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G A M E S A S A
S E R V I C E :
T H E E V O L U T I O N
O F G A M E
M O N E T I Z A T I O N
M O D E L S
B E N J A M I N M A S C I O L I
M K T 4 9 0 – M A R K E T I N G
I N T H E M O V I E S
WHAT DOES “GAMES A SERVICE”
EVEN MEAN?
“Games as a Service” refers to
any strategies that leverage the
power of the internet to
monetize a video game beyond
the initial purchase.
The term is adopted from the
business software industry,
where “software as a service” is
a dominant pricing model.
I. ONE-TIME
PURCHASES
T H E O L D W AY O F D O I N G B U S I N E S S
THE ONE-TIME PURCHASE
MODEL
• The traditional sales model –
selling units of a game in a
store
• Each game only generates a
single transaction
• The game industry co-opted
this model from other
entertainment media
– Film: BluRay/DVD/VHS
sales
– Music: CDs/MP3s in a
digital store (iTunes)This Photo by Unknown Author is licensed under CC BY-NC
ONE-TIME PURCHASE
MODEL IN 2020
• Though other models have
proved to be more lucrative
over time, one-time purchase
is still the basis for most
game transactions
• Thrives today in the form of
digital storefronts, where
game downloads are sold at
a price comparable to their
physical counterparts
This Photo by Unknown Author is licensed under CC BY-SA
CASE STUDY: HALO 2
DEMONSTRATES STRENGTHS OF
ONE-TIME MODEL
– Pre-Orders – The ability to generate pre-release revenue and
buzz by allowing customers to pay to reserve a copy
• Halo 2 had over 1.5 million preorders before it was
released
– Launch events – The one-time model lends itself to
blockbuster opening weekends and explosive periods of
revenue growth
• Halo 2 Midnight Madness launch party
– Tiered Special Editions – Developers can market premium
priced versions of games that include additional content or
merchandise
• Halo 2 Limited Collectors’ Edition
– Retailer benefits – Third-party retailers can share in revenue
created
This Photo by Unknown Author is licensed under CC BY-SA
II. FLAT-RATE
SUBSCRIPTIONT H E B I R T H O F G A A S
THE FLAT-RATE SUBSCRIPTION
MODEL
• Model in which users pay a periodic
(usually monthly) fee to log into a
game
• Popularization of this model rose as
more American households gained
access to broadband connections
• MMORPGs, like World of Warcraft, are
the most common examples of this
price strategy
This Photo by Unknown Author is
licensed under CC BY-SA
FLAT-RATE MODEL (CONTINUED)
Benefits:
• Steady revenue that extends well
beyond the initial launch window
• Ability to recover from weak
launches through content updates
Drawbacks
• Studios have to maintain a steady
stream of new content to ensure
subscribers have a reason to renew
• It can take a long time for games of
this type to become popular
CASE STUDY: FINAL FANTASY XIV
• Final Fantasy XIV (2010)
– Released to universally poor reviews
– Users canceled subscriptions
– Game was expensive to develop and considered a huge financial failure
• Final Fantasy XIV: A Realm Reborn (2014)
– Re-made version of the game positioned as a content update
– Corrected user pain points from first version
– Has maintained steady growth of subscriber base to this day
This Photo by Unknown Author is licensed under CC BY-SA-NC
III. IN-GAME
PURCHASESM I C R O T R A N S A C T I O N S , L O O T B O X E S , A N D S E A S O N P A S S E S
IN-GAME
PURCHASE
MODEL
• Some games are free-to-play and are monetized entirely through in-
game item storefronts
Places a storefront within the game itself
• App developers struggled to sell apps, so they released free apps with
in-app purchases to monetize later
Grew out of mobile games
• Microtransactions – Low-priced purchases of in-game content
(powerups, character customization options, in-game currency)
• Loot boxes – Gambling-style in-game items, blind boxes containing
mystery content that the user cannot see or choose before purchase
• Season passes – Hybrid of subscription and in-game purchases.
Optional monthly fee granting access to content within subscription
period.
Three main categories
CASE STUDY:
STAR WARS
BATTLEFRONT 2
• Game promised Star Wars fans
the ability to play through classic
battles from across the Star Wars
franchise
• Unlocking content took hours of
tedious, repetitive gameplay but
could be done quicker through
in-game item purchases
• Fans and media felt that the
game was exploitatively priced at
$60 plus in-game items
• Publisher eventually eliminated
microtransactions altogether, but
game sales never recovered
This Photo by Unknown Author is licensed under CC BY-NC
“THE NETFLIX OF
VIDEO GAMES”I S S T R E A M I N G T H E F U T U R E ?
WHO WILL BECOME THE
NETFLIX OF VIDEO GAMES?
• Though none of these services have
formally launched yet, all are slated
to launch in 2021
• Will Google become a major player
in the game industry?
