Consumer Preference on Paid Game Microtransaction
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
An Exploration of Trends in Loot Boxes, Pay to Win, and Cosmetic
The changing face of desktop video game monetisation: An exploration of trends in loot boxes, pay to win, and cosmetic microtransactions in the most- played Steam games of 2010- 2019 David Zendle*, Rachel Meyer, Nick Ballou Corresponding author: [email protected] Abstract It is now common practice for video game companies to not just sell copies of games themselves, but to also sell in-game bonuses or items for a small real-world fee. These purchases may be purely aesthetic (cosmetic microtransactions); confer in-game advantages (pay to win microtransactions), or contain randomised contents of uncertain value (loot boxes). The growth of microtransactions has attracted substantial interest from both gamers, academics, and policymakers. However, it is not clear either how prevalent these features are in desktop games, or when any growth in prevalence occurred. In order to address this, we analysed the play history of the 463 most-played Steam desktop games from 2010 to 2019. Results of exploratory joinpoint analyses suggested that cosmetic microtransactions and loot boxes experienced rapid growth during 2012-2014, leading to high levels of prevalence by April 2019: 71.28% of the sample played games with loot boxes at this point, and 85.89% played games with cosmetic microtransactions. By contrast, pay to win microtransactions did not appear to experience similar growth in desktop games during the period, rising gradually to a prevalence of 17.38% by November 2015, at which point growth decelerated significantly (p<0.001) to the point where it was not significantly different from zero (p=0.32). Introduction The way that the video game industry makes money has undergone important changes in recent decades. -
Comércio Eletrônico
Comércio Eletrônico Aula 1 - Overview of Electronic Commerce Learning Objectives 1. Define electronic commerce (EC) and describe its various categories. 2. Describe and discuss the content and framework of EC. 3. Describe the major types of EC transactions. 4. Describe the drivers of EC. 5. Discuss the benefits of EC to individuals, organizations, and society. 6. Discuss social computing. 7. Describe social commerce and social software. 8. Understand the elements of the digital world. 9. Describe some EC business models. 10. List and describe the major limitations of EC. Case: Starbucks Electronic Commerce (EC) EC refers to using the Internet and other networks (e.g., intranets) to purchase, sell, transport, or trade data, goods, or services. e-Business • Narrow definition of EC: buying and selling transactions between business partners. • e-Business refers to a broader definition of EC: – buying and selling of goods and services – Servicing customers – collaborating with business partners, – delivering e-learning, – conducting electronic transactions within organizations. – Among others e-Business Note: some view e-business only as comprising those activities that do not involve buying or selling over the Internet, i.e., a complement of the narrowly defined EC. Major EC Concepts: Non-EC vs. Pure EC vs. Partial EC • EC three major activities: – ordering and payments, – order fulfilment, and – delivery to customers. • pure EC: all activities are digital, • non-EC: none are digital, • otherwise, we have partial EC. Major EC Concepts: Pure -
An Educator's Guide to Gaming
EDUCATOR RESOURCE VIDEO GAME TERMS GLOSSARY An Educator’s Guide to Gaming Gambling in games has a language all its own. Here are some words you need to know. 1-up Power-Up An object that gives the player an extra life (or try) in games Objects that instantly benefit or add extra abilities to where the player has a limited number of chances to complete the game character, usually as a temporary effect. a game, a task, or level. 1-ups can be acheived by completing Persistent power-ups are called perks. Power-Ups levels or found in purchased loot boxes. can be acheived by completing levels or found in purchased loot boxes. 100% A game is 100% complete once a player unlocks all available Season content and completes the game. The player must collect 1. The full set of downloadable content that is every in-game item, upgrade, and complete every mission to planned to be added to a video game, which can get 100%. Many players are so determined to get 100%, that be entirely purchased with a season pass. they will make mulitiple in-game purchases for upgrades to 2. A finite period of time in massive multiplayer achieve this goal. online games in which new content, such as themes, rules, and modes, becomes available – Downloadable Content (DLC) sometimes replacing prior time-limited content. Additional content for a video game that is acquired through a Notable games that use this “season” system digital delivery system. DLCs can be purchased in video game include Star Wars: Battlefront II (2017) and console stores. -
The Hidden Cost of Microtransactions: Buying In-Game Advantages in Online Games Decreases a Player’S Status
