Show simple item record

dc.contributor.authorBalnaves, Mark
dc.contributor.authorMadden, Gary
dc.date.accessioned2017-01-30T11:11:47Z
dc.date.available2017-01-30T11:11:47Z
dc.date.created2016-03-15T19:30:13Z
dc.date.issued2016
dc.identifier.citationBalnaves, 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.
dc.identifier.urihttp://hdl.handle.net/20.500.11937/9302
dc.description.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.

dc.relation.urihttp://www.bloomsbury.com/
dc.titleSocial games and game-based revenue models
dc.typeBook Chapter
dcterms.source.startPage197
dcterms.source.endPage212
dcterms.source.titleSocial, Casual and Mobile Games The Changing Gaming Landscape
dcterms.source.isbn9781501310584
dcterms.source.placeUSA
dcterms.source.chapter19
curtin.accessStatusFulltext not available


Files in this item

FilesSizeFormatView

There are no files associated with this item.

This item appears in the following Collection(s)

Show simple item record