This document discusses the evolution of video game monetization models, including: 1) One-time purchases, the traditional model of selling a completed game, which remains popular through digital storefronts. Halo 2 demonstrated the model's strengths through pre-orders and special editions. 2) Flat-rate subscriptions, exemplified by MMORPGs like World Warcraft, provide steady revenue beyond launch. Final Fantasy XIV recovered from a weak start through subscriber-funded updates. 3) In-game purchases of microtransactions, loot boxes, and season passes allow free-to-play games to generate revenue later. Star Wars Battlefront 2 faced backlash for requiring many hours to unlock content. 4