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The Free-to-play Business Model

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DOI: 10.1145/3151759.3151802

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Cite as: Flunger Robert, Mladenow Andreas, Strauss Christine: The Free-to-play Business Model. In: Indrawan-Santiago,
M., Salvadori I.L., Steinbauer M., Khalil I.,Anderst-Kotsis G. (eds.) The 19th International Conference on Information
Integration and Web-based Applications & Services (iiWAS). ACM Conference Proceedings Series, 2018, pp. 373-379.

iiWAS2017 Papers Proceedings of iiWAS2017

The Free-to-play Business Model *


Full Paper†

Robert Flunger Andreas Mladenow Christine Strauss


University of Vienna University of Vienna University of Vienna
Vienna, Austria Vienna, Austria Vienna, Austria
flunger58@univie.ac.at andreas.mladenow @univie.ac.at christine.strauss@univie.ac.at

ABSTRACT 1 INTRODUCTION
The 1 free-to-play model in the online gaming industry is based on Along with increased use of information and communications
providing an online game at no charge on either mobile devices or technology (ICT) and mobile devices novel business models and
on a PC. Monetization would occur with virtual items which sectors have emerged [cf. e.g., 1, 2, 3]. A representative example is
players may purchase during the game. It has been demonstrated the online gaming industry, which has become increasingly
that there are several motivations for gamers to purchase such items relevant over the last few years [4]. Revenues are steadily on the
including unobstructed play, social interactions with other gamers, rise [5], incentivizing business models [6, 7] that are specifically
competition and economic rationale. These motivations can be tailored towards the challenges in this industry [8].
exploited as drivers for value generation when designing such As such, the free-to-play model has gained significant traction
games in a way that appeals to the gamers by using several [9] and has led to an abundance of games that are competing for a
strategies. We elaborate on seven strategies, i.e. stratified content, share of this market [10]. Thus, the purpose of this research paper
inconvenient gameplay elements, mediums of exchange, inventory is to present a review of current scientific literature on the free-to-
mechanics, special occasions, artificial scarcity, and alterations of play business model, defining it, and examining its incremental
content. Additionally, the theory of customer lifetime value has factors in order to understand how it appeals to customers, and how
shown to be a beneficial concept in segmenting customers and business professionals can use it effectively and how to generate
identifying those who are especially valuable from a business business value. This paper is composed in a large part on the works
perspective. Overall, research on business value generation in the by Juho Hamari (see for example: Hamari [11]; Hamari, Alha et al.
field of online gaming seems less developed than in other segments [12]; Hamari, Hanner, and Koivisto [13]; Hamari and Keronen
and applications. Consequently, a common understanding of [14]) who can be regarded as some of the major contributors on the
available concepts and strategies need to be developed to enable topic of free-to-play gaming.
identification and overcoming of challenges in free-to-play online The remainder of this paper is organized as follows. First, the
gaming. model itself will be discussed in order to understand how it works
at its core. Additionally, the first section will define the concept of
CCS CONCEPTS virtual goods, which are the main monetization source in this
business model, and a distinction will be made between different
• Software and its engineering → Virtual Worlds Software;
relevant online game types. The second section will discuss the
Interactive games; • Computers in other domains → Personal
attitudes and motivations of gamers towards purchasing virtual
Computers and PC applications; Computer games
assets in a free-to-play environment as this aspect is crucial for
professionals for understanding how they can generate value.
KEYWORDS
Afterwards, methods will be discussed on how business
Free-to-play, online game industry, business model, social professionals can leverage these findings to generate business
interaction, virtual goods, customer lifetime value, value creation. value. In the end, a conclusion will be formed, summarizing the
ACM Reference format: major findings and discussing further incentives for future research
R. Flunger, A. Mladenow, and C. Strauss, 2017. The Free-to-play Business in this field of studies.
Model In Proceedings of 19th International Conference on Information
Integration and Web-based Applications & Services, Salzburg, Austria, 2 THE CONCEPT OF FREE-TO-PLAY
December 4–6, 2017 (iiWAS '17), 7 pages.
https://doi.org/10.1145/3151759.3151802
Free-to-play is a direct derivative from the so-called freemium
business model [13]. This model is characterized by providing its

* Permission to make digital or hard copies of all or part of this work for personal or iiWAS '17, December 4–6, 2017, Salzburg, Austria
classroom use is granted without fee provided that copies are not made or distributed © 2017 Association for Computing Machinery.
for profit or commercial advantage and that copies bear this notice and the full citation ACM ISBN 978-1-4503-5299-4/17/12...$15.00
on the first page. To copy otherwise, or republish, to post on servers or to redistribute https://doi.org 10.1145/3151759.3151802
to lists, requires prior specific permission and/or a fee.

