Sökning: "subscription model in gaming"

Hittade 4 uppsatser innehållade orden subscription model in gaming.

  1. 1. The Future of Gaming? : A study on the effects of cloud gaming on traditional game purchase and engagement

    Uppsats för yrkesexamina på avancerad nivå, Umeå universitet/Företagsekonomi

    Författare :Alexander Kokkonen; Josef Holmlund; [2023]
    Nyckelord :Cloud gaming; Technology acceptance; subscription marketing; perceived value; perceived ease of use; consumer motivations; hard-core gamer; casual gamer; non-gamer;

    Sammanfattning : In recent years, there has been an increased number of people that are engaged in gaming - a phenomenon connected to constantly developing internet infrastructure and a growing middleclass. The phenomenon of Cloud gaming has received increasing attention since it was introduced some years ago; in 2022 all Cloud gaming services combined had 31,7 million paying users. LÄS MER

  2. 2. The Subscription Payment Model In The Games Industry

    Master-uppsats, KTH/Skolan för industriell teknik och management (ITM)

    Författare :Svärd Mikael; [2021]
    Nyckelord :Gaming; Subscription; Subscription licensing; Business models;

    Sammanfattning : This thesis aims to examine the current state of business models among game developers and how subscription licensing between platforms and developers currently works. With this foundation the potential future impacts are discussed. LÄS MER

  3. 3. Evaluation of Games Monetization Approaches : A case study on PlayersUknown’s Battlegrounds (PUBG)

    Master-uppsats, Högskolan Dalarna/Institutionen för information och teknik

    Författare :Syed Muhammad Farhan Gillani; [2021]
    Nyckelord :games monetization; in-game purchases; free-to-play games; paid games; subscription model in gaming;

    Sammanfattning : 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. LÄS MER

  4. 4. Livening up Video Games

    C-uppsats, Handelshögskolan i Stockholm/Institutionen för företagande och ledning; Handelshögskolan i Stockholm/Institutionen för marknadsföring och strategi

    Författare :Petter Nilsson Wihlbäck; Gustav Sigling; [2017]
    Nyckelord :live services; servitization; engagement; value co-creation; games as a service;

    Sammanfattning : Propelled by the introduction of the Internet, the video game industry has and is shifting towards increased service offerings. This has caused an emergence of new business- and release practices, determinant to allow for the opportunities presented by service based gaming; some built on fundamental "box products", others on subscription schemes. LÄS MER