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Free to Play Business Models

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lightbulbAbout this topic
Free to Play Business Models refer to monetization strategies in video games and digital applications that allow users to access content without an initial purchase, generating revenue through in-game purchases, advertisements, or premium features. This model relies on user engagement and retention to drive financial success.
lightbulbAbout this topic
Free to Play Business Models refer to monetization strategies in video games and digital applications that allow users to access content without an initial purchase, generating revenue through in-game purchases, advertisements, or premium features. This model relies on user engagement and retention to drive financial success.

Key research themes

1. How do Free-to-Play (F2P) business models innovate monetization strategies in digital games and media?

This theme investigates the structural design and innovation processes behind F2P business models, especially within the video game sector and digital media. It explores how games and media leverage dynamic monetization methods including microtransactions, freemium strategies, and rewarded advertising, emphasizing changes in value creation, user engagement, and revenue generation. Understanding these mechanisms is crucial as they reshape traditional commercial approaches and impact consumer behavior and industry sustainability.

Key finding: This article identifies that video game business models, particularly in massively multiplayer online role-playing games (MMORPGs), exemplify pioneering online media business model innovations that continuously evolve. The... Read more
Key finding: Through multiple case studies, this paper demonstrates that freemium business models provide a scalable foundation for e-business growth by offering basic services free while monetizing premium features. It empirically... Read more
Key finding: The study reveals that the freemium business model, successful in casual gaming due to low barriers to entry and microtransactions, has substantial potential for adoption in serious games, which currently lag behind... Read more
Key finding: This work develops a comprehensive taxonomy of monetized random reward mechanisms (RRMs) such as loot boxes and gacha systems across multiple markets. It shows how varied and complex these mechanisms are, clarifying their... Read more
Key finding: This paper critically analyzes rewarded video advertisements as an alternative monetization method in F2P games, arguing that although framed as fair and voluntary, they can be exploitative by undermining player agency. It... Read more

2. What frameworks and typologies assist in the systematic understanding and innovation of Free-to-Play and related business models?

This research strand addresses the conceptual and methodological approaches used to classify, analyze, and innovate business models, with a focus on digital and F2P contexts. It highlights the role of models as taxonomies, scientific instruments, and managerial recipes, and explores how integrating multi-sided platforms, virtual communities, and dynamic modeling can guide both scholarly understanding and practical business innovation. Such frameworks are essential for systematically capturing evolving market phenomena and guiding design.

Key finding: The paper argues that business models function multifariously—as taxonomies classifying firm types, as scientific instruments for managerial inquiry, and as recipes for innovation. Applying this conception to the F2P domain... Read more
Key finding: This paper introduces six distinct and complementary frameworks that collectively enable comprehensive description, analysis, and innovation of business models. It underscores the importance of integrating diverse... Read more
Key finding: The article develops a novel typology distinguishing four business models (problem community, object community, object market, and reputation market) based on collaboration, user competition, and multi-sidedness. This... Read more
Key finding: This training-based research identifies inclusive business models as frameworks integrating marginalized producers into markets in ways that balance profitability and social impact. Though framed outside pure F2P gaming,... Read more

3. How do consumer perceptions and market factors influence the uptake and adaptation of Free-to-Play and subscription-based models?

This theme examines the behavioral and market-side determinants that affect consumer acceptance, purchase intentions, and company strategic choices regarding F2P and subscription models. It addresses psychological, motivational, and socio-technical factors, shedding light on how product types, emerging societal trends, and user engagement influence business model effectiveness. Insights are critical for tailoring monetization strategies to heterogeneous consumer bases in digital markets.

Key finding: Through experimental analysis, this study finds that subscription models shift consumer perceptions of products from utilitarian to hedonic and from search to experience goods, impacting purchase intentions.... Read more
Key finding: The article introduces the BIC methodology—analyzing business models, innovation, and customer experience—to explain how firms leverage emerging socioeconomic and technological trends like gamification and sharing economy. It... Read more
Key finding: Survey data reveals that loot box utilization is widespread across multiple business models and game genres without a strong predictive link to any single model or genre. The findings suggest that player interactions with... Read more

