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Video Game Monetization Mechanisms in Triple A (AAA) Video Games

机译:视频游戏在三重A(AAA)视频游戏中的货币化机制

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The process of video game monetization has existed ever since video games became a consumer product. It underwent multiple stages throughout the years until it reached a mature state in the economy of today. Monetization in video games is a highly relevant and controversial subject as it has caused a negative outcry in consumers. This is due to frequent exploitation on a moral and ethical level focused on identifying psychological weak points in consumers and using them to achieve a financial advantage. On the other hand, the revenue boost that has been provided with these advanced marketing strategies cannot be denied as they generate billions of USD for the major players on the video game market annually and contribute to the massive growth of the video game market of today. Furthermore, since the topic's complexity has only been increasing parallel to the economic importance of this marketing sub-process, it is becoming one of the most important segments of a video game's business model. The en masse implementation of various in-game currencies enabling consumers to purchase so-called "in-game unlockables" has begun. These currencies, such as credits, tokens or plain virtual money, are highly differentiated and usually unique per game, with the common denominator between them being the way of acquisition - by paying with actual money. Their implementation has generated undisputable increase in revenue for companies in the game industry as currently hundreds of millions of US dollars are being generated by purchases made with in- game currencies [1, 2].
机译:自视频游戏成为消费产品以来,视频游戏货币化的过程已经存在。它在整个年内接受了多个阶段,直到它在今天的经济中达到了成熟状态。视频游戏中的货币化是一种非常相关和争议的主题,因为它引起了消费者的负面影响。这是由于频繁开发道德和道德水平,重点是识别消费者中的心理弱点并使用它们来实现金融优势。另一方面,由于每年为视频游戏市场上的主要参与者产生数十亿美元,因此不能拒绝提供这些先进营销策略的收入增强,并有助于当今视频游戏市场的大规模增长。此外,由于该主题的复杂性仅越来越平行于该营销子流程的经济重要性,因此它成为视频游戏商业模式中最重要的部分之一。 en Masse实施各种游戏中的货币,使消费者能够购买所谓的“游戏内解锁”已经开始。这些货币,如学分,令牌或普通虚拟资金,是每个游戏的高度区分和通常是独特的,与他们之间的共同分母是收购的方式 - 通过支付实际资金来支付。他们的实施产生了无可争辩的游戏行业公司收入的收入,因为目前正在通过游戏内货币的购买产生数亿美元[1,2]。

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