This document discusses different business models for games, including arcade games from the 1970s-1980s that operated via coin insertion, early home consoles of the 1980s that allowed playing games without continuous coin inputs, and modern consoles that connect to the internet for multiplayer gaming, social features, and microtransactions. It also covers social and mobile games like FarmVille that attract large player bases and generate revenue through in-app purchases and advertising. MMOs like World of Warcraft employ subscription models along with real-money transactions for virtual goods. New platforms like smart TVs expand opportunities for game apps. Digital distribution through Steam provides benefits to both game developers and players.