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Gaming

How Monetization Works in Games? Complete Guide

The monetization of video games is a hot and controversial topic. The games industry has experienced explosive rates of growth over the past few years, and there’s more value in it than ever before.

As the industry shifts and evolves, so too do the financial models that underpin it. Monetization of games is a surprisingly different area, and it’s one which has been the subject of some heated debates recently, especially surrounding loot boxes and the tradeoff between player experience and developer profit.

This article will go into the main methods of monetization used in the games industry, and examine some of the wider implications and issues that come with each.

The History of Game Monetization

Once upon a time, you just bought a game, and that was that: you owned it. These were the days of cartridges and disks.

Physical media meant that the game wouldn’t receive updates or maintenance–what you bought was what you got. This model changed little through the 1980s and ‘90s, with the NES, PlayStation, and PC being the leading platforms.

Then came internet connectivity. As distribution networks like Xbox Live and Steam emerged, the monetary models began to change, and the economics of gaming were permanently changed.

Not only could developers now update their titles, but they could also release DLC and expansion packs via digital download. These extended a game’s lifespan, as well as its earning potential.

Another key turning point was the arrival of smartphones. These were always online and were now powerful enough to play advanced games. These mobile-specific games popularized the free-to-play (F2P) model, where games were free to download but came with in-app optional expenses.

Technological industries are in the middle of a shift towards Software as a Service (SaaS) models. These ensure a steady flow of income, which enables the company itself to be valued more highly, thus keeping shareholders happy. These days, it’s common to see in-game purchases on AAA games as well as mobile ones, and for games to be offered on a subscription basis.

Common Monetization Models

There are several different monetization models and income streams which are relevant to games today:

  • One-time purchases
  • Free-to-Play
  • Microtransactions
  • Battle Passes & Season Passes
  • Loot Boxes
  • Ads & Ad Removal

1. One-Time Purchase

This traditional model is still common for AAA console and PC games. The player buys the game just once, for a single larger payment, often in the region of $70.

ProsCons
Simple and straightforward for playersLimited post-launch revenue
No frustrating microtransactionsHigh upfront cost
Transparent, no hidden costsShorter game lifespan
Ideal for offline gaming; no connectivity required

2. Free-to-Play (F2P)

In the case of F2P games, the app or game itself can be downloaded and played for free. This gives developers a chance to draw players in. The money comes from optional in-game purchases, for items that speed up in-game processes or boost player stats.

ProsCons
No barrier to playing; free to get startedCan stray into pay-to-win, which is frustrating to players
Ongoing revenue through optional purchases
Long game lifespan

3. Microtransactions

These are small transactions that take place in-game. They might be for extra in-game items, which may be either cosmetic or gameplay-influencing. Common examples of items that are sold through microtransactions include XP boosts, outfits, in-game currency, unique weapons, and time-saving boosts.

ProsCons
Continuous, steady revenue for developersCan exploit certain spending habits
Devs can sell smaller cosmetic items and skinsSome players may be alienated if pay-to-win
Players choose what to spend money onMay cause competitive imbalance in-game

4. Battle Passes & Season Passes

Passes are a time-limited monetization model. They reward players for progressing through tiers of content during a set “season“. These are common in online multiplayer MMOs and similar game types.

ProsCons
Regular payments create predictable revenueTime-limited nature won’t suit all types of players
Encourages regular play, keeping game aliveDevelopers must put out a steady flow of content
Loyal players are rewarded

5. Loot Boxes

Loot boxes use a randomization system, introducing an element of surprise. The player buys a loot box before finding out what they’re getting. Randomized rewards can be frustrating, and they have drawn controversy recently for their addictive qualities, particularly in association with games like Overwatch and FIFA Ultimate Team.

If you’re a fan of this sort of chance mechanic, consider trying out slot games. These are a fun way of scoring real money instant wins, and there are many different variations and themes to try. A good place to start is with some free spin bonuses such as those you’ll find at https://www.slotozilla.com/ca/free-spins. With these, you can play without risking any of your own money.

ProsCons
Potential to create high revenuesControversial for comparisons to gambling
Adds element of surpriseCan be repetitive and frustrating
Loot Boxes

6. Ads & Ad Removal

Ads are a straightforward source of income, and charging for their removal is also a viable form of monetization. While ads can be obtrusive, this method does offer a way for players to play for free or to opt into the premium version without ads.

ProsCons
Easy way to generate income from non-paying playersBreaks the immersion of gameplay
Low-effort monetization of mobile gamesCan feel exploitative to ad-averse players
Clear upgrade pathComparatively low revenue

The Psychology Behind Monetization

There are various psychological principles that relate to different monetization methods. Variable rewards, FOMO and limited-time offers can all be used to encourage players to buy optional elements of a game.

The design of a game itself is often geared towards encouraging spending. For example, certain quests may be insurmountable without a certain in-app purchased item.

Developers also employ habit loops to encourage repeated spending and to boost player retention. This promotes certain cyclical behaviours which involve systems of rewards, near misses and spending. In gambling as well as gaming, things like promo codes can adjust the perceived value and exclusivity of any given transaction.

Final Summary

Game monetization is a subject fraught with debate and controversy. Monetization takes many different forms, each coming with its own set of advantages, disadvantages, and ethical considerations.

It’s likely that subscriptions are going to gain further popularity. These are favored for their ability to ensure steady income for developers while providing gamers with a near-endless library of games to try.

The debate over which monetization methods are morally acceptable will continue to rage, but the reality is that the future of game monetization will be shaped by both the game producers and the players themselves.

Muhammad Azam

Muhammad Azam is a digital marketing strategist with over 14 years of expertise in organic marketing. He has successfully collaborated with businesses across industries, including construction, law, cybersecurity, and medical billing. Known for his ability to digitize businesses and enhance website performance, Muhammad Azam specializes in generating high-quality leads and implementing strategies that ensure sustainable growth. His passion lies in transforming challenges into opportunities, empowering businesses to thrive in a competitive digital landscape.

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