International Journal of Internet Science 2015, 10 (1), 20-36 ISSN 1662-5544 IJIS.NET The Hidden Cost of Microtransactions: Buying In-Game Advantages in Online Games Decreases a Player’s Status Ellen R. K. Evers1, Niels van de Ven2, Dorus Weeda2 1UC Berkeley, USA; 2Tilburg University, Netherlands Abstract: With the advent of the internet, computer games have undergone substantial changes. Many games now contain some form of social interaction with other players. Furthermore, many games offer players the opportunity to buy upgrades using microtransactions. Based on social psychological theories on social comparisons, deservedness, and envy, we tested whether the use of these microtransactions would affect how players perceive another player using them. In one survey and two experimental scenario-studies with active gamers as participants (total N = 532), we found evidence supporting the idea that a player using microtransactions will be judged more negatively. More specifically, we find that gamers dislike it more when microtransactions allow the buying of functional benefits (that provide an in-game advantage) than when they are merely ornamental, and players who buy these functional benefits are respected less. In Studies 2 and 3 we found that players who use microtransactions are perceived as having a lower skill and status. This happens both when the microtransaction-using player is an enemy who bought a competitive advantage, as well as in games where one cooperates with the microtransaction-using player and the advantage is thus effectively shared. The findings have important practical implications for game design. They indicate how microtransactions can be implemented so that they have fewer negative social consequences, demonstrate the value of social psychological theories in predicting online behavior, and provide several avenues for further theoretical exploration. -
Cd Projekt Capital Group Activities Between 1 January and 30 June 2018 2
MANAGEMENT BOARD REPORT ON CD PROJEKT CAPITAL GROUP ACTIVITIES BETWEEN 1 JANUARY AND 30 JUNE 2018 2 Disclaimers This English language translation has been prepared solely for the convenience of English speaking readers. Despite all the efforts devoted to this translation, certain discrepancies, omissions or approximations may exist. In case of any differences between the Polish and the English versions, the Polish version shall prevail. CD PROJEKT, its representatives and employ- ees decline all responsibility in this regard. Management Board report on CD PROJEKT Capital Group activities for the period between 1 January and 30 June 2018 (all figures quoted in PLN thousands unless stated otherwise) 3 Table of contents 9 Brief description of the CD PROJEKT Capital Group 10 Activity profile 20 Growth prospects of the CD PROJEKT Capital Group 22 CD PROJEKT S.A. on the capital market 24 CD PROJEKT Capital Group activity profile 25 Organizational structure of the CD PROJEKT Capital Group 27 Disclosure of business segments, products, services, outlets, suppliers and customers 37 Description of external and internal factors affecting the CD PROJEKT Capital Group 39 Disclosure of significant agreements 40 Risk management at the Capital Group 41 Financial results of the CD PROJEKT Group 42 Overview of key economic and financial indicators disclosed in the consolidated and separate financial statement 60 Corporate governance 61 Entity contracted to audit financial statements 61 Shareholders controlling at least 5% of the vote at the General Meeting 62 Agreements which may result in changes in the proportions of shares held by shareholders and bondholders 62 Information regarding the purchase of own shares 63 Company shares held by members of the Management Board and the Supervisory Board 64 Composition of the Management Board of CD PROJEKT S.A. -
Effects of Micro Transactions on Video Games Industry
Nenad Tomić*1 UDC 004.42:794]:004.738.5:339 Pregledni naučni članak Primljen 08.03.2017. Odobren 19.04.2017. EFFECTS OF MICRO TRANSACTIONS ON VIDEO GAMES INDUSTRY During the twentieth century, the entertainment industry recorded a steady revenue growth. The progress of information and communication technology (ICT) influenced the creation of a new segment in the industry at the beginning of the 80s, known as the video game industry. During the first two decades, the dominant model of earning for video games publishers was sale of a full game, which means that users were obliged to pay in order to play the game (pay-to-play concept). In the past ten years, publishers have developed a new approach, which instead of selling entire game content at once tends to decompose the sale into several smaller transactions. The prices of these supplements are often calculated in the virtual currency that is considered to be the currency of video game, and not in one of convertible currencies, which creates additional confusion. The subject of the paper is to explain the essence of microtransactions as type of electronic payments created in the video games industry and to observe their role in the process of industry transformation. Keywords: microtransactions, freemium, mobile games, pay-to-win, virtual money * Teaching Assistant, University of Kragujevac, Faculty of Economics, [email protected] Vol. 14, № 3, 2017: 239-258 240 Nenad Tomić 1. Introduction The video game industry flourished in the ’80s of XX century, under the influence of the great innovations in iCt. with the change of the computer architecture an increase of processing power was achieved, while the size and price of the computers was reduced. -
