Academic literature on the topic 'Games monetization'

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Journal articles on the topic "Games monetization"

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Johnson, Mark R., and Tom Brock. "The ‘gambling turn’ in digital game monetization." Journal of Gaming & Virtual Worlds 12, no. 2 (June 1, 2020): 145–63. http://dx.doi.org/10.1386/jgvw_00011_1.

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This article examines how ‘gambling’ secured a central economic and cultural position in the development of modern digital games. We first trace how developers have monetized ‘games’ and ‘play’, from slot machines to PC, console and mobile platforms, before considering the recent controversy over ‘loot boxes’ as an emblematic case study of the ongoing gamblification of digital play. We argue that (1) the rising costs of development and marketing for ‘blockbuster’ games, (2) an overcrowded marketplace and (3) significant shifts in the corporate culture of the games industry are creating cultural conditions which legitimize gambling as a form of digital game production and consumption. This is evidenced in developers’ capacity to innovate around legal challenges and player demand for further customization and rewards. What emerges is a question about the future direction of game development and the impact of a logic of money, rather than play, which now underwrites it.
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Roy, Nandita. "Applying Kant’s Ethics to Video Game Business Models." Business and Professional Ethics Journal 40, no. 1 (2021): 109–27. http://dx.doi.org/10.5840/bpej202115106.

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This article expands on existing models of analyzing business ethics of monetization in video games using the concept of categorical imperatives, as posited by the philosopher Immanuel Kant. A model is advanced to analyze and evaluate the business logics of video game monetization using a Kantian framework, which falls in the deontological category of normative ethics. Using two categorical imperatives, existing models of game monetization are divided into ethical or unethical, and presented using the case example of Star Wars: Battlefront II (2017). This analysis aims to provide video game developers and businesses with ethical guidelines for game monetization which may also be profitable for them in the long term. Within the framework of video game monetization, a deontological analysis is relevant due to the fact that the game developer is engaged in a continuous role of making the game more playable/payable. This article applies Kantian business ethics to the context of a new sector, that of video game businesses, and thereby presents a broader ethical perspective to video game developers, which will help them monetize games in an ethical manner which is also profitable in the long run.
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Fang, Bin, Zhiqiang (Eric) Zheng, Qiang Ye, and Paulo B. Goes. "Social Influence and Monetization of Freemium Social Games." Journal of Management Information Systems 36, no. 3 (July 3, 2019): 730–54. http://dx.doi.org/10.1080/07421222.2019.1628878.

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Beltagui, Ahmad, Thomas Schmidt, Marina Candi, and Deborah Lynn Roberts. "Overcoming the monetization challenge in freemium online games." Industrial Management & Data Systems 119, no. 6 (July 8, 2019): 1339–56. http://dx.doi.org/10.1108/imds-08-2018-0350.

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Purpose Online games based on a freemium business model face the monetization challenge. The purpose of this paper is to examine how players’ achievement orientation, social orientation and sense of community contribute to willingness to pay (WtP). Design/methodology/approach A multi-method study of an online game community is used. Interviews and participant observation are used to develop an understanding of social and achievement orientations followed by the development of hypotheses that are tested using survey data. Findings The findings indicate that a sense of community is positively related to WtP, whereas satisfaction or dissatisfaction with the service provider is not. The authors examine the moderating role of players’ achievement orientation and social orientation and find that while a stronger connection to the community may encourage achievement-oriented players to pay, the opposite is indicated for socially oriented players. Practical implications Decision makers need to understand that not all players are potential payers; while socially oriented users can help to maintain and grow the community, achievement-oriented players are more likely to pay for the value they extract from the community. Originality/value While communities are held together by people with common interests, which intuitively suggests that WtP increases with the strength of connection to the community, the authors find this only applies in the case of players with an achievement orientation. For those with a social orientation, WtP may actually decrease as their connection to the community increases. These perhaps counter-intuitive findings constitute a novel contribution of value for both theory and practice.
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Joseph, Daniel. "Battle pass capitalism." Journal of Consumer Culture 21, no. 1 (February 2021): 68–83. http://dx.doi.org/10.1177/1469540521993930.

