The Rise of Free-To-Play How the Revenue Model Changed Games and Playing
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Social Media in Higher Education: Building Mutually Beneficial Student and Institutional Relationships Through Social Media
East Tennessee State University Digital Commons @ East Tennessee State University Electronic Theses and Dissertations Student Works 5-2011 Social Media in Higher Education: Building Mutually Beneficial Student and Institutional Relationships through Social Media. Megan L. Fuller East Tennessee State University Follow this and additional works at: https://dc.etsu.edu/etd Part of the Communication Technology and New Media Commons, Computer Sciences Commons, and the Education Commons Recommended Citation Fuller, Megan L., "Social Media in Higher Education: Building Mutually Beneficial Student and Institutional Relationships through Social Media." (2011). Electronic Theses and Dissertations. Paper 1275. https://dc.etsu.edu/etd/1275 This Thesis - Open Access is brought to you for free and open access by the Student Works at Digital Commons @ East Tennessee State University. It has been accepted for inclusion in Electronic Theses and Dissertations by an authorized administrator of Digital Commons @ East Tennessee State University. For more information, please contact [email protected]. Social Media in Higher Education: Building Mutually Beneficial Student and Institutional Relationships through Social Media -------------------- A thesis presented to the faculty of the Department of Computer & Information Sciences East Tennessee State University In partial fulfillment of the requirements for the degree Master of Science in Computer Science by Megan Fuller May 2011 -------------------- Dr. Tony Pittarese, Chair Mrs. Jessica Keup Dr. Sally Lee Dr. Edith Seier Keywords: Social Media, Higher Education, Student Teacher Relationships ABSTRACT Social Media in Higher Education: Building Mutually Beneficial Student and Institutional Relationships through Social Media by Megan Fuller Social applications such as Facebook, YouTube, and Twitter have driven the public growth of Web 2.0. -
How World of Warships Doubled Referrals with Amazon Moments
How World of Warships doubled referrals with Amazon Moments 100% 38% 20% 42% increase in increase in average increase in conversions decrease in cost referrals revenue per user to payers per action CHALLENGES World of Warships is a free-to-play naval warfare-themed multiplayer online game produced and published by Wargaming. World of Warships had an existing referral program targeted at both acquiring new players and winning back lapsed players (over 90 days inactive) but wanted to improve the participation numbers and make it more valuable for players to refer their friends. In addition, they were looking to explore the potential of a rewards powered referral program as a more cost effective user acquisition channel. World of Warships had previously tested a small pilot campaign to enable rewards for referrals but needed a more streamlined solution for providing rewards across multiple countries. Amazon Moments allowed World of Warships to easily deliver valuable, real-world rewards to players to drive acquisition and winback and lower acquisition costs. SOLUTION To increase player referrals and drive stickiness for new and returning users, World of Warships launched a Moments-powered campaign that provided Amazon credits to players who referred a friend (a recruit). Recruits were invited to join or return to the game via personal referral links sent by World of Warships players. To qualify for the referral reward, new recruits needed to play a battle on a non-premium tier 6 ship, and returned players needed to win 25 battles. To participate in the referral program, players needed to have at least 15 battles played on their account. -
Сonference Program "SQA Days - 25"