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product or service at no charge with a set of basic functions attached ending points, making it possible to play them for an indefinite
to it [15]. Monetization occurs with the offer of additional functions amount of time [30].
and services that enhance the core product and its experience for
the customer [13, 15]. In the context of online businesses [10, 11], 2.1 Virtual Goods
the model was first used in the software sector where developers As free-to-play monetization happens mainly with virtual goods
offered free trial versions of their products that could be converted [12], this section is dedicated at examining them more closely.
to premium versions by purchasing them. A common example These goods are items that are imbedded into the game world and
would be anti-virus software that offered its basic functions, can be used by a players’ character in some way. They can be
namely scanning for threats, for free and then adding additional offered in a huge variety, for example, as weapons and armors,
security measures in a premium version that could be purchased clothing, or simple graphical badges (social games). As wide as
[12]. their variety may be, this applies to their usage as well [31].
In the context of online gaming, free-to-play emerged as a Thus, a classification in two distinct categories is common,
business model to compete with classic models [16, 17] such as specifically, as functional props and decorative props. Functional
one-time payment and subscription-based models that required a indicates that the item enhances the virtual character’s (meaning the
financial investment [cf. e.g., 8, 18, 19] before allowing the users players’ avatar) ability [8], making him/her stronger, better, and
to play the game [20]. In this context, the core of the game is free, thus more efficient in the game. The purpose of decorative props,
but the gameplay is generally restricted in some manner [21, 22]. on the other hand, is for decoration by changing the appearance of
For example, it might only be possible to play for a certain period, the player’s character or other objects and assets in the game world.
or certain actions are limited within the game. Another way of It may also be possible that items fall into both categories, for
monetization besides restricting gameplay is to offer a variety of example, a weapon that enhances the characters’ abilities
virtual goods for sale that enhance the gaming experience in some (functional prop) and also changes his appearance for everyone to
way [8]. In fact, this has become the primary method of monetizing see in the game world (decorative prop) [32]. A similar
these games [23, 24]. As reasoning for the surge of free-to-play classification with slightly different wording has been adapted by
games in the last few years [5], Hamari, Hanner et al. [13] contend several other authors such as Marchand and Hennig-Thurau [23],
that the development of online games has become relatively Park and Lee [34], Hanner and Zarnekow [23], Hamari and
accessible as well as inexpensive in comparison to a few years ago Keronen [35], and Wu et al. [36].
when the market was dominated by only a small number of major Regarding the characteristics of virtual goods, they are bound
developers. Also, by offering a game at no charge, developers by the context of the service or game and do not have any value
expect to attract a large user base shortly after the launch. However, outside of this environment. Also, virtual goods are rivalrous as it
due to everyone currently relying on this model, heavy competition is not possible to copy them and, if someone else wants to use them,
on the market has led to diminishing overall benefits for most they must also pay [1, 13].
participants. Thus, Hamari and Lehdonvirta [31] suggest to apply a
Paavilainen et al. [25] describe two major advantages of this marketing rationale whereby the design of the goods is at the
model compared to the traditional one. First, the virtual goods that discretion of the games’ developers who can decide on context,
will be sold can be priced flexibly to appeal to different sorts of purpose, and pricing themselves and aim to create products that are
players as different customers are willing to spend varying amounts perceived as valuable by customers.
of money. The second advantage is that a wider segmentation of
players is possible as the entry is, per say, free and the virtual goods 2.2 Types of Online Games
offered can be tailored to different audiences.
It may be of value to make a distinction between different types of
In addition to these advantages, there is the possibility of
games as research tends to only look at them individually without
creating a network effect by having a large base of users even if
taking others into account, raising the question if the findings are
they do not purchase anything [26, 27]. More users make the
holistically applicable to the online gaming sector [5]. It is
network “better” and more effective by exchanging information
assumable that there is a general baseline but that some factors are
and experiences which subsequently leads to increased visibility
specifically tied to the characteristics of the game type in which
and attracts even more users. In literature, this effect is referred to
they are placed. A general distinction in games in the context of
as Metcalfe’s Law [27]. Consequently, the greater user base
free-to-play is made between online games that are played on a
potentially means more converts to paying users and thus higher
desktop PC, social games, and mobile games [35].
revenue and profit, especially since the costs of acquiring new users
Mobile games with social components have been especially
are relatively low [cf. e.g., 16, 28]. Leveraging such an effect is
surging in popularity over the last few years as new technology
argued to be important as conversion rates from non-paying to
such as high quality touchscreens and displays as well as strong
paying users in these games can be as low as 1% and rarely exceed
network connections enable a very convenient gaming experience
5% [22, 29].
[18, 28, 37].
Another core characteristic of free-to-play online games is that
Social in this sense means that the games are played via logging
the gaming world and its narrative are seemingly never-ending. The
in on a social network, such as Facebook. In this context, the games
story – if there even is one – and the gameplay do not have clear
are generally easily accessible and do not take a lot of effort to play.

