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Evaluation of Games Monetization Approaches: A case study on PlayersUknown’s Battlegrounds (PUBG)
Högskolan Dalarna, Institutionen för information och teknik.
2021 (Engelska)Självständigt arbete på avancerad nivå (masterexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
Abstract [en]

Video games have become a great source of entertainment and emerged as a massive industry in the past few decades. Technological advancements and evolution of smartphones have made it easier for developers to develop and launch their games on different platforms mostly in digital form. Where the technology has facilitated game developers, it has also made this industry very competitive. Companies/developers need to consistently review their monetization strategies and make necessary changes to them in order to stay profitable. This study evaluates the monetization approaches of a case game by conducting a public survey. By analyzing the responses received from users from different regions of the world, this study found out how users from different regions have different attitudes towards gaming and how these can affect monetization approaches. Users from different regions spend time on gaming differently and their total number of gaming hours also vary. The findings from the thesis show that the specific hours might be a potential for gaming companies monetization investigation. In-game advertisements is one of the most popular monetization approaches and majority of the users from all age groups, regions, genders, and professions have no issues watching ads to receive some in-game benefits. Similarly, in-app purchase model of the case game proved to be very popular among its users. Subscriptions model, on the other hand, may prove to be another popular model for generating revenue, however, the company needs to address some issues to make users continue with their subscriptions. This study points out some reasons why users stop spending money on the case game. The study identifies some mitigation points as potential aspects that might have impact on monetization.

Ort, förlag, år, upplaga, sidor
2021.
Nyckelord [en]
games monetization, in-game purchases, free-to-play games, paid games, subscription model in gaming
Nationell ämneskategori
Annan samhällsvetenskap
Identifikatorer
URN: urn:nbn:se:du-37490OAI: oai:DiVA.org:du-37490DiVA, id: diva2:1571804
Ämne / kurs
Mikrodataanalys
Tillgänglig från: 2021-06-23 Skapad: 2021-06-23

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