Сonference program "SQA Days - 25" Legend Test management Automaon tesng Mobile tesng Performance/Security tesng Test design and so on Psychology, learning Funconal tesng New technologies tesng (AI, blockchains, IoT, etc.) Other 31.05.2019 – First Day Secon A (330 people) Secon B (300 people) Secon C (250 people) 08:30 Registraon, morning tea/coffee 09:30 Opening ceremony 10:00 10:40 Andrey Ladutko Nikita Belkovskiy Yana Korsunskaya PandaDoc АО "Аркадия" BPMobile Minsk, Belarus Taganrog, Russia Minsk, Belarus OKR and QA - praccal advices Tesng SQL Server code with Features of subscripons tesng Regular Talk (1 h 30 min) tSQLt in iOS Regular Talk (40 min) Regular Talk (40 min) 10:55 11:35 Vitaliy Roschupkin Vitaliy Pedash ЗАО "ПФ "СКБ Контур" TDNA Ekaterinburg, Russia Zaporozhe, Ukraine Lead developers taught me how Perfomance tesng of iOS app to write automated tests via Xcode Regular Talk (40 min) Regular Talk (40 min) 11:50 12:30 Sergey Atroschenkov Igor Ershov Lunch. 1st shi EPAM, Radio-QA АО "Калуга Астрал" Kaluga, Russia Buzzword Driven Management Regular Talk (40 min) From Page Object to MVC using .NET Regular Talk (40 min) 12:45 13:25 Kateryna Chernikova Liliya Sapurina Krisna Stolyarenko Wix Deutsche Bank ООО "Клин.ру" Dnepropetrovsk, Ukraine Saint Petersburg, Russia Moscow, Russia Lean QA - A/B tesng, Tips and tricks: test syntax Money as a metric to bugs monitoring, automaon simplifying and mul- priorisaon Regular Talk (40 min) environment tesng Regular Talk (40 min) Regular Talk (40 min) 13:40 14:20 Nataliya Borisova Sergey Khrenov -
4. Wargaming the Middle East: the Evolution of Simulated Battlefields from Chequerboards to Virtual Worlds and Instrumented Artificial Cities
4. Wargaming the Middle East: The Evolution of Simulated Battlefields from Chequerboards to Virtual Worlds and Instrumented Artificial Cities Janina Schupp Abstract Shortly after the end of a tank combat during the Gulf War, a team of US Army historians, scientists, and engineers flew to Iraq to gather detailed data of the battle. The collected information was used to create an exact virtual simulation of the combat for training. The mapping capability – offered by the resulting simulation game 73 Easting – to visualize the battlefield from any position and point in time revolutionized military exercises. With ongoing conflicts in the Middle East, these digital training cartographies are now linked to real bodies and vehicles through digital and mobile technologies during live training in artificially constructed villages. This chapter analyses this evolution and critically investigates the growing ‘gamification’ ensuing in these representations of Middle Eastern battlefields. Keywords: Wargames, Middle East, interactive battlespace, live simulations In war the experienced soldier reacts in the same way as the human eye does in the dark: the pupil expands to admit what little light there is, discerning objects by degrees, and finally seeing them indistinctly. By contrast, the novice is plunged into the deepest night. […] It is immensely important that no soldier, whatever his rank, should wait for war to expose him to those aspects of active service that amaze and confuse him when he first comes across them. (Clausewitz 1989, p. 122) Strohmaier, A. and A. Krewani (eds.), Media and Mapping Practices in the Middle East and North Africa: Producing Space. Amsterdam: Amsterdam University Press, 2021 doi 10.5117/9789462989092_ch04 96 JANINA SCHUPP The act of playing at war is deeply engrained in human history and has per- sisted to the present day in both professional and hobby culture. -
Ethereum Crypto-Games: Mechanics, Prevalence and Gambling Similarities
See discussions, stats, and author profiles for this publication at: https://www.researchgate.net/publication/335202888 Ethereum Crypto-Games : Mechanics, Prevalence and Gambling Similarities Conference Paper · October 2019 DOI: 10.1145/3311350.3347178 CITATIONS READS 6 1,512 6 authors, including: Oliver J. Scholten Nathan GJ Hughes The University of York The University of York 10 PUBLICATIONS 7 CITATIONS 2 PUBLICATIONS 6 CITATIONS SEE PROFILE SEE PROFILE Sebastian Deterding Anders Drachen The University of York The University of York 88 PUBLICATIONS 9,049 CITATIONS 177 PUBLICATIONS 3,241 CITATIONS SEE PROFILE SEE PROFILE Some of the authors of this publication are also working on these related projects: Games User Research and Game Analytics View project PAnDA Architecture View project All content following this page was uploaded by Nathan GJ Hughes on 28 October 2019. The user has requested enhancement of the downloaded file. Paper Session 6: Broader Reflections CHI PLAY'19, October 22–25, 2019, Barcelona, Spain Ethereum Crypto-Games: Mechanics, Prevalence and Gambling Similarities Oliver James Scholten Nathan Gerard Jayy Hughes Sebastian Deterding University of York University of York University of York York, UK York, UK York, UK [email protected] [email protected] [email protected] Anders Drachen James Alfred Walker David Zendle University of York University of York York St. John University York, UK York, UK York, UK [email protected] [email protected] [email protected] ABSTRACT of real-money gaming [26] and, due to their chance-based Ethereum crypto-games are a booming and relatively unex- mechanics, of the recent convergence of gaming and gam- plored area of the games industry. -
