.spieleerfinden.de/wiki_en/index.php?title=Publish own publishing unit]
  
  
Line 13: Line 13:
  
  
After some refusals, many authors begin to think of founding their own enterprise and do it all by themselves. In view of the technial improvement, a product today can be much more easily be realized than some year ago. Also at smaller print-runs.
+
After some rejections, many authors begin to think of founding their own company and to do it all by themselves. In view of the technical developments, a product today can be much more easily be realized than some years ago. Also at smaller print-runs.
  
However, the most critical point often is that people tend to '''forget the selling strategy'''. One will be able to sell game at the big fairs, but what beside that? How to sell off the remaining copies? Unfortunately, there are many examples of private  
+
However, often the most critical point is that people tend to '''forget the selling strategy'''. One will be able to sell game at the big fairs, but what besides that? How to sell off the remaining copies? Unfortunately, there are many examples of private bankruptcies deriving from that problem.
bankruptcies deriving from that problem.
 
  
 
So please think also of a '''realistic distribution marketing!'''
 
So please think also of a '''realistic distribution marketing!'''
Line 23: Line 22:
 
== '''Support by www.spielmaterial.de''' ==
 
== '''Support by www.spielmaterial.de''' ==
  
If you decide for your own publishing hosue, '''we can support you with the following tools''':
+
If you decide for your own publishing house, '''we can support you with the following tools''':
  
  
Line 40: Line 39:
 
=== '''Fulfillment''' ===
 
=== '''Fulfillment''' ===
  
If you decide for your own publishing unit, please note that we also offer '''Fulfillment''', meaning the logistics of distribution. You sell your game on your or external plattforms, we store and sent out the games. Own storage and office is in Mönchengladbach, approx. 30 km von Düsseldorf/Germany.
+
If you decide for your own publishing unit, please note that we also offer '''Fulfillment''', meaning the logistics of distribution. You sell your game on your or external platforms, we store and send out the games. Our own storage and office is in Mönchengladbach, approx. 30 km from Düsseldorf/Germany.
  
 
See the '''example''' for a big game of 2 kg:
 
See the '''example''' for a big game of 2 kg:
  
<li>Shipping costs 3,99 EUR net per sending
+
<li>Shipping costs 3.99 EUR net per sending
<li>Service fee 0,50 EUR net per order
+
<li>Service fee 0.50 EUR net per order
<li>pick fee 0,15 EUR net per game
+
<li>pick fee 0.15 EUR net per game
<li>shipping material 1,15 EUR net per sending
+
<li>shipping material 1.15 EUR net per sending
 
<li>storage 5 EUR net / month per pallet
 
<li>storage 5 EUR net / month per pallet

Revision as of 16:54, 24 April 2015

E06 comic.jpg


It does not have to be the "Game of the Year". You should be aware that there are many good games and ideas out there and that it will also need luck, relations and the right timing to have one's games published by one of the game publishers.

In general, there are two ways for marketing your games:


Distribution as key element

After some rejections, many authors begin to think of founding their own company and to do it all by themselves. In view of the technical developments, a product today can be much more easily be realized than some years ago. Also at smaller print-runs.

However, often the most critical point is that people tend to forget the selling strategy. One will be able to sell game at the big fairs, but what besides that? How to sell off the remaining copies? Unfortunately, there are many examples of private bankruptcies deriving from that problem.

So please think also of a realistic distribution marketing!


Support by www.spielmaterial.de

If you decide for your own publishing house, we can support you with the following tools:


Shop www.spielmaterial.de / www.small-publisher-games.com

Part of www.spielmaterial.de is the section small publisher games. In this section, customers can find games of numerous smaller publishers from all over the world. Publishers that have produced their games with us or have bought components of these games from us can place such games free-of-charge there. If not, publishers can use our services by paying a commission.

Wholesaling / Spiel direkt e.G.

When deciding on your own publishing unit, our community of small publishers, Spiel direkt, is a perfect solution for you. Joining our co-operative is an easy and financial affordable way to start with distribution to retailers worldwide.

More details at www.spiel-direkt.eu

Spieldirekt.jpg

Fulfillment

If you decide for your own publishing unit, please note that we also offer Fulfillment, meaning the logistics of distribution. You sell your game on your or external platforms, we store and send out the games. Our own storage and office is in Mönchengladbach, approx. 30 km from Düsseldorf/Germany.

See the example for a big game of 2 kg:

  • Shipping costs 3.99 EUR net per sending
  • Service fee 0.50 EUR net per order
  • pick fee 0.15 EUR net per game
  • shipping material 1.15 EUR net per sending
  • storage 5 EUR net / month per pallet