The Free-to-play Business Model

被引:8
|
作者
Flunger, Robert [1 ]
Mladenow, Andreas [1 ]
Strauss, Christine [1 ]
机构
[1] Univ Vienna, Vienna, Austria
关键词
Free-to-play; online game industry; business model; social interaction; virtual goods; customer lifetime value; value creation; BUY VIRTUAL GOODS; GAMES; MOTIVATIONS; PURCHASES; INTERNET;
D O I
10.1145/3151759.3151802
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
The(1) free-to-play model in the online gaming industry is based on providing an online game at no charge on either mobile devices or on a PC. Monetization would occur with virtual items which players may purchase during the game. It has been demonstrated that there are several motivations for gamers to purchase such items including unobstructed play, social interactions with other gamers, competition and economic rationale. These motivations can be exploited as drivers for value generation when designing such games in a way that appeals to the gamers by using several strategies. We elaborate on seven strategies, i.e. stratified content, inconvenient gameplay elements, mediums of exchange, inventory mechanics, special occasions, artificial scarcity, and alterations of content. Additionally, the theory of customer lifetime value has shown to be a beneficial concept in segmenting customers and identifying those who are especially valuable from a business perspective. Overall, research on business value generation in the field of online gaming seems less developed than in other segments and applications. Consequently, a common understanding of available concepts and strategies need to be developed to enable identification and overcoming of challenges in free-to-play online gaming.
引用
收藏
页码:373 / 379
页数:7
相关论文
共 50 条
  • [1] Towards Suitable Free-to-Play Games for Children
    Melzer, Andreas Kristiansen
    Roarsen, Anna Kristine
    Hagen, Marte Hoff
    Jaccheri, Letizia
    [J]. ENTERTAINMENT COMPUTING, ICEC 2021, 2021, 13056 : 264 - 276
  • [2] Excessive Spending in a "Free-to-Play" Smartphone Game
    Kleinman, Robert A.
    Das, Smita
    [J]. AMERICAN JOURNAL ON ADDICTIONS, 2020, 29 (06): : 528 - 530
  • [3] Free-to-Play Games: Paying Players' Perspective
    Alha, Kati
    Kinnunen, Jani
    Koskinen, Elina
    Paavilainen, Janne
    [J]. MINDTREK'18: PROCEEDINGS OF THE 22ND INTERNATIONAL ACADEMIC MINDTREK CONFERENCE, 2018, : 49 - 58
  • [4] Predicting Churn in Mobile Free-to-Play Games
    Lee, Sang-Kwang
    Hong, Seung-Jin
    Yang, Seong-Il
    Lee, Hunjoo
    [J]. 2016 INTERNATIONAL CONFERENCE ON INFORMATION AND COMMUNICATION TECHNOLOGY CONVERGENCE (ICTC 2016): TOWARDS SMARTER HYPER-CONNECTED WORLD, 2016, : 1046 - 1048
  • [5] Cash Trade in Free-to-Play Online Games
    Lin, Holin
    Sun, Chuen-Tsai
    [J]. GAMES AND CULTURE, 2011, 6 (03) : 270 - 287
  • [6] Gaming the gift: The affective economy of League of Legends 'fair' free-to-play model
    Jarrett, Josh
    [J]. JOURNAL OF CONSUMER CULTURE, 2021, 21 (01) : 102 - 119
  • [7] Welfare and fairness in free-to-play video games
    Sanchez-Cartas, J. Manuel
    [J]. TECHNOLOGICAL FORECASTING AND SOCIAL CHANGE, 2022, 180
  • [8] Free-to-Play: Mobile Video Games, Bias, and Norms
    Brown, Logan
    [J]. AMERICAN JOURNAL OF PLAY, 2022, 14 (02) : 215 - 217
  • [9] Game Play Analytics to Measure the Effect of Marketing on Mobile Free-To-Play Games
    Dheandhanoo, Tuang
    Theppaitoon, Sittichai
    Setthawong, Pisal
    [J]. PROCEEDINGS OF 2016 2ND INTERNATIONAL CONFERENCE ON SCIENCE IN INFORMATION TECHNOLOGY (ICSITECH) - INFORMATION SCIENCE FOR GREEN SOCIETY AND ENVIRONMENT, 2016, : 125 - 130
  • [10] The Advertising in Free-to-play Games: A Game Theory Analysis
    Chen, Yu
    Duan, Haihan
    Cai, Wei
    [J]. PROCEEDINGS OF THE 2021 WORKSHOP ON GAME SYSTEMS (GAMESYS '21), 2021, : 7 - 12