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They provide player expression through an individually 3.2 Social Interaction


customizable avatar and/or game space for every player whereby it
Hamari, Alha et al. [7] argue that this dimension considers purchase
is possible to interact with other players. Additionally, social
motivations that are related to the players’ social presentation and
interactions are encouraged as part of the gameplay, for example,
interactions such as being able to play with friends, personalize
by sending and receiving gifts (in the form of virtual goods),
his/her avatar or other in-game assets, sending gifts to others,
fighting side by side with others against monsters, or fighting
avoidance of spam in the sense of spamming others, and
against each other [37]. Mobile and social games are primarily
participation in special events.
characterized by short but frequent playing times where players are
Social interaction as a motivator has also been referred to as
encouraged to engage with the game for a period of a few minutes,
social shopping by Cleghorn and Griffiths [27]. In this context, they
multiple times a day, and the “dead time” between these active
state that, when the gamer is in contact with other gamers, virtual
moments of gameplay is often a central component of the monetary
items become a means of expressing oneself and to show off. This
strategy behind these games.
was demonstrated as being valid in their qualitative purchasing
Online games on a PC, on the other hand, such as the popular
behavior study. Thus, from a psychological perspective, the
genre of massively multiplayer online games (MMOGs), encourage
intention of purchasing virtual items [5] not only has the hedonic
long sessions of consistent play [38]. As in many cases, mobile and
motivation of satisfying oneself but also the social motivation to
social games are entwined and, as this is the case in the studies
impress others, especially personal friends.
discussed, they will be regarded as one entity for the purpose of this
Other factors that have been determined to be relevant in the
paper.
context of social interaction as a motivating factor for a purchase
were identification with the player’s character [22], positive beliefs
3 PURCHASING MOTIVATIONS OF on purchasing virtual goods of others in ones’ social circle, and the
GAMERS amount of social connections the player has in the game [6, 7].
In general, Hamari, Alha et al. [7] found from a survey with gamers Social interaction is an important driver to stimulate purchasing
that there are six factors explaining the purchase motivation in free- virtual goods. This was confirmed by the study performed by
to-play games. These include unobstructed play, social interaction, Gainsbury et al. [26] who compared the paying players to the non-
competition, economic rationale, indulging children, and unlocking paying ones. By doing so, they discovered that more than half of
content. However, the latter two dimensions have been shown to those who paid, valued social features and interactions within a
not be as predicative as the others. Unlocking content showed to be game as important compared to only a third of non-paying players
too general of a category in the survey without providing concrete
reasoning for purchase motivations while indulging children was 3.3 Competition
too narrow and specific. Thus, the focus of this section is placed on Here, competition is considered as a motivating factor when the
the first four factors. gamer strives to become the best player possible and show off to
others, especially in his circle of online friends [9]. This can be
3.1 Unobstructed play what Park and Lee [22] describe as character competency value,
Unobstructed play concerns motivations around being able to meaning that gamers purchase virtual items that make their game
continuously play the game. Thus, users may purchase virtual character(s) stronger in some way.
goods that speed up timers that they would otherwise have to wait However, many gamers have a negative attitude towards this
for to avoid repetition, to reach completion, or simply to continue kind of motivation as gaining competitive advantage by using
playing, for example, in the case of a game-over (losing the game money is regarded as a form of cheating, enabling so-called “pay-
and having to restart from a certain checkpoint earlier in the game) to-win”. This especially holds true for hardcore online games in the
as identified by Hamari, Alha et al. [7]. Interestingly, Hamari [6] online gaming environment where personal skill counts more than
mentioned frustration as an efficient motivational factor in an it does in social games [19]. Nevertheless, it can be an effective
earlier study. Developers could leverage frustrations by placing purchase motivation if it is implemented in a way that it is not
artificial barriers in the game environment that reduce or hamper perceived as cheating [7]. This would be imaginable in such a form
player progress. The same phenomenon had been confirmed by that the possibility of purchasing certain visual items is locked
Gainsbury et al. [26] in a study on social casino games where it was behind an achievement in-game. For example, a special skin (visual
indicated that players who experienced frustration by being stuck makeover for the players’ character) could be locked behind
in the game were prone to spend money to ensure further reaching a certain rank in the game that requires fulfilling a number
progression. of hard gameplay tasks. If the skin is consequently purchased, this
Additionally, impatience is a factor that is somewhat entwined blends in with a social motivation as the gamers can show that they
with frustration and motivates players to make purchases. For accomplished something special and can be proud of it.
example, barriers in the game could be in the form of implementing
waiting times for contents that can be forgone by paying money. 3.4 Econmic Rationale
As such, impatience has become a central part of game design, Economic rationale describes purchase motivations such as
especially in mobile and social games with short engagement times reasonable pricing, special offers, the intention to support an
[19].