Understanding Consumer Experiences of In- App Purchases in Freemium Model Competitive Mobile Games
Master’s Programme in Marketing Understanding consumer experiences of in- app purchases in freemium model competitive mobile games Giorgi Vakhtangashvili Master’s Thesis Aalto University School of Business 2021 Copyright ©2020 Giorgi Vakhtangashvili Author: Giorgi Vakhtangashvili Title of thesis: Understanding consumer experiences of in-app purchases in freemium model competitive mobile games Programme: Master's Programme in Marketing Major: Marketing Thesis supervisor: Prof. Henri Weijo Date: 30.07.2021 Number of pages: 67 / 57 Language: English Abstract Freemium business model has become a go to monetization method for mobile games. Criticism of in-app purchases in competitive freemium mobile games is a popular agenda in the gaming world. Prior research addresses some of the factors that may cause resentment of in-app purchases but does not cover the effects non- monetary sacrifice and the changing monetization mechanics have on the attitudes towards freemium mobile games’ in-app microtransactions. This study is based on a netnographic research into 15 online forum posts and 1038 comments. The results demonstrate that perceived unfairness of microtransaction prices, perceived unfairness of the amount of non-monetary sacrifice needed to compete/progress in a game without paying for microtransactions and the perceived procedural unfairness of setting monetary price on progressing in a game may lead to resentment of microtransactions in competitive freemium mobile games. The study analyses different circumstances that affect perceived unfairness of prices and non- monetary sacrifices involved with playing freemium mobile games. The findings may be useful in designing microtransactions for freemium competitive mobile games. Keywords Mobile games; Freemium; Price fairness; Microtransactions; In-app purchases; Free-to-play; Pay-to-win. -
E-Commerce Business Models and Concepts
CHAPTER 2 E-commerce Business Models and Concepts LEARNING OBJECTIVES After reading this chapter, you will be able to: ■■ Identify the key components of e-commerce business models. ■■ Describe the major B2C business models. ■■ Describe the major B2B business models. ■■ Understand key business concepts and strategies applicable to e-commerce. Tweet Tweet: Twitter’s Business Model witter, the social network phenomenon based on 140-character text mes- Tsages, continues in the long tradition of Internet developments that appear to spring out of nowhere and take the world by storm. Twitter provides a platform for users to express themselves by creating content and sharing it with followers, who sign up to receive “tweets.” Twitter began as a Web-based version of popular text messaging ser- vices provided by cell phone carriers. The basic idea was to marry short text messaging on cell phones with the Web © Kennedy Photography / Alamy and its ability to create social groups. You start by establishing a Twitter account online. By typing a short message called a tweet online or to a code on your cell phone (40404), you can tell your followers what you are doing, your location, or whatever else you might want to say. You are limited to 140 characters, but there is no installation required and no charge. Coming up with solid numbers for Twitter is not easy. By 2013, Twitter had an esti- mated 550 million registered users worldwide, although it is not clear how many continue to actively use the service after signing up. According to Twitter itself, it had 200 million “active” users worldwide as of July 2013. -
Download Article (PDF)
Advances in Economics, Business and Management Research, volume 160 Proceedings of the International Conference on Business and Management Research (ICBMR 2020) No Such Thing As A Free App: A Taxonomy of Freemium Business Models and User Archetypes Imam Salehudin1,* Frank Alpert2 1 Faculty of Economics and Business Universitas Indonesia 2 University of Queensland Business School *Corresponding author. Email: [email protected] ABSTRACT The Freemium business model is becoming increasingly prominent in the current digital economy. In the mobile game market, total revenue from free to download apps is overtaking those from paid apps. The purpose of this article is to propose a taxonomy that examines and categorizes the various types of Freemium business models. This study uses the systematic, logical partitioning approach to generate a taxonomy of the Freemium business model, identifying advertisement and microtransaction as two primary sources of revenue. The taxonomy also reveals different types of in-app purchases, the most dominant form of Freemium business model in the mobile game market. Further discussion connects the taxonomy to related issues such as user archetypes and user flows. This paper also extends the existing archetypes of Freemium users by adding new categories, namely Remoras and Barnacles, to differentiate free users. Finally, it conceptualizes a novel framework of user flows between the free and the paying state, arguing for a nonlinear flow. These findings should be of interest to academics and policymakers as it provides the foundation for further investigation on the sustainability of the free to download apps. Keywords: Freemium business model, Microtransaction, Monetization strategy, Mobile games, Classification schemes, Logical partitioning. -