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This article investigates the origin, circulation and consumption of a new commodity – the “battle pass” – in the complex ludic economies of contemporary digital games. The article dives deep into the history and political economy of battle royale shooters and the game Apex Legends (2019), a free-to-play example of the genre monetized in part by a battle pass. Inspired and in dialogue with Nieborg and Poell’s (2018) theory of platformization, this article asks questions related to how digital games like this operationalize their status as ‘contingent commodities’. The article then engages in an ‘app walk-through’ ( Light et al., 2018 ) of Apex Legends, analysing its vision, operating model and governance. The focus here is on revealing the ‘mediator characteristics’ that structure in-game commodities like avatar skins, loot boxes and the battle pass. There is then a discussion and theorization of these monetization strategies and the industry-wide tendencies for consumerism they signal. A key takeaway is that digital consumption in games is at once both easy to ‘see’ but also highly abstracted, making it very difficult to pull apart what people are actually consuming when they engage with the monetization layer of contemporary digital games.
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Cho, Eun-Ha. "Monetization of Smartphone Games in South Korea, Japan, and China." Journal of Korea Game Society 17, no. 2 (April 30, 2017): 75–84. http://dx.doi.org/10.7583/jkgs.2017.17.2.75.

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Davidovici-Nora, Myriam. "e-Sport as Leverage for Growth Strategy." International Journal of Gaming and Computer-Mediated Simulations 9, no. 2 (April 2017): 33–46. http://dx.doi.org/10.4018/ijgcms.2017040103.

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While e-Sport today becomes a big business and a highly publicized industry, a big business and a highly-publicized industry, it is still studied from a descriptive perspective rather than from an analytical one. In this paper, the author proposes to analyze the relationship between e-Sport and the growth strategy of the game League of Legends (LoL) developed by Riot Games. How competitive community and casual community evolve together? What are the conditions for a virtuous growth? The author deepens the link between the traditional free-to-play dynamics based on acquisition-retention-monetization of players and the dynamics of e-Sport based on managing audience, pro-gamers, competitive events and broadcasting. The author finds that casual players and pro-gamers have specific roles that, combined with an active policy centered on player's experience developed by Riot Games and with a growing media ecosystem, create externalities on each other.
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Perks, Matthew E. "How Does Games Critique Impact Game Design Decisions? A Case Study of Monetization and Loot Boxes." Games and Culture 15, no. 8 (August 1, 2019): 1004–25. http://dx.doi.org/10.1177/1555412019865848.

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Games critics arguably influence the form games take, identities of players, and identities of game developers. However, very little work in Game Studies examines how critical games journalism, games, developers, and independent actors intersect. This article argues that pragmatic sociology of critique, developed by Luc Boltanski, can act as a theoretical framework to aid in understanding these processes of critique. Utilizing a theoretical lens such as this helps us better understand the function of games critique within the video game industry. Applying this framework to a case study of monetization and “loot boxes,” this article emphasizes the role and power of journalistic critique in shaping gaming cultures, and the consumption and production of media more generally.
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Harviainen, J. Tuomas, Janne Paavilainen, and Elina Koskinen. "Ayn Rand’s Objectivist Ethics Applied to Video Game Business." Journal of Business Ethics 167, no. 4 (April 16, 2019): 761–74. http://dx.doi.org/10.1007/s10551-019-04159-y.

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AbstractThis 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 divides the options into ethical Mover and unethical Looter designs, presents those logics in relation to an illustrative case example, Zynga, and then discusses a view on the role of players in relation to game monetization designs. Through our analysis of monetization options in the context of Objectivist ethics, the article contributes to discussions on game revenue ethics. It also expands the still understudied area of applying Rand’s ethics to business, in the context of a new sector, game development, and business. This research enables ethicists to apply a wider-than-before perspective on virtue ethics to online business, and helps game developers act in a virtuous manner, which provides them with a long-term business advantage.
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Seaford, Richard. "ARISTOCRACY AND MONETIZATION: PLATO, PARMENIDES, HERAKLEITOS, AND PINDAR." Greece and Rome 67, no. 1 (February 28, 2020): 54–70. http://dx.doi.org/10.1017/s0017383519000226.