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enjoyable game, and investing in a personal hobby [12]. In other Table 1. Business Implications for the Free2Play Business
literature, this is referred to as monetary value, meaning that gamers Model
need to perceive a virtual advantage to have a certain value when
purchasing it. strategy purpose example
Cost-effectiveness and an overall reasonable price within the stratified segmenting players creating content
context of the game are important factors in this context [34]. It is content vertically and for children or a
also commonly perceived that reasonable, low prices imply a horizontally wide spectrum of
perception of good will from the developer, making gamers more consumers
willing to pay and support them [12]. inconvenient convincing gamers to built in barriers or
gameplay purchase an item difficulties for
Additionally, Cleghorn and Griffiths [39] found that time
elements game success
investment is a positive predictor for purchase intention as
mediums of employing own including
committing time to the service increases the value perception of the exchange premium currencies exclusive
gamer. “jewels”
In this context, the concept of a product value discrepancy inventory motivating to play the setting space
between the free and premium game version is of relevance [13]. It mechanics game and collect limitation
describes to how the two versions differ, and represents a critical items more requirements
factor in the assessment of when the gamer would purchase a convenient
premium product. The idea is that, with great value discrepancy special incentivizing a integrating
(meaning a game with few free features), the number of paying occasions and purchase Christmas or
artificial Easter offers
users would be high as they perceive the premium value as high.
scarcity
However, if all of the value is placed on the premium content, the
alterations to animating to purchase designing new
game would be considered as a cash grab, and users may defer to a existing new content in order items for
different game where they perceive a higher value [29]. Bonus content to progress further in devaluing of old
offers, special deals and free promotions can help to counteract the game content
against this threat and increase the value perception of the gamers customer addressing high value providing unique,
[37]. lifetime value customers for exclusive content
efficient monetization for “VIP”s
4 BUSINESS IMPLICATIONS
This section serves to provide and discuss implications on how 4.1 Stratified content
business professionals can leverage the motivations [40, 41] and
attitudes of gamers to sell their virtual goods in a free-to-play Stratified content as a mechanism has the purpose of segmenting
gaming environment. In these regards, Hamari and Lehdonvirta players both vertically and horizontally. Vertical segmentation is
[31] stress the importance of marketing as game designers are those oriented towards the state of progression of players, for example,
individuals who are creating the rules and mechanics of the gaming their character level. It is suggested that every level of progress has
world, and thus have control over the characteristics of the virtual its own mechanisms and key aspects thus segmentation serves to
goods that are sold. In this regard, seven strategies of how to create target specific virtual items to these levels. Further segmentations
needs for virtual products are discussed in this section as depicted can then be made such as the time investment of the players or
in Table 1. sensitivity to item prices. Horizontal segmentation, on the other
Although further factors have been mentioned in the literature, hand, means that there are different gameplay dimensions within a
however, we consider those as the most important ones. Gamers game such as hardcore gaming for performance-oriented gamers,
found it important that a certain level of service quality is provided, socializing activities, trading activities, and casual elements for the
however, this already applies to the free versions. Survey results by less hardcore gamers. Here again, some items may be more
Hamari, Hanner et al. [13] also show that increasing service quality appealing to certain groups [31].
does not necessarily increase sales of virtual goods. Another factor Considering targeting mechanisms, Hanner and Zarnekow [35]
stressed by these authors is that it is an efficient strategy to give contend that the demand for virtual items can be actively stimulated
away free samples of the virtual goods being sold as this can by efficient marketing. An example would be to send a push
accelerate sales and convince gamers to purchase goods they may message containing an exclusive offer to the players. This is a
not yet have considered. Also, Koch and Benlian [29] deem it common practice on mobile applications as messages can be
efficient to reward gamers for bringing new users to the game by directly pushed to the user’s device. Efficient segmentation is
giving out free samples as this has a positive effect on the network beneficial in this aspect as it allows proper targeting and avoids
and can subsequently lead to greater revenue. spamming users who are not less interested and might interpret
such messaging as inconvenient or even disruptive.

