Changing the Paywall in Single-Player Games

Game companies are always looking for more ways to increase consumers and their revenue as well as how consumers purchase games. Several business models have been introduced that this thesis will look at, free-to-play, adding downloadable content to existing games, freemium and premium games. This t...

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Main Author: Barnell, Max
Format: Others
Language:English
Published: Uppsala universitet, Institutionen för speldesign 2014
Subjects:
Online Access:http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-226913
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spelling ndltd-UPSALLA1-oai-DiVA.org-uu-2269132014-10-11T04:44:53ZChanging the Paywall in Single-Player GamesengBarnell, MaxUppsala universitet, Institutionen för speldesign2014Business ModelsGame DesignPaywallSingle-PlayerEntry BarrierGame companies are always looking for more ways to increase consumers and their revenue as well as how consumers purchase games. Several business models have been introduced that this thesis will look at, free-to-play, adding downloadable content to existing games, freemium and premium games. This thesis attempts to provide answers to what business models there are available for game developers and how that would influence the development of the single-player games to lower the point of entry for the consumers.  It will focus on narrative single-player games and will use the business models to try and answer the question. A survey was handed out that investigated the respondent’s reaction to changes for BioShock Infinite developer by Irrational Games. The models were presented and compared to how the respondents reacted to the questions. Together with how companies are releasing games now this thesis came to the conclusion that in order to lower the entry point, the games need to be split and released episodically, together with increased downloadable content that added further playability to the game. Student thesisinfo:eu-repo/semantics/bachelorThesistexthttp://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-226913application/pdfinfo:eu-repo/semantics/openAccess
collection NDLTD
language English
format Others
sources NDLTD
topic Business Models
Game Design
Paywall
Single-Player
Entry Barrier
spellingShingle Business Models
Game Design
Paywall
Single-Player
Entry Barrier
Barnell, Max
Changing the Paywall in Single-Player Games
description Game companies are always looking for more ways to increase consumers and their revenue as well as how consumers purchase games. Several business models have been introduced that this thesis will look at, free-to-play, adding downloadable content to existing games, freemium and premium games. This thesis attempts to provide answers to what business models there are available for game developers and how that would influence the development of the single-player games to lower the point of entry for the consumers.  It will focus on narrative single-player games and will use the business models to try and answer the question. A survey was handed out that investigated the respondent’s reaction to changes for BioShock Infinite developer by Irrational Games. The models were presented and compared to how the respondents reacted to the questions. Together with how companies are releasing games now this thesis came to the conclusion that in order to lower the entry point, the games need to be split and released episodically, together with increased downloadable content that added further playability to the game.
author Barnell, Max
author_facet Barnell, Max
author_sort Barnell, Max
title Changing the Paywall in Single-Player Games
title_short Changing the Paywall in Single-Player Games
title_full Changing the Paywall in Single-Player Games
title_fullStr Changing the Paywall in Single-Player Games
title_full_unstemmed Changing the Paywall in Single-Player Games
title_sort changing the paywall in single-player games
publisher Uppsala universitet, Institutionen för speldesign
publishDate 2014
url http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-226913
work_keys_str_mv AT barnellmax changingthepaywallinsingleplayergames
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