This Photo by Unknown Author is licensed under CC BY

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Benjamin Mascioli - Video Game Pricing Models

  • 1. G A M E S A S A S E R V I C E : T H E E V O L U T I O N O F G A M E M O N E T I Z A T I O N M O D E L S B E N J A M I N M A S C I O L I M K T 4 9 0 – M A R K E T I N G I N T H E M O V I E S
  • 2. WHAT DOES “GAMES A SERVICE” EVEN MEAN? “Games as a Service” refers to any strategies that leverage the power of the internet to monetize a video game beyond the initial purchase. The term is adopted from the business software industry, where “software as a service” is a dominant pricing model.
  • 3. I. ONE-TIME PURCHASES T H E O L D W AY O F D O I N G B U S I N E S S
  • 4. THE ONE-TIME PURCHASE MODEL • The traditional sales model – selling units of a game in a store • Each game only generates a single transaction • The game industry co-opted this model from other entertainment media – Film: BluRay/DVD/VHS sales – Music: CDs/MP3s in a digital store (iTunes)This Photo by Unknown Author is licensed under CC BY-NC
  • 5. ONE-TIME PURCHASE MODEL IN 2020 • Though other models have proved to be more lucrative over time, one-time purchase is still the basis for most game transactions • Thrives today in the form of digital storefronts, where game downloads are sold at a price comparable to their physical counterparts This Photo by Unknown Author is licensed under CC BY-SA
  • 6. CASE STUDY: HALO 2 DEMONSTRATES STRENGTHS OF ONE-TIME MODEL – Pre-Orders – The ability to generate pre-release revenue and buzz by allowing customers to pay to reserve a copy • Halo 2 had over 1.5 million preorders before it was released – Launch events – The one-time model lends itself to blockbuster opening weekends and explosive periods of revenue growth • Halo 2 Midnight Madness launch party – Tiered Special Editions – Developers can market premium priced versions of games that include additional content or merchandise • Halo 2 Limited Collectors’ Edition – Retailer benefits – Third-party retailers can share in revenue created This Photo by Unknown Author is licensed under CC BY-SA
  • 7. II. FLAT-RATE SUBSCRIPTIONT H E B I R T H O F G A A S
  • 8. THE FLAT-RATE SUBSCRIPTION MODEL • Model in which users pay a periodic (usually monthly) fee to log into a game • Popularization of this model rose as more American households gained access to broadband connections • MMORPGs, like World of Warcraft, are the most common examples of this price strategy This Photo by Unknown Author is licensed under CC BY-SA
  • 9. FLAT-RATE MODEL (CONTINUED) Benefits: • Steady revenue that extends well beyond the initial launch window • Ability to recover from weak launches through content updates Drawbacks • Studios have to maintain a steady stream of new content to ensure subscribers have a reason to renew • It can take a long time for games of this type to become popular
  • 10. CASE STUDY: FINAL FANTASY XIV • Final Fantasy XIV (2010) – Released to universally poor reviews – Users canceled subscriptions – Game was expensive to develop and considered a huge financial failure • Final Fantasy XIV: A Realm Reborn (2014) – Re-made version of the game positioned as a content update – Corrected user pain points from first version – Has maintained steady growth of subscriber base to this day This Photo by Unknown Author is licensed under CC BY-SA-NC
  • 11. III. IN-GAME PURCHASESM I C R O T R A N S A C T I O N S , L O O T B O X E S , A N D S E A S O N P A S S E S
  • 12. IN-GAME PURCHASE MODEL • Some games are free-to-play and are monetized entirely through in- game item storefronts Places a storefront within the game itself • App developers struggled to sell apps, so they released free apps with in-app purchases to monetize later Grew out of mobile games • Microtransactions – Low-priced purchases of in-game content (powerups, character customization options, in-game currency) • Loot boxes – Gambling-style in-game items, blind boxes containing mystery content that the user cannot see or choose before purchase • Season passes – Hybrid of subscription and in-game purchases. Optional monthly fee granting access to content within subscription period. Three main categories
  • 13. CASE STUDY: STAR WARS BATTLEFRONT 2 • Game promised Star Wars fans the ability to play through classic battles from across the Star Wars franchise • Unlocking content took hours of tedious, repetitive gameplay but could be done quicker through in-game item purchases • Fans and media felt that the game was exploitatively priced at $60 plus in-game items • Publisher eventually eliminated microtransactions altogether, but game sales never recovered This Photo by Unknown Author is licensed under CC BY-NC
  • 14. “THE NETFLIX OF VIDEO GAMES”I S S T R E A M I N G T H E F U T U R E ?
  • 15. WHO WILL BECOME THE NETFLIX OF VIDEO GAMES? • Though none of these services have formally launched yet, all are slated to launch in 2021 • Will Google become a major player in the game industry? This Photo by Unknown Author is licensed under CC BY