PROBLEMS OF MODERN BUSINESS MODELS IN VIDEO GAMES AND THEIR POSSIBLE SOLUTIONS
Abstract
This article aims to analyze modern solutions for monetization in video games, their impact on the design of already existing successful franchises and new, unique projects that have introduced examples of both positive and negative correlations of key product design into the industry, as well as selected monetization solutions and solutions in terms of cooperation, interaction and conflict resolution of the developer with customers.
This study is based on the analysis of reviews posted on game distribution platforms (which provide a fairly high level of sample independence, since selected platforms do not allow to leave feedback without the purchased product, and conduct an active campaign against bots and review-bombing), internet sources which describe and criticize video games, gaming press about historically significant events in terms of developmental cycle, and also on the analysis of the scientific literature on the relevant topics.
The result of this study is a number of criteria for monetization and design decisions in the context of modern business, in consideration of resources available to any consumer for feedback and socialization within the Internet. These criteria were found by analyzing extreme cases of their positive and negative appearances, and are listed with the consideration of their potential impact on the product performance in terms of community perception and associated profits for the developer. The influence of the involvement of players in the creation of cosmetic monetized content, and how this content and availability of software in relation to user modification affects the increasing popularity and number of sold units of the product after it’s first release is also analyzed.
Key words: monetization, design, video games, monetization criteria, gaming, development, business solutions
Full Text:
PDFReferences
[1] Cathode-ray tube amusement device. Filea Jan. 25, 1947 2 Sheets-Sheet 1' INVENTORS I 'IBY" Dec. 14, 1948- 'T. T. Goldsmith, jr., ETAL 2,455,992
[2] Donovan T. Replay: The History of Video Games / Tristan Donovan., 2010. - 501 p. Retrieved from: https://openlibrary.org/books/OL27122997M/Replay
[3] Scmalz M. Risk Management in Video Game Development Projects / M. Scmalz, A. Finn, H. Taylor. // Hawaii International Conference on System Science. - 2014. - №47. - P. 4325-4334. - Retrieved from: https://www.researchgate.net/publication/262250152_Risk_Management_in_Video_Game_Development_Projects
[4] Olsson B. Business Models for Video Games: дис. техн. наук : INF M02 / Olsson Bj?rn - Lund, 2010. - 94 p. Retrieved from: https://lup.lub.lu.se/luur/download?func=downloadFile&recordOId=1672034&fileOId=1672035
[5] Peri D. Fearless "Greed is Good?" / Desai Peri // The Gordon Gecko. - 2011. - Retrieved from: https://eve-files.com/media/corp/poeticstanziel/vol-1-greed-is-good.pdf
[6] Camden J. The Elder Scrolls 4: Oblivion's Horse Armor DLC Controversy Explained / Jones Camden // SCREEN RANT. - 2020. - Retrieved from: https://screenrant.com/oblivion-horse-armor-dlc-controversy-explained/
[7] Nieborg D. Chapter 16. From premium to freemium: The political economy of the app / David Nieborg // Social, Casual and Mobile Games The changing gaming landscape / David Nieborg. - Bloomsbury, 2015. - (Bloomsbury Academic.).Retrieved from: https://www.bloomsburycollections.com/book/social-casual-and-mobile-games-the-changing-gaming-landscape/ch16-from-premium-to-freemium-the-political-economy-of-the-app
[8] Shane M. Why Witcher 3 is the Best Game in 20 Years / Monroe Shane. - 2018. - Retrieved from: https://darkuni.medium.com/why-witcher-3-is-the-best-game-in-20-years-1069a043fccb.
[9] The Sims Live Life To The Fullest In EA's The Sims 3 Generations Expansion Pack- 2011. - Retrieved from: https://web.archive.org/web/20110411204523/http:/pc.ign.com/articles/116/1160047p1.html
[10] Brian C. 'Fortnite: Battle Royale': The Evolution of World's Largest Battle Royale Game / Crecente Brian // RollingStone. - 2018. - Retrieved from: https://web.archive.org/web/20180127084356/https:/www.rollingstone.com/glixel/features/the-evolution-of-the-worlds-largest-battle-royale-game-w515421.
[11] Buchalter J. 10 Of The Most "Ubisoft" Games Out There / Jacob Buchalter. - 2020. - Retrieved from: https://www.thegamer.com/best-ubisoft-games-open-world/
[12] Gavin J. The psychology of rivalry: a relationally dependent analysis of competition / Jacob Gavin. // The Academy of Management Journal. - 2010. - №53. Retrieved from: https://www.jstor.org/stable/20788803
[13] Perry D. 29 business models for games / David Perry // Lsvp Wordpress. - 2008. - Retrieved from: https://lsvp.wordpress.com/2008/07/02/29-business-models-for-games/ .
[14] Straub N. Every Country With Laws Against Loot Boxes (& What The Rules Are) / Nicholas Straub. - 2020. - Retrieved from: https://screenrant.com/lootbox-gambling-microtransactions-illegal-japan-china-belgium-netherlands/ .
[15] Mansoor I. Fortnite Usage and Revenue Statistics / Iqbal Mansoor. - 2020. - Retrieved from: https://www.businessofapps.com/data/fortnite-statistics/
[16] Franzese T. Halo:Infinite battlepass backlash / Tomas Franzese // Inverse. - 2021. - Retrieved from: https://www.inverse.com/gaming/halo-infinite-battle-pass-backlash .
[17] How greedy microtransactions sparked EVE Online's disastrous Summer of Rage. - 2021. - Retrieved from: https://www.pcgamer.com/eve-online-empires-of-eve-volume-2-excerpt/.
[18] How EVE Online has evolved in the era of F2P. - 2018. - Retrieved from: https://www.gamedeveloper.com/design/how-i-eve-online-i-has-evolved-in-the-era-of-f2p.
DOI: http://dx.doi.org/10.30970/eli.17.2
Refbacks
- There are currently no refbacks.