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If there was an ‘aristocracy’ in the archaic and classical polis, how was it differentiated from the rest of the polis? There are various possible criteria for differentiating a socio-political elite, notably birth, legal status, education, virtue, power, access to deity, wealth, and performance (or display). European history has left us with a strong association between ‘aristocracy’ and the criterion of birth, which produces a relatively closed elite. As for the ancient Greek polis, however, an excellent recent collection of essays entitled ‘Aristocracy’ in Antiquity edited by Nick Fisher and Hans van Wees generally rejects earlier assumptions that a hereditary aristocracy is clearly identifiable, and gives some prominence instead to the criterion of display or performance (such as competing in Panhellenic games or erecting an image of an ancestor). My concern is not directly with this interesting controversy, but rather with a historical process that is almost entirely omitted by ‘Aristocracy’ in Antiquity (and by most other discussions of Greek aristocracy), namely the monetization of the polis that was made pervasive by the invention of coinage and its rapid spread in Greek culture from the early sixth century bce.
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Dissertations / Theses on the topic "Games monetization"

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Gillani, Syed Muhammad Farhan. "Evaluation of Games Monetization Approaches : A case study on PlayersUknown’s Battlegrounds (PUBG)." Thesis, Högskolan Dalarna, Institutionen för information och teknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:du-37490.

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Video games have become a great source of entertainment and emerged as a massive industry in the past few decades. Technological advancements and evolution of smartphones have made it easier for developers to develop and launch their games on different platforms mostly in digital form. Where the technology has facilitated game developers, it has also made this industry very competitive. Companies/developers need to consistently review their monetization strategies and make necessary changes to them in order to stay profitable. This study evaluates the monetization approaches of a case game by conducting a public survey. By analyzing the responses received from users from different regions of the world, this study found out how users from different regions have different attitudes towards gaming and how these can affect monetization approaches. Users from different regions spend time on gaming differently and their total number of gaming hours also vary. The findings from the thesis show that the specific hours might be a potential for gaming companies monetization investigation. In-game advertisements is one of the most popular monetization approaches and majority of the users from all age groups, regions, genders, and professions have no issues watching ads to receive some in-game benefits. Similarly, in-app purchase model of the case game proved to be very popular among its users. Subscriptions model, on the other hand, may prove to be another popular model for generating revenue, however, the company needs to address some issues to make users continue with their subscriptions. This study points out some reasons why users stop spending money on the case game. The study identifies some mitigation points as potential aspects that might have impact on monetization.
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OLIVEIRA, Ruy Guilherme Silva Gomes de. "Aplicação de Meta-modelos à Monetização de Jogos Free-to-Play." Universidade Federal do Maranhão, 2017. http://tedebc.ufma.br:8080/jspui/handle/tede/1325.