Partnership Between Wargaming and Flexion Mobile Brings World of Tanks Blitz to Huawei
Partnership between Wargaming and Flexion Mobile brings World of Tanks Blitz to Huawei LONDON, 30th of March, 2020 – Flexion Mobile Plc (Nasdaq: FLEXM), the Android games distribution company today announced that it has been working with Wargaming to support Huawei's new flagship device Huawei P40 that launched last week in Paris. Wargaming is an award-winning online game developer and publisher, one of the leaders in the free-to-play massively multiplayer online game (MMO) market. As a result of the work, their top grossing game World of Tanks Blitz will be available in Huawei App Gallery from official launch. World of Tanks Blitz offers 7 vs 7 dynamic tank combat on mobile. The game is free to download and play, and has over 120 million installs worldwide. The new Huawei device will not come pre-installed with Google Play or any other Google services. The only preloaded app store on P40 devices is Huawei's AppGallery. Flexion has previously announced that it is supporting game developers by making their games compatible with the new Huawei devices. Flexion and Wargaming have been working together since 2016 and have together launched World of Tanks Blitz in most alternative distribution channels. World of Tanks Blitz is a top performing title in most stores where it is distributed. "Our partnership with Wargaming has grown over the years and World of Tanks Blitz is the perfect showcase for alternative distribution. It is a great partnership and we are looking forward to growing the partnership further, says Jens Lauritzson, CEO of Flexion Mobile PLC. -
A Literature Review
The imbalanced state of free-to-play game research: A literature review Kati Alha Tampere University Kanslerinrinne 1 FI-33014 Tampere, Finland +358 40 190 4070 [email protected] ABSTRACT As free-to-play games have increased their economic value, the research interest on them has increased as well. This article looks at free-to-play game research conducted so far through a systematic literature review and an explorative analysis of the documents included in the review. The results highlight an excessive focus especially on behavioral economic studies trying to maximize the player bases and profits, while other aspects, such as meaningful game experiences, cultural and societal implications, or critical review of the phenomena have been left in the marginal. Based on the review results, this article suggests four future agendas to reinforce the lacking areas of free-to-play game research. Keywords free-to-play, freemium, games, literature review, research agendas INTRODUCTION The game industry has changed. Revenue models have shifted from retail products to service relationship between the publisher and the customer (Sotamaa & Karppi 2010). The industry has grown due to changes in the business models and the consumption of games. By offering the game for free, games can reach wider audiences, and by offering in-game content for a fee, companies can still generate considerable income. This revenue model called free-to-play represents one of the most notable forces of change in the game industry. After reaching economic success, the free-to-play revenue model has anchored itself deeply and substantially in the game ecosystem. -
How Mark Zuckerberg Turned Facebook Into the Web's Hottest Platform by Fred Vogelstein 09.06.07 He Didn't Have Much Choice but to Sell
1 COLUMBIA PICTURES Presenta in Associazione con RELATIVITY MEDIA una Produzione SCOTT RUDIN, MICHAEL DE LUCA, TRIGGER STREET un film di DAVID FINCHER (id.) JESSE EISENBERG ANDREW GARFIELD JUSTIN TIMBERLAKE ARMIE HAMMER MAX MINGHELLA Musiche di TRENT REZNOR & ATTICUS ROSS Costumi di JACQUELINE WEST Montaggio di ANGUS WALL, KIRK BAXTER Scenografie di DONALD GRAHAM BURT Direttore della fotografia JEFF CRONENWETH Executive Producers KEVIN SPACEY Tratto dal libro “The Accidental Billionaires” di BEN MEZRICH Sceneggiatura di AARON SORKIN Prodotto da SCOTT RUDIN, DANA BRUNETTI, MICHAEL DE LUCA, CEÁN CHAFFAIN Regia di DAVID FINCHER Data di uscita: 12 novembre 2010 Durata: 120 minuti sonypictures.it Distribuito da Sony Pictures Releasing Italia 2 CARTELLO DOPPIATORI - THE SOCIAL NETWORK UFFICIO STAMPA