Bachelor Thesis from the year 2015 in the subject Business economics - Operations Research, grade: 70%, University of Portsmouth, course: Business Information Technology, language: English, abstract: Microtransactions are currently one of the most popular ways to monetize videogames, in particular free to play ones. The objective of this dissertation is to study the microtransactions business model and understand why it's so popular, how can it succeed and how does it fail. In order to better understand how the model works, the study focuses on four cases of companies that have published titles using this business model and how successful their games were, as well as implications in terms of company popularity, model popularity and what caused some of them to fail. Paired with these cases, two surveys were conducted to players of two popular video games that include microtransactions, Hearthstone and League of Legends, to better understand how much money players are spending in the games, how common it is to spend money in free video games and what kind of content they are interested in. Overall, the objective of the study was accomplished, with the results of the survey and case studies allowing a better comprehension of the player motivations when investing money in videogames and establishing a correlation between how long the players have been interested in the game and how much money they have spent.
Les informations fournies dans la section « Synopsis » peuvent faire référence à une autre édition de ce titre.
Bachelor Thesis from the year 2015 in the subject Business economics - Operations Research, grade: 70%, University of Portsmouth, course: Business Information Technology, language: English, abstract: Microtransactions are currently one of the most popular ways to monetize videogames, in particular free to play ones. The objective of this dissertation is to study the microtransactions business model and understand why it¿s so popular, how can it succeed and how does it fail. In order to better understand how the model works, the study focuses on four cases of companies that have published titles using this business model and how successful their games were, as well as implications in terms of company popularity, model popularity and what caused some of them to fail. Paired with these cases, two surveys were conducted to players of two popular video games that include microtransactions, Hearthstone and League of Legends, to better understand how much money players are spending in the games, how common it is to spend money in free video games and what kind of content they are interested in. Overall, the objective of the study was accomplished, with the results of the survey and case studies allowing a better comprehension of the player motivations when investing money in videogames and establishing a correlation between how long the players have been interested in the game and how much money they have spent.
Les informations fournies dans la section « A propos du livre » peuvent faire référence à une autre édition de ce titre.
Vendeur : California Books, Miami, FL, Etats-Unis
Etat : New. N° de réf. du vendeur I-9783668329119
Quantité disponible : Plus de 20 disponibles
Vendeur : BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Allemagne
Taschenbuch. Etat : Neu. Neuware -Bachelor Thesis from the year 2015 in the subject Business economics - Operations Research, grade: 70%, University of Portsmouth, course: Business Information Technology, language: English, abstract: Microtransactions are currently one of the most popular ways to monetize videogames, in particular free to play ones. The objective of this dissertation is to study the microtransactions business model and understand why it's so popular, how can it succeed and how does it fail.In order to better understand how the model works, the study focuses on four cases of companies that have published titles using this business model and how successful their games were, as well as implications in terms of company popularity, model popularity and what caused some of them to fail. Paired with these cases, two surveys were conducted to players of two popular video games that include microtransactions, Hearthstone and League of Legends, to better understand how much money players are spending in the games, how common it is to spend money in free video games and what kind of content they are interested in.Overall, the objective of the study was accomplished, with the results of the survey and case studies allowing a better comprehension of the player motivations when investing money in videogames and establishing a correlation between how long the players have been interested in the game and how much money they have spent. 64 pp. Englisch. N° de réf. du vendeur 9783668329119
Quantité disponible : 1 disponible(s)
Vendeur : Majestic Books, Hounslow, Royaume-Uni
Etat : New. Print on Demand pp. 64. N° de réf. du vendeur 388976313
Quantité disponible : 4 disponible(s)
Vendeur : buchversandmimpf2000, Emtmannsberg, BAYE, Allemagne
Taschenbuch. Etat : Neu. This item is printed on demand - Print on Demand Titel. Neuware -Bachelor Thesis from the year 2015 in the subject Business economics - Operations Research, grade: 70%, University of Portsmouth, course: Business Information Technology, language: English, abstract: Microtransactions are currently one of the most popular ways to monetize videogames, in particular free to play ones. The objective of this dissertation is to study the microtransactions business model and understand why it¿s so popular, how can it succeed and how does it fail.In order to better understand how the model works, the study focuses on four cases of companies that have published titles using this business model and how successful their games were, as well as implications in terms of company popularity, model popularity and what caused some of them to fail. Paired with these cases, two surveys were conducted to players of two popular video games that include microtransactions, Hearthstone and League of Legends, to better understand how much money players are spending in the games, how common it is to spend money in free video games and what kind of content they are interested in.Overall, the objective of the study was accomplished, with the results of the survey and case studies allowing a better comprehension of the player motivations when investing money in videogames and establishing a correlation between how long the players have been interested in the game and how much money they have spent.Books on Demand GmbH, Überseering 33, 22297 Hamburg 64 pp. Englisch. N° de réf. du vendeur 9783668329119
Quantité disponible : 1 disponible(s)
Vendeur : AHA-BUCH GmbH, Einbeck, Allemagne
Taschenbuch. Etat : Neu. Druck auf Anfrage Neuware - Printed after ordering - Bachelor Thesis from the year 2015 in the subject Business economics - Operations Research, grade: 70%, University of Portsmouth, course: Business Information Technology, language: English, abstract: Microtransactions are currently one of the most popular ways to monetize videogames, in particular free to play ones. The objective of this dissertation is to study the microtransactions business model and understand why it's so popular, how can it succeed and how does it fail.In order to better understand how the model works, the study focuses on four cases of companies that have published titles using this business model and how successful their games were, as well as implications in terms of company popularity, model popularity and what caused some of them to fail. Paired with these cases, two surveys were conducted to players of two popular video games that include microtransactions, Hearthstone and League of Legends, to better understand how much money players are spending in the games, how common it is to spend money in free video games and what kind of content they are interested in.Overall, the objective of the study was accomplished, with the results of the survey and case studies allowing a better comprehension of the player motivations when investing money in videogames and establishing a correlation between how long the players have been interested in the game and how much money they have spent. N° de réf. du vendeur 9783668329119
Quantité disponible : 1 disponible(s)
Vendeur : preigu, Osnabrück, Allemagne
Taschenbuch. Etat : Neu. Microtransactions As A Business Model In The Video Game Industry | Gvidenis Seliukas | Taschenbuch | 64 S. | Englisch | 2017 | GRIN Verlag | EAN 9783668329119 | Verantwortliche Person für die EU: GRIN Publishing GmbH, Waltherstr. 23, 80337 München, info[at]grin[dot]com | Anbieter: preigu Print on Demand. N° de réf. du vendeur 108127749
Quantité disponible : 5 disponible(s)