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The recent emergence of Free-to-Play games, also known as Freemium games, has considerably changed the way games are made. The definition of monetization strategies is now part of the process of making games. Choosing which strategy to adopt among the various ones and understanding how they work could be an arduous task. When analysing the market, to realize that popular games use similar strategies is not difficult, which demonstrates that the reuse of strategies is common among developers. Although there are catalogs of popular monetization strategies used by Free-to-Play games in the literature, little attention has been given to formalize the description of those strategies, leaving openings for misunderstandings and making the reuse harder. For that reason, a meta-model of Free-to-Play games monetization that allows the representation of Free-toPlay games monetization strategies based on a set of popular strategies is proposed. That meta-model, called Meta-F2P, was elaborated from the investigation of the most rentable Free-to-Play games for mobile devices. Besides that, case studies were used to validate and refine the accuracy, expressiveness and extensibility of that meta-model. Based on the results obtained, the applicability of the meta-model in the process of making games and the advantages and disadvantages of the use of case studies in the concept of meta-models are analyzed.
A recente ascensão dos jogos Free-to-Play, também conhecidos como Freemium, provocou mudanças consideráveis na forma como os jogos são produzidos. A elaboração de estratégias de monetização passou a fazer parte do processo de desenvolvimento. Escolher qual estratégias adotar dentre as diversas existentes e entender o seu funcionamento pode tornar esta uma tarefa árdua. Ao se analisar o mercado não é difícil perceber que os jogos mais rentáveis abordam estratégias de monetização similares, demonstrando que reuso de estratégias é uma abordagem adotada por diversos desenvolvedores. Embora existam na literatura catálogos de estratégias de monetização populares em jogos Free-to-Play, pouca atenção tem sido dada no intuito de formalizar a descrição das estratégias, dando margem para interpretações errôneas e dificultando o reuso. Assim propõe-se um meta-modelo que permite representar as estratégias de monetização de jogos Free-to-Play a partir de um conjunto de estratégias populares. O meta-modelo denominado Meta-F2P foi elaborado a partir da análise de jogos Free-to-Play para dispositivos móveis mais rentáveis. Além disso, utilizou-se estudos de caso para a validação e o refinamento da exatidão, expressividade e extensibilidade do meta-modelo. A partir dos resultados obtidos analisa-se a aplicabilidade do meta-modelo no processo de design de jogos e as vantagens e desvantagens da aplicação de estudos de caso na elaboração de meta-modelos.
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Puolakanaho, K. (Kai). "Monetization in free-to-play business model from a game designers point of view." Bachelor's thesis, University of Oulu, 2018. http://urn.fi/URN:NBN:fi:oulu-201811082998.

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Free-to-play games are a growing trend in the gaming world. Microtransactions are a way for the player to get more content in a free-to-play game. Microtransactions are the main source of revenue from free-to-play games. This research introduces important free-to-play key performance indicators also known as free-to-play metrics. In addition to knowing the basics of free-to-play key performance indicators, a game designer should be aware of user acquisition. User acquisition is closely associated with Big Data and data analytics. Data analytics can and should greatly affect the game designing solutions. The free-to-play world offers several other challenges for the game developer. The three biggest of these challenges are: to make as many players as possible to download the game, to maximize the number of player returning to the game after a while and then maximize the monthly average gross revenue per paying users. Two interviews were made in a Finnish gaming company called Rovio Entertainment Corporation specialized in free-to-play games and their monetization. According to the literature review and the interviews made data analytics and user acquisition are an essential part in making a free-to-play game profitable. Planning and optimizing a game economy should be done as early as the prototype phase and should be maintained through the life span of the game.
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Wolf, Christopher Alexander. "Case Histories and Analyses of Synthetic Economies: Implications for Experiments, Game Design, Monetization, and Revenue Maximization." Kent State University Honors College / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ksuhonors1368095911.

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Gonçalves, Thais Souza. "Monetarização de gases poluentes de veículos do ciclo Otto no Brasil de 2000 a 2009." Universidade Federal do Tocantins, 2015. http://hdl.handle.net/11612/581.