Cristiana Caimmi Dialoghi Italiani Valerio Piccolo Direzione del Doppiaggio Alessandro Rossi Voci MARK ZUCKERBERG – Davide Perino EDUARDO SAVERIN – Lorenzo de Angelis SEAN PARKER – Gabriele Lopez CAMERON e TYLER WINKEL VOSS – Marco Vivio DIVYA NARENDRA – Gianfranco Miranda ARICA ALBRIGHT – Chiara Gioncardi Fonico di Mix Alessandro Checcacci Fonico di Doppiaggio Stefano Sala Assistente al Doppiaggio Silvia Alpi Doppiaggio eseguito presso CDC SEFIT GROUP 3 Note di Produzione Ogni epoca ha i suoi visionari, che sulla scia del loro genio, lasciano un mondo cambiato. Ma tutto ciò raramente avviene senza che ci siano contrasti. Nel film The Social Network, il regista David Fincher e lo sceneggiatore Aaron Sorkin raccontano il momento in cui è stato creato Facebook, il fenomeno sociale più rivoluzionario del nuovo secolo, attraverso lo scontro di alcuni giovani brillanti che affermano di aver preso ognuno parte alla nascita del progetto. Il risultato è il racconto di un dramma che alterna la creatività alla distruzione, in cui non c'è un solo punto di vista ma un duello narrativo che rispecchia perfettamente la realtà delle relazioni sociali dei nostri giorni. -
Exploring Motivations for Virtual Rewards in Online F2P Gacha Games: Considering
Exploring motivations for virtual rewards in online F2P Gacha games: Considering income level, consumption habits and game settings In Partial Fulfillment of the Requirements for the Bachelor of Science in Global Business by DONG Yulai 1025594 May, 2020 ABSTRACT The objective of this study is to figure out players’ motivation on paying for virtual rewards in online F2P Gacha games. Based on the previous studies and primary survey, this paper will draw a conclusion with a primary survey collection which covered more than 3700 adept Gacha game players. Possible factors including income level, consuming habits and game settings which may be players’ paying motivations are analyzed to weigh their dependency about how they sustain and influence players’ playing and consuming behaviors. The correlation analysis and regression analysis will be used to measure the relationship between these factors and payment for Gacha games. As a result, players’ income level has a significant correlation with their payment in Gacha games while their consuming habits in other virtual goods doesn’t have a significant positive correlation with paying for Gacha games. Keywords: F2P Gacha game; virtual goods; consumer behavior; online payment INTRODUCTION Gacha game is generated from Gashapon, a kind of capsule toy derived from Japanese Bandai company that consumers can get a random one from a sets of given toys in a loot box (Toto, 2012). The system of Gashapon and loot box are applied to the initially Free-to-Play on- line game no matter PC games or mobile games since 2010s. However, the loot box system in these so-called “free-to-play” game lures players to spend a lot on in-game virtual currency for the possibility of getting random virtual rewards such as rare items or game characters (Nieborg, 2016). -
Exploring the Game-Of-Chance Elements in F2P Mobile Games - Insights of Player's Emotions from Qualitative Analysis
【Paper】 Exploring the game-of-chance elements in F2P mobile games - Insights of player's emotions from qualitative analysis - フリーミアム型モバイル・ゲームの確率変動要素の考察 ―定性分析によるユーザーの感情に着目して― Koeder, Marco Tanaka, Ema Mitomo, Hitoshi Graduate Student, GSAPS, Waseda University Visiting Associate Professor Professor, Waseda University Free-to-play (F2P) mobile games are based on a business model which allows the majority of players to play the game for free while only a small percentage (2-5%) is actually paying for the game (mostly through the purchase of virtual in-game items). Monetization is done through so called micro-transactions within the game where players can acquire virtual items and tools. To grow revenue and profit, game makers must motivate the limited amount of paying players to purchase more or to convert non- payers into payer. This is done by combining an attractive game-play with settings/elements that entice players to make in-game purchases. Especially, the above monetization mechanism could be boosted by the introduction of“game-of-chance” elements, or Gacha in F2P mobile games in Japan. Gacha can lead to irrational overspending among some part of paying players since game developers deliberately (mis-)use its mechanics to increase their revenue and profit with these players. This paper first outlines a basic framework of Gacha, its different mechanics and elements as well as its core issues based on literature research and interview research on players and developers. A special focus is on the emotional involvement of paying players and on learning from game developers and game expert about the role of this involvement for revenue generation. -