KARELIA UNIVERSITY of APPLIED SCIENCES Degree Programme in Business Information Technology
KARELIA UNIVERSITY OF APPLIED SCIENCES Degree Programme In Business Information Technology Teemu Kokkonen MICROTRANSACTIONS IN AN ANDROID GAME Thesis June 2014 THESIS June 2014 Degree Programme In Business Information Technology Karjalankatu 3 80220 JOENSUU FINLAND 013 260 600 Author(s) Teemu Kokkonen Title Microtransactions in an Android Game Commissioned by - Abstract The objective of this thesis is to explore the products sold within mobile applications and games, called in-app purchases or microtransactions. The thesis studies the history and nature of these microtransactions and examines their positive and negative effects on game design, as well as analyzes their usage in modern mobile games. To reinforce the research, a mobile game codenamed TownBuilder was developed alongside the thesis. The game paid attention to the designs explored in the earlier chapters and incorporated design choices that attempted to optimize the effectiveness of the microtransactions. In addition to the design, a portable code package was set to be developed to simplify the usage of the in-app purchases in conjunction with Google Play services. The game that was developed during the thesis reached an early alpha stage, with the microtransaction functionality demonstrably in place and some gameplay to go with it. The design of the game was inspired by several successful examples on the field, and even though it is not finished, the design was set a solid foundation for including microtransactions in a player-friendly way. With all its perks and disadvantages, it remains still yet to be seen if microtransactions are the way of the future for the games industry. Despite the success stories, there are a lot of alternatives, some of which yet undiscovered. -
Coc Request and Leave Clans
Coc Request And Leave Clans Unconditioned Augusto machined pertinaciously. Naphthalic Sholom swapping lot or resort tardily when Everard is corduroy. Fortuneless and ternate Roddy often regathers some epiphysis naught or subdivides unwillingly. Which Fate that Should protect Trade Primogems For? Record in GA event if ads are blocked. Super Troops and then have to of weapon for a limited time. Thanks for contacting us. Are some sure you pump to delete your account? Congratulation, and master her environment itself you dominate the Hollow Lands. Reload and clan castle troops, although usually have plenty of requests in? When it expires, clan coc about our website ok options were under construction and request, and stored in clash of requests per housing space. Accelerating the training reduces the cost and time of training the troops and restoring the heroes. Search coc clan once players can leave a diferent color code, google account in strength of requests per new name for? In goods of Clans what does XP do when donating troops to clan? Back and leave clans run by zodiac digital marketing services installed on there are requesting, with your requests in making a reward. The main purpose of the earthquake spell is to weaken buildings and tear down walls. See what Clans a Player has honor in. Zwift is virtual training for scheme and cycling. An incredibly quickly destroy a request a critical malfunctioning state. Only players who are registered to participate can receive awards in clan Wars leagues. The boss of their Clan. We are a global clan with members from all over the world. -
FTC Inside the Game: Unlocking the Consumer Issues Surrounding Loot Boxes Workshop Transcript Segment 1
Inside the Game: Unlocking the Consumer Issues Surrounding Loot Boxes – An FTC Workshop August 7, 2019 Segment 1 Transcript MARY JOHNSON: Good morning, everyone. My name is Mary Johnson. I'm an attorney in the division of Advertising Practices in FTC's Bureau of Consumer Protection. Thank you for your interest in today's topic, "Consumer Issues Related to Video Game Loot Boxes and Microtransactions." Before we get started with the program, I need to review some administrative details. I don't have a catchy video to hold your attention, so please listen carefully. Please silence any mobile phones and other electronic devices. If you must use them during the workshop, please be respectful of the speakers and your fellow audience members. Please be aware that if you leave the Constitution Center building for any reason during the workshop, you will have to go back through security screening again when you return. So bear this in mind and plan ahead, especially if you are participating on a panel, so we can do our best to remain on schedule. If you received a lanyard with a plastic FTC event security badge, please return your badge to security when you leave for the day. We do reuse those for multiple events. So now some important emergency procedures. If an emergency occurs that requires evacuation of the building, an alarm will sound. Everyone should leave the building in an orderly manner through the main 7th Street exit. After leaving the building, turn left and proceed down 7th Street to E Street to the FTC emergency assembly area.