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O agravamento de inúmeros problemas ambientais nas últimas décadas – contaminação do ar e da água, epidemias, secas prolongadas, enchentes, incêndios florestais, perdas da qualidade do solo, desastres nucleares e químicos, o crescimento do buraco na camada de ozônio e a atual escassez de água – têm emitido alertas a gestores e sociedade sobre a devida responsabilidade acerca dos recursos naturais. Nesse sentido, a valoração ou monetarização da emissão dos principais poluentes veiculares é fundamental para a formulação de políticas públicas ambientais, de gestão de transporte e trânsito que busquem resultados mais efetivos no controle das emissões. Esse trabalho apresenta uma breve discussão sobre as emissões veiculares de poluentes e as principais políticas públicas adotadas no setor e das emissões evitadas pelo uso do álcool carburante. Apresentou uma metodologia de cálculo baseada no quantitativo da frota de veículos, da intensidade de uso, dos fatores de emissão e dos valores monetários de referência de monóxido de carbono, óxido de nitrogênio, hidrocarbonetos e material particulado. Como resultado, apresenta-se as análises com seus respectivos valores das emissões referentes ao quantitativo monetário dos gases selecionados. Com o aumento do carro com tecnologia flex-fuel, observou-se a redução das emissões totais dos gases poluentes, embora a frota tenha aumentado em valores absolutos. Os valores monetários calculados por meio dos Indicadores de Monetarização de Emissões demonstraram que o monóxido de carbono é o principal responsável das emissões por automóveis que utilizam o ciclo Otto no Brasil, representando 45,7% das emissões e o valor monetário foi de R$ 4.736.386.753,28. Os hidrocarbonetos são o segundo gás mais emitido pela frota de automóveis, sendo responsável por 27,3% das emissões, e valor monetário de R$ 2.835.304.578,20. Em seguida surgem as emissões de óxido de nitrogênio, que em teve suas emissões reduzidas em 26,8% e foi responsável por R$ 2.785.548.815,02. Já as emissões de material particulado, em 2000 foram de R$ 705.307,57. Com a redução de 23%, foram responsáveis por R$ 545.752,13. Pode-se verificar, também, que o custo ambiental do período de 2000 a 2009, provocado pela frota de automóveis do ciclo Otto, dedicados ou de tecnologia flex-fuel, movidos à gasolina C e etanol hidratado, foi de R$ 10.363.277.869,40.
The worsening of numerous environmental problems in recent decades - contamination of air and water, epidemics, prolonged droughts, floods, forest fires, loss of soil quality, nuclear and chemical disasters, the hole growth in the ozone layer and the current shortage water - have issued alerts to managers and society on the proper responsibility about natural resources. In this sense, the valuation or monetization of emission of key vehicle pollutants is essential for the formulation of environmental policies, transportation management and traffic that seek more effective results in controlling emissions. This paper presents a brief discussion on vehicle emissions of pollutants and major public policies adopted in the industry and emissions avoided by the use of fuel ethanol. Presented a calculation method based on the amount of the vehicle fleet, the intensity of use, emission and monetary values of carbon monoxide reference factors, nitrogen oxides, hydrocarbons and particulate matter. As a result, the analysis is presented with the respective emission values for the quantitative currency of selected gases. With increasing car with flex-fuel technology, there was a reduction of total emissions of greenhouse gases, although the fleet has increased in absolute terms. The monetary values calculated using the emissions of monetization indicators showed that carbon monoxide is primarily responsible for emissions from motor vehicles the Otto cycle in Brazil, representing 45.7% of the emissions and the monetary value was R $ 4,736 .386.753,28. Hydrocarbons are the second most gas emitted by the car fleet, accounting for 27.3% of emissions, and monetary value of R $ 2,835,304,578.20. Then come the emissions of nitrogen oxide, which had its emission reductions of 26.8% and accounted for R $ 2,785,548,815.02. While emissions of particulate matter in 2000 were R $ 705,307.57. With the reduction of 23%, accounted for R $ 545,752.13. You can also check that the environmental cost for the period 2000-2009, caused by the fleet of vehicles of the Otto cycle, dedicated or flex-fuel technology, moved to C gasoline and hydrous ethanol was R $ 10,363,277,869 40.
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MOREIRA, Átila Valgueiro Malta. "Smart info: sistema inteligente para extração de informação de comentários em lojas de aplicativos móveis." Universidade Federal de Pernambuco, 2016. https://repositorio.ufpe.br/handle/123456789/17927.

