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Can anyone provide some example value propositions for end users in a primarily entertainment-based industry? Examples would include boating, sukoku puzzles, movies, video games. I'm particularly interested in what metrics are embedded into such value propositions, since "fun" defies easy quantification.
Most people that I ask about this provide examples of metrics in terms of willingness to pay (e.g., game is so motivating user will pay $80 for it) or in terms of metrics for the advertising side (e.g., online game attracts a million viewers, worth $20K to an advertiser) of a multi-sided business channel. But neither of these captures the value proposition that drives the end user to purchase and use the product.