All papers in Free to Play Business Models

Through the case study of the mobile title Game of Sultans, this article examines the proliferation of iterative and copycat games through the practice of reskins in the mobile game industry. Based on year-long autoethnographic fieldwork... more
This paper proposes a new way of looking into the "sociality" of social (network) games. On the basis of looking closely at the development of Frontierville, a popular Facebook game, and more abstractly at the development of its fellow... more
Nareszcie mamy narodowy korpus polszczyzny -dostępny publicznie i w dodatku bezpłatnie. Użytkownicy, którzy zechcą wykorzystać go do swoich celów, mogą uznać, że jest niedostatecznie zróżnicowany, nie dość precyzyjnie oznakowany -te i... more
Artykuł powstał na bazie doświadczeń zdobytych podczas pracy dydaktycznej autora jako wykładowcy i nauczyciela akademickiego prowadzącego zajęcia w Laboratorium Podstaw Metrologii. Przytoczono przykłady nieprawidłowości w przedstawianiu... more
F or decades, the game industry has been dominated, if only in terms of revenue and mindshare, by a tandem of globally operating game publishers and game console platform holders. Historically, these two small groups of industrial actors,... more
The goal of this article is to add a complementary perspective to the study of social network sites by surveying how the political economy of social media platforms relates to the structure of free-to-play games in their commodity form.... more
In this paper, we propose a comprehensive and empirically grounded taxonomy of monetized random reward mechanisms (RRMs), which we created through an examination of over one hundred free-to-play and paid-to-play games released in the US,... more
This paper contains an exploratory analysis of the business model innovations (BMIs) that firms in cultural and creative industries (CCIs) undertake along their life-cycle. Despite the role that creative and cultural and creative firms... more
Have the uneven global flows of capital in the cultural industries changed because of access to distribution platforms like the Apple iOS App Store? Based on a financial analysis of a dataset containing three years of game app revenues... more
Czy informacje, które wpisują użytkownicy sztucznej inteligencji , pomagają w głębokim uczeniu się (deep learning) sieci neuronowych i czatbotów?
Dynamiczny rozwój sieci społecznościowych sprawił, że Internet stał się najpopularniejszym medium komunikacyjnym. Zdecydowana większość komunikatów wymieniana jest w postaci widomości tekstowych, które niejednokrotnie odzwierciedlają stan... more
Sztuczna inteligencja stała się jednym z najważniejszych elementów współczesnego świata. Jest wykorzystywana w różnych ludzkich praktykach. Odnosi także sukcesy w naukach przyrodniczych. W artykule podejmuje się problem zastosowania... more
Nareszcie mamy narodowy korpus polszczyzny-dostępny publicznie i w dodatku bezpłatnie. Użytkownicy, którzy zechcą wykorzystać go do swoich celów, mogą uznać, że jest niedostatecznie zróżnicowany, nie dość precyzyjnie oznakowany-te i inne... more
La libertà d'impresa (o libertà di iniziativa economica) e il diritto alla protezione dei dati personali costituiscono due diritti fondamentali riconosciuti a livello europeo e nazionale, ma che possono venire in contrapposizione nel... more
The increased use of the freemium business model and the introduction of new tools have made analytics pervasive in the video game industry. The research on game analytics is scant and descriptive. Thus, reasons for employing game... more
The widespread adoption of the freemium business model together with the introduction of cost-efficient analytics tools have made the use of analytics pervasive in the game industry. While big data and analytics have drawn extensive... more
Niebezpieczeństwo korzystania z popularnego programu ChatGPT, który wykazuje cechy sztucznej inteligencji, nie polega na tym, że z komputera czy smartfona wyjdzie demon, który nas zaatakuje, bo dialog, nawet najbardziej gorący, do... more
The competitive mobile app markets along with the lack of business experience of mobile app startups has created many challenges for startups in their efforts to create a viable business through developing and publishing apps. In this... more
This interpretive grounded theory study describes and analyses how early-stage mobile app developer startups utilize an accelerator’s facilities to develop and publish their game applications on a platform. The data was collected by... more
W artykule omawiam trzy strategie argumentacyjne na rzecz tezy, że zdania niereistyczne są metaforyczne: argumentację epistemologiczną ze spostrzeżeniowego sensu spójki jest, argumentację semiotyczną z zasadniczego rozumienia tej spójki... more
Metafory odgrywają w sztucznej inteligencji znaczącą rolę, zarówno w teorii, jak i w praktyce tej dyscypliny. Co więcej, to, w jaki sposób rozumiemy sztuczną inteligencję, jest wynikiem procesu myślowego o głęboko metaforycznym... more
The mobile market is frequently described as an ecosystem where powerful companies generate value from continuously harvesting and distributing data. In this article, we advance the ecological metaphor through both theoretical... more
Mobile network operators (MNOs) business models (BM) are under pressure due to their lesser capability of introducing superior values to their customers in the mobile ecosystem. However, recent research efforts in developing new BM... more
The aim of this paper is to present and discuss interesting and inspiring game-design techniques employed in selected games with a purpose. We are interested here in a particular domain of these games' applicationnamely science. We... more