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CAPES
O SMART INFO é um sistema de descoberta de conhecimento em avaliações feitas por usuários de jogos móveis em lojas virtuais, tais como Google Play e iTunes, visando a detecção automática de falhas que possam prejudicar a vida útil do jogo, assim como o levantamento de sugestões feitas pelos usuários. Este sistema tem vital importância para o novo paradigma de desenvolvimento, onde jogos deixam de ser tratados como produtos e passam a ser tratados como serviços, passando a respeitar o ciclo ARM, que consiste em três pontos: Aquisição, Retenção e Monetização. Para tanto foi utilizada Descoberta de Conhecimento em Texto (DCT) por meio de uma adaptação do CRISP-DM, juntamente com o processo de DCT.
SMART INFO is a knowledge discovery system that uses reviews made by mobile game users on virtual stores, such as Google Play and iTunes, with the goals of automatically detecting flaws, which might harm the game's lifespan, and obtaining suggestions made by users. This system is of vital importance for the new paradigm of development, where games stop being treated as products and start being treated as services, needing to respect the ARM cycle, which consists of three main aspects: Acquisition, Retention and Monetization. To achieve this, Knowledge Discovery in Text (KDT) was used through an adaptation of the CRISP-DM, together with the DCT process
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Maia, Dinis António Silva. "Is freemium a good revenue model for MOBAS?: analysis of sucess factors." Master's thesis, 2015. http://hdl.handle.net/10071/11864.

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MOBAs for the personal computer generated $2.4 billion in 2014 and the user base in the genre has been growing exponentially in the last few years. With freemium being the revenue model of the leading MOBA titles and 75% of the overall MMOs, we set to investigate whether alternative revenue models or monetization strategies and which underlying game designs would make sense for MOBAs. We considered titles for the personal computer within the Western world market. We try to determine how important user bases are to these games and how, by their never-ending, persistent nature, a sustainable approach should be preferred. We look specifically into the top four leading titles and how they monetize their offers. Furthermore, some light is shed into how current competitors and new entrants to the market can expect to achieve success: the former mainly by maintaining user bases and innovating within the boundaries of continuity whilst the latter by creating meaningful differentiation.
As MOBA para o computador pessoal geraram $2.4 biliões em 2014 e o número de utilizadores tem crescido exponencialmente nos últimos anos. Uma vez que o freemium é o modelo de receitas predominante nos MOBA e constitui 75% dos modelos de receita dos MMO em geral, foi tomado como ponto de partida para investigar da possibilidade de modelos de receita alternativos ou estratégias de monetização – bem como o game design subjacente – serem aplicáveis aos MOBA. Foram considerados apenas jogos para o computador pessoal no mercado Ocidental. Procurámos determinar o quão importantes são os utilizadores para estes jogos e como, pela sua natureza interminável e persistente, é preferível adoptar uma postura virada para a sustentabilidade. Foram tomados em consideração especificamente os quatro jogos de topo e a forma como monetizam as suas ofertas. Também foi tida em atenção a forma como os actuais ou futuros competidores poderão esperar alcançar o sucesso: os primeiros essencialmente pela manutenção dos utilizadores e pela inovação dentro das fronteiras da continuidade e os segundos através da criação de diferenciação significativa.
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Books on the topic "Games monetization"

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Fields, Tim. Social game design: Monetization methods and mechanics. Waltham, MA: Morgan Kaufmann, 2011.

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Sotamaa, Olli, and Jan Svelch, eds. Game Production Studies. NL Amsterdam: Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463725439.

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Video games have entered the cultural mainstream and now rival established forms of entertainment such as film or television in terms of economic profits. As careers in video game development become more common, so do the stories about precarious working conditions and structural inequalities within the industry. In Game Production Studies, an international group of researchers takes a closer look at the everyday realities of video game production, ranging from commercial studios to independent creators. Across sixteen chapters, the authors deal with issues related to labour, production routines, or monetization, as well as local specificities. As the first edited collection dedicated solely to video game production, this volume provides a timely resource for anyone interested in how games are made and at what cost.
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Mobile Social Game Design Monetization Methods And Mechanics. Taylor & Francis Inc, 2014.

