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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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IIWAS’17, Dec 2017, Salzburg, AUSTRIA R. Flunger et al.
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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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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