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4.2 Inconvenient gameplay elements 4.6 Alterations to existing content


Inconvenient gameplay elements have been previously discussed This aspect refers to providing new content to the game of a larger
with the notion that frustration is a motivating factor to convince scope, often devaluing old content in the process. Usually, this new
gamers to purchase an item. However, it is important to keep it content is similar in purpose to the core game such as new levels or
within certain limits as the gamer should not feel as if no progress new areas to explore. This method is costly but highly useful in
would be made without paying. Thus, a balance must be found that terms of monetization according to Hamari, Hanner et al. [13] and
elevates frustration but does not discourage the player [42, 43]. This Hamari and Lehdonvirta [31] as the devaluing of old content makes
is also pointed out by Hamari [11], who ascertained that frustration it necessary to purchase the new in order to progress further in the
with progress in the game leads to a higher purchase intention. game.

4.3 Mediums of exchange 4.7 Customer lifetime value


By now, it is common practice for free-to-play games to employ In general, conversion rates from non-paying to paying players are
their own premium currencies. Usually, there are two types of reported to be very low, i.e., between one and five percent. Thus, it
currencies in a game. The first can be earned and collected by is important for game developers to be able to differentiate high
simply playing the game and fulfilling certain tasks (these are value customers that spend a lot from those who are less valuable
usually resources, for example, stones or other raw materials). The in order to determine the best possible strategy that yields an
second type is a premium currency that must be purchased with real increase in profit.
money and can be used to buy virtual goods. This currency carries To do so, the theory of customer lifetime value (CLV) is
a name that establishes a sense of exclusivity, such as “diamonds” employed by Hanner and Zarnekow [35] and Voigt and Hinz [38]
or “jewels”. They come in packages that cost between €1 and €100 and will be examined in more detail in this subsection. Overall,
and offer options for players with different willingness to pay. acquisition is the core activity for business professionals. It is said
While the first type is usually tradable between players, the that the lifetime of a user begins with the installation of the game
premium currency is only distributed by the game developer [25, with the next step being the conversion to a paying customer. With
30, 35]. the purchase, the acquisition phase is over and retention starts
The advantages of such a model are that it has a psychological whereby the amount of money spent on purchases is called the
effect by representing an exclusive, virtual economy and also offers monetization value [35].
flexible pricing options that are not as distinct as they would be Both Voigt and Hinz [38] and Hanner and Zarnekow [35] found
with direct real money purchases. For example, prices for items that there are specific factors that help in identifying potential
could differ from the amount of currency that is purchasable thus heavy spenders. Specifically, customers tend to generate high value
leaving the customer with some available balance and the incentive if they make their first purchase soon after game
to buy more in the future [31]. installation/registration, if they spend a high amount on a first
purchase, and if they use specific payment methods – especially
4.4 Inventory mechanics credit card users showed having a tendency of becoming big
Concerning inventory mechanics, this means that the amount of spenders. It is suggested to treat these potential “VIPs” with special
virtual items that a player can store is limited. Thus, extensions for care, for example, providing them faster response times for
this item space can be offered for purchase as an option to make enquiries or unique, exclusive content.
playing the game and collecting items more convenient [31]. Also, the findings show that most users first make a small,
inexpensive value purchase but that more purchases will often
4.5 Special occasions and artificial scarcity follow and that the financial value will increase with each
subsequent purchase. Thus, for efficient monetization to occur,
Special occasions mean special events that occur in the game-
virtual items should be presented dynamically by presenting
world. They are often modeled after seasonal real-life events (e.g.
inexpensive items first that fit the players’ while not overwhelming
Christmas) and come with exclusive sets of items and special offers
them with expensive premium content [35].
to incentivize a purchase. As seen before, exclusivity is a factor that
effectively motivates users.
This fits together with the factor of artificial scarcity where 5 CONCLUSION
items can be modelled in a way that they are difficult to obtain or It is highly accepted within the online gaming industry that the
only available for a certain period [31]. Indeed, this was valid, for paradigms of game development have changed with the advent of
example, in the study by Cleghorn and Griffiths [39] with the free-to-play games, shifting away from developing the best
annotation that the items with an “expiration tag” were those for possible game in an artistic sense. Instead, developers would focus
which the surveyed gamers spent the most amount of money. Thus, more on designing them in a way that motivates users to purchase
the perception of exclusivity and scarcity is enough to motivate virtual content [8] as frequently as possible while still building a
gamers to purchase virtual goods. large user base [12]. Thus, this paper attempted to provide an
overview of the model and an understanding of what comprises the
main drivers for profit generation.

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