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Book chapters on the topic "Games monetization"

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Hagos, Ted, Mario Zechner, J. F. DiMarzio, and Robert Green. "Monetization." In Beginning Android Games Development, 317–26. Berkeley, CA: Apress, 2020. http://dx.doi.org/10.1007/978-1-4842-6121-7_10.

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Ivanov, Martin, Helmut Wittenzellner, and Marcin Wardaszko. "Video Game Monetization Mechanisms in Triple A (AAA) Video Games." In Simulation Gaming Through Times and Disciplines, 389–404. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-72132-9_33.

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Blackman, Sue, and Adam Tuliper. "Rewards and Monetization." In Learn Unity for Windows 10 Game Development, 423–74. Berkeley, CA: Apress, 2016. http://dx.doi.org/10.1007/978-1-4302-6757-7_11.

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Markopoulos, Evangelos, Panagiotis Markopoulos, Mika Liumila, Younus Almufti, and Vasu Aggarwal. "Mapping the Monetization Challenge of Gaming in Various Domains." In Advances in Human Factors in Wearable Technologies and Game Design, 389–400. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-20476-1_39.

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Zhulin, Evgeniy. "WHY DON'T LAWYERS LIKE COMPUTER GAMES?" In LAW IN FUTURE: INTELLECTUAL PROPERTY, INNOVATION, INTERNET, 155–63. INION RAN, 2019. http://dx.doi.org/10.31249/pravbud/2019.00.16.

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The article is devoted to computer games and the need for their detailed legal regulation. The article deals with approaches to the legal definition of a computer game, their monetization, determination of the circle of authors of a computer game, regulation of individual elements of the game and in-game services.
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Filho, Marisardo Bezerra de Medeiros, Farley Fernandes, Felipe Matheus Calado, and André Menezes Marques Neves. "An ARM Framework for F2P Mobile Games." In Advances in Computational Intelligence and Robotics, 177–98. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-9069-9.ch011.

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This chapter presents an ARM (acquisition, retention, and monetization) framework for F2P (free-to-play) mobile games to be used as to support game design practice and research. ARM strategies are dispersed throughout various sources such as websites, papers, and books, hampering the work of researchers and practitioners in this field. The aim of this framework is to list and organize these strategies into a single source. A literature research about ARM strategies in F2P mobile games was conducted to identify and select elements. Based on surveys with game development professionals, some of these elements were polished, merged, or removed. Finally, these elements were organized into a single framework, consisting of 3 main categories (acquisition, retention, and monetization), 8 subcategories, and 59 specific elements.
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Perks, Matthew E. "Regulating In-Game Monetization : Implications of Regulation on Games Production." In Game Production Studies. Nieuwe Prinsengracht 89 1018 VR Amsterdam Nederland: Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463725439_ch11.

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A widening gap exists between the understanding of regulation ‘on the books’ and how regulation is exercised in practice. Utilizing the concept of regulatory space, I examine the on-going regulation of ‘loot box’ monetization within the video game industry. Over the period of 2014 to 2018, several legislative attempts to regulate loot boxes have occurred internationally. While each of these pieces of regulation, whether successful or not, is framed within specific nation-states, the shifting landscape of regulation surrounding monetization impacts production and consumption of games worldwide. I argue for a de-centred approach to examine regulation of loot boxes to incorporate the global interconnections of various actors, including corporations, nation state governments, consumers, and independent regulatory bodies.
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Perks, Matthew. "11. Regulating In-Game Monetization : Implications of Regulation on Games Production." In Game Production Studies, 217–34. Amsterdam University Press, 2021. http://dx.doi.org/10.1515/9789048551736-013.

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Davidovici-Nora, Myriam. "e-Sport as Leverage for Growth Strategy." In Research Anthology on Business Strategies, Health Factors, and Ethical Implications in Sports and eSports, 462–77. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-7707-3.ch026.