Despite increasing interest in technological platforms as innovation ecosystems, existing research offers little predictive insight into how firms can identify users who are likely to become successful third-party providers. In our... more
Digital platforms, such as Facebook, Uber, and AirBnB, create value by connecting users, creators, and contractors of different types. Their rapid growth, untraditional business model, and disruptive nature presents challenges for... more
Digital ‘platforms’ owned and operated by powerful Big Tech companies have shaped and impacted social, economic, and political life in significant ways. Yet, platforms remain an ambiguous phenomenon. What exactly are these platforms? How... more
Abstract—Customization in videogames can be understood in many levels, but generally involves a variety of options enabled by the game designers to the player. Avatar customization is one of the most powerful tools of immersion to the... more
The paper examines the video game industry in the perspective of being the paradigm of innovation in digital media and content. In particular, it analyses the response to two main factors that have impacted this industry over the last... more
After more than a decade of development work and hopes, the usage of mobile Internet has finally taken off. Now, we are witnessing the first signs of evidence what might become the explosion of mobile content and applications that will be... more
Nareszcie mamy narodowy korpus polszczyzny-dostępny publicznie i w dodatku bezpłatnie. Użytkownicy, którzy zechcą wykorzystać go do swoich celów, mogą uznać, że jest niedostatecznie zróżnicowany, nie dość precyzyjnie oznakowany-te i inne... more
Most businesses and industries are undergoing significant disruption due to digital innovation. We focus our discussion on the rise of data-driven business models in the professional services industry. Big data, advanced analytics and... more
W artykule pornszono tematykę zastosowania koncepcji S"MED w reorganizacji procesu produkcyjnego jako innowacji procesowej. W części teoretycznej opracowania zidentyfikowano cechy charakterystyczne procesu, a w części empirycznej ocenie... more
In this article, we expand on the models available for defining various different business logics relevant to video game development, especially those concerning free-to-play games. We use the models to analyse those business logics from... more
Mobile social games recently become extremely<br> popular, spawning a whole new entertainment culture. However,<br> mobile game players are fickle, quickly and easily picking up and<br> abandoning games. This pilot study... more
Wydaje się, że wszyscy twórcy korpusów przywiązują wagę do tego, żeby były one reprezentatywne i zrównoważone. Zaczynają się jednak pojawiać głosy, iż pojęcia te są mało precyzyjne. W niniejszym referacie autorka zamierza wyjść od... more
The use of loot boxes is endemic in contemporary games, having originated in the free-to-play games of China and Japan they are now a common feature in almost every type of business model and genre. Primarily used to increase monetisation... more
Critical acclaim is considered to be one of the main predictors of profitability of game products. Major game publishers face tremendous hurdles in order to fare well in different forums that review and rate their products. However,... more
As the first location-based augmented reality game to gain mainstream popularity, Pokémon GO also reached an older demographic of players that have traditionally played less and whose play experiences are under-researched. In this... more
EXTENDED ABSTRACT The free-to-play (F2P) revenue model has become increasingly popular in the video game industry. For example, the majority of commercially published mobile games are now based on the F2P model where the core of the games... more
This article analyzes the business ethics of digital games, using Ayn Rand’s philosophy of Objectivism. It identifies different types of monetization options as virtuous or nonvirtuous, based on Rand’s views on rational self-interest. It... more
Selling in-game content has become a popular revenue model for game publishers. While prior research has investigated latent motivations as determinants of in-game content purchases, the prior literature has not focused on more concrete... more
This paper aims to provide an overview of the studies and literature regarding creative industries, with particular consideration of the video game industry, and define potential areas of further research, among others regarding e-sports.... more
by Zhilin Yang and 
1 more
The essential issue currently challenging marketing managers in the virtual world is: How can a virtual world feature be designed to elevate consumers' purchase of virtual items and usage in the virtual world? Previous scholars have... more
Electronic Corpus of 17th- and 18th-century Polish Texts – theoretical and workshop problems Summary This paper presents the Electronic Corpus of 17th- and 18th-century Polish Texts (KorBa) – a large (13.5-million), annotated historical... more
The fundamental basis of all multisided business platforms is the value proposition offered to consumers, on one hand, and to business buyers, on the other hand, and so our starting point must be with the fundamentals concerning the... more
The digital gaming business has changed in the last years. Digital games are no longer just products. They developed into services. People play games not only on a stationary device, but on mobile devices, too. The change of gaming... more
jan Stasieńko-prof. DSW, dr hab., dyrektor Instytutu Dziennikarstwa i Komunikacji Społecznej oraz Centrum Badawczo-Projektowego Gier i Animacji "Digital Masters" w Dolnośląskiej Szkole Wyższej. Interesuje się ludologią, archeologią nowych... more
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