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.