Loot Boxes.” Loot Boxes Are a Subcategory of in What Amounted to a Pay-To-Win Scheme
Disclaimer: This article was written and submitted in the author’s personal capacity as a member of the gaming law community. It does not reflect, nor should it be interpreted as reflecting, any regulatory position or policy stance of, or on behalf of, the Nevada Gaming Commission or its individual members. LOOT BOANXD ETHS E QUESTION OF GAMBLING By Elijah Tredup At the ever-increasing intersection of gambling and video consumers felt like a disproportionate time to unlock games, one topic that has stoked impassioned discussion features through regular gameplay, raised complaints that among consumers, video game publishers, lawmakers, and the game was too heavily trying to push loot box purchases 8 regulators are “loot boxes.” Loot boxes are a subcategory of in what amounted to a pay-to-win scheme. While initial the microtransaction monetization model used by video consumer backlash was centered on perceived price gouging game developers—a microtransaction generally being of customers, it also cast increased scrutiny on the loot box categorized as an in-game purchase made after the initial mechanic itself, its perceived similarities to gambling, and 1 purchase or download of the video game. the inclusion of a potentially unregulated gambling product 9 in games with large audiences of minors. Loot boxes follow a fairly standard formula across different games. Players either earn the loot box through game play, or With how relatively new the scrutiny of loot boxes as a 2 to save time and effort they can also purchase it with money. gambling product is, it can be easy for many, especially The contents of the loot box are typically determined by those removed from the video game community, to attempt some form of random number generator, and are revealed in to categorically declare loot boxes as either gambling or not a carefully choreographed display of animation, lights, gambling. -
Lootboxes" in Digital Games - a Gamble with Consumers in Need of Regulation? an Evaluation Based on Learnings from Japan
A Service of Leibniz-Informationszentrum econstor Wirtschaft Leibniz Information Centre Make Your Publications Visible. zbw for Economics Koeder, Marco Josef; Tanaka, Ema; Mitomo, Hitoshi Conference Paper "Lootboxes" in digital games - A gamble with consumers in need of regulation? An evaluation based on learnings from Japan 22nd Biennial Conference of the International Telecommunications Society (ITS): "Beyond the Boundaries: Challenges for Business, Policy and Society", Seoul, Korea, 24th-27th June, 2018 Provided in Cooperation with: International Telecommunications Society (ITS) Suggested Citation: Koeder, Marco Josef; Tanaka, Ema; Mitomo, Hitoshi (2018) : "Lootboxes" in digital games - A gamble with consumers in need of regulation? An evaluation based on learnings from Japan, 22nd Biennial Conference of the International Telecommunications Society (ITS): "Beyond the Boundaries: Challenges for Business, Policy and Society", Seoul, Korea, 24th-27th June, 2018, International Telecommunications Society (ITS), Calgary This Version is available at: http://hdl.handle.net/10419/190385 Standard-Nutzungsbedingungen: Terms of use: Die Dokumente auf EconStor dürfen zu eigenen wissenschaftlichen Documents in EconStor may be saved and copied for your Zwecken und zum Privatgebrauch gespeichert und kopiert werden. personal and scholarly purposes. Sie dürfen die Dokumente nicht für öffentliche oder kommerzielle You are not to copy documents for public or commercial Zwecke vervielfältigen, öffentlich ausstellen, öffentlich zugänglich purposes, to exhibit the documents publicly, to make them machen, vertreiben oder anderweitig nutzen. publicly available on the internet, or to distribute or otherwise use the documents in public. Sofern die Verfasser die Dokumente unter Open-Content-Lizenzen (insbesondere CC-Lizenzen) zur Verfügung gestellt haben sollten, If the documents have been made available under an Open gelten abweichend von diesen Nutzungsbedingungen die in der dort Content Licence (especially Creative Commons Licences), you genannten Lizenz gewährten Nutzungsrechte.