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While e-Sport today becomes a big business and a highly publicized industry, a big business and a highly-publicized industry, it is still studied from a descriptive perspective rather than from an analytical one. In this paper, the author proposes to analyze the relationship between e-Sport and the growth strategy of the game League of Legends (LoL) developed by Riot Games. How competitive community and casual community evolve together? What are the conditions for a virtuous growth? The author deepens the link between the traditional free-to-play dynamics based on acquisition-retention-monetization of players and the dynamics of e-Sport based on managing audience, pro-gamers, competitive events and broadcasting. The author finds that casual players and pro-gamers have specific roles that, combined with an active policy centered on player's experience developed by Riot Games and with a growing media ecosystem, create externalities on each other.
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Fields, Tim, and Brandon Cotton. "Monetization Strategies." In Social Game Design, 151–87. Elsevier, 2012. http://dx.doi.org/10.1016/b978-0-240-81766-8.00008-7.

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Conference papers on the topic "Games monetization"

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Ketola, Tom. "Quantifying software development: Applying mobile monetization techniques to your software development process." In 2014 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES). IEEE, 2014. http://dx.doi.org/10.1109/cgames.2014.6934143.

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Numminen, Riikka, Markus Viljanen, and Tapio Pahikkala. "Predicting the monetization percentage with survival analysis in free-to-play games." In 2019 IEEE Conference on Games (CoG). IEEE, 2019. http://dx.doi.org/10.1109/cig.2019.8848045.

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Alabi, Femi Adeoye. "Offshore LNG and Gas Monetization." In Offshore Technology Conference. OTC, 2021. http://dx.doi.org/10.4043/31136-ms.

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Objectives/Scope In recent years, there has exceptional expansion of the liquefied natural gas industry (LNG), which is largely attributed to rising demands in various parts of the world and triggered the emergence of Floating LNG (FLNG) as a faster and more cost-effective strategy for exploitation of gas resources with a huge competitive advantage in the business activities. However, the introduction of new technologies comes with new requirements for tax related issues. Methods, Procedures, Process It is a testament to the resilience and adaptableness of the LNG business to check the hypothesis that FLNG provides a method by that stranded gas discoveries will be monetized and essentially within a shorter time, lower fabrication execution risk and the entrepreneurial vibrancy that comes from competitive suppliers and approaches on FLNG. On FLNG plant cost, Brian Songhurst gives a review review of the state of the performance of FLNG after commissioning. The need for the FLNG industry to address both cost base and contractual price formation mechanisms as a viable channel for the delivery of gas is key. Results, Observations, Conclusions The impact of Independent Power Projects (IPP) in the third World nations act as game-changer in the monetization, new gas markets discoveries and increasing impact on the global gas economy. FLNG has potentials to transform the phase transition business from technical and business stand points within the economic development of remote offshore oil fields. The opportunity provided by the contractors to lease the FLNG vessel enables the smaller independent energy companies to avoid arranging project finance and carrying the asset on their balance sheet. However, it could also assist the major energy companies where current low oil prices are restricting capital investment to lease their FLNGs. Given the high level of interest in the researcher's two previous papers, this update will prove equally interesting and useful to analysts and participants in the gas sector, as floating technology continues to open new opportunities. Cost Comparison of the FLNG offerings are following a more industry standard design approach based on functional specifications and vendor standard equipment rather than client standards and design methods as used by the energy companies. The reason for the quality style approach is to position the FLNG facilities to be hired and reused by energy company. Novel/Additive Information The price of producing LNG from offshore gas reserves through the FLNG ought to be less than from onshore plants thanks to the lower CAPEX, albeit this will be somewhat offset by higher OPEX. This paper provides an update on the floating LNG sector (both floating liquefaction and regas terminals) over the past few years looking into some of the publication of the floating liquefaction (FLNG) contribution from the Oxford Institute for Energy Studies.
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Lohse, Philipp Christian. "The Importance of Guru Gamers for Mobile Gaming Applications with Freemium Monetization." In ICEBI 2019: 2019 3rd International Conference on E-Business and Internet. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3383902.3383905.

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