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    Social games and game-based revenue models

    Access Status
    Fulltext not available
    Authors
    Balnaves, Mark
    Madden, Gary
    Date
    2016
    Type
    Book Chapter
    
    Metadata
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    Citation
    Balnaves, M. and Madden, G. 2016. Social games and game-based revenue models. In Social, Casual and Mobile Games The Changing Gaming Landscape, 197-212. USA.
    Source Title
    Social, Casual and Mobile Games The Changing Gaming Landscape
    Additional URLs
    http://www.bloomsbury.com/
    ISBN
    9781501310584
    URI
    http://hdl.handle.net/20.500.11937/9302
    Collection
    • Curtin Research Publications
    Abstract

    Casual, social games are estimated to engage more than 200 million world-wide with revenues of US$6 billion on mobile, iPond, social networks, PC, Mac, Xbox LIVE Arcade platforms (CGA 2013). The name of the game is freemium for this economy. Freemium provides players with free access to games. Those players who want to upgrade the look and feel of the game or other additional amenities pay for it. Tetris, created in a Soviet lab, was arguably the first casual game, tied to the Japanese Game Boy in its creation. Tetris was also the first casual game to show the possibilities of monetization of this phenomenon. In this chapter the authors look at the games-based revenue models and how they are evolving, providing a background to the development of the industry itself.

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