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Game Monetisation Models Print

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How games earn.

WHAT THE MODELS ARE

Premium: paid once

Free with in-application purchases Subscription Advertising supported Paid with additional content

WHAT PREMIUM SUITS

Games with a defined experience and an audience willing to pay upfront.

WHAT IT COSTS

A barrier before anyone tries it.

WHAT FREE WITH PURCHASES SUITS

Games played over long periods, particularly on mobile.

WHAT IT REQUIRES

Design accommodating both paying and non-paying players Careful balance so purchases do not ruin fairness

WHAT TO AVOID

Mechanics that create frustration purchases relieve Randomised paid rewards, which face increasing regulation Pressure aimed at children

WHY THAT SECOND POINT MATTERS

Several jurisdictions now restrict or require disclosure of randomised purchases.

WHAT COSMETIC-ONLY PURCHASES PROVIDE

Revenue without affecting fairness.

WHY THEY ARE THE SAFEST MODEL

Nobody is disadvantaged for not paying.

WHAT ADVERTISING COSTS

Experience, and data consumption the player pays for.

WHAT TO CONSIDER LOCALLY

Price sensitivity, and which payment methods players actually have.

WHAT TO NEVER DO

Obscure what a purchase provides.


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