Monetization for a Free-to-Play Mobile Game
Nguyen, Hoa (2014)
Nguyen, Hoa
Kajaanin ammattikorkeakoulu
2014
All rights reserved
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2014073113361
https://urn.fi/URN:NBN:fi:amk-2014073113361
Tiivistelmä
The purpose of the thesis is to make a practical improvement proposal for the company that commissioned this research. The improvement proposal gives suggestions on how the company’s mobile game can be made better. The suggestions focus on how to help getting more revenue from the mobile game. The mobile game of the company is a free game for Android mobile devices (tablets and smartphones using Android Operating System; one example is Samsung Galaxy Tablet or Mobile Phone). Hence, the scope of the thesis is the intersection of 3 areas of knowledge.
The first area is about how to make money from free digital products, or in other words, the business model of free digital products. To understand how money is made from free mobile games, it is necessary to understand how digital products in general have been given away for free and still yielded profit. The second area consists of particular models that were built by professionals in the game industry. Those models are useful in helping us understand why players play game, how to keep them coming back. And more important, those models when combined with models in the first area provide insights into the issue at hand. The third area of knowledge is acquired through primary research specifically revolved around the mobile game of the company. Qualitative research method is employed for the primary research: 2 interviews and one empirical
The first area is about how to make money from free digital products, or in other words, the business model of free digital products. To understand how money is made from free mobile games, it is necessary to understand how digital products in general have been given away for free and still yielded profit. The second area consists of particular models that were built by professionals in the game industry. Those models are useful in helping us understand why players play game, how to keep them coming back. And more important, those models when combined with models in the first area provide insights into the issue at hand. The third area of knowledge is acquired through primary research specifically revolved around the mobile game of the company. Qualitative research method is employed for the primary research: 2 interviews and one empirical