Essays about: "Free-to-play game"

Showing result 6 - 10 of 18 essays containing the words Free-to-play game.

  1. 6. Modeling Organic Installs in a Free-to-Play Game

    University essay from KTH/Matematisk statistik

    Author : Maxime Prudhomme; [2022]
    Keywords : Organic installs; Forecast; Linear Regression; Prophet; Time-Series Analysis; Organiska nedladdningar; förutspå; linjär regression; Prophet; tidsserieanalys;

    Abstract : The Free-To-Play industry relies on getting a huge inflow of new players that might result in future gross bookings. Consequently, getting organic new players is crucial to ensure its health, especially as they have no direct associated acquisition cost. READ MORE

  2. 7. Evaluation of Games Monetization Approaches : A case study on PlayersUknown’s Battlegrounds (PUBG)

    University essay from Högskolan Dalarna/Institutionen för information och teknik

    Author : Syed Muhammad Farhan Gillani; [2021]
    Keywords : games monetization; in-game purchases; free-to-play games; paid games; subscription model in gaming;

    Abstract : Video games have become a great source of entertainment and emerged as a massive industry in the past few decades. Technological advancements and evolution of smartphones have made it easier for developers to develop and launch their games on different platforms mostly in digital form. READ MORE

  3. 8. Volitional Vanity : A study on the players of Path of Exile and their premium purchases

    University essay from Uppsala universitet/Institutionen för speldesign

    Author : Mauricio Singh Martinez; Sini Tang; [2021]
    Keywords : game design; microtransactions; path of exile; theory of consumption; cosmetic items; vanity items;

    Abstract : This bachelor’s thesis presents a study mainly focused on players’ motivations of purchasing cosmetics items in Path of Exile, a free-to-play, action role-playing game. A “Theory of Consumption” is used in this paper as the theoretical framework. READ MORE

  4. 9. The Perceived Value Of Loot Boxes : A Qualitative Study On The Service Outcome Of Loot Boxes

    University essay from Karlstads universitet/Handelshögskolan (from 2013)

    Author : Albin Johansson; Sebastian Grönström; [2020]
    Keywords : service outcome; loot boxes; customer perceived value; customer value creation; video game industry;

    Abstract : In recent years, the video game industry has rapidly grown into the largest grossing entertainment industry in the world, surpassing both the film- and music industries. However, many of the popular games today are free to play and does not require any subscription, yet they still generate high amounts of revenue each year, partly due to the offering of loot boxes in video games. READ MORE

  5. 10. In-game transactions in Free-to-play games : Player motivation to purchase in-game content

    University essay from Uppsala universitet/Institutionen för speldesign

    Author : Ted Fristedt; Nicholas Lo; [2019]
    Keywords : microtransactions; in-game purchases; free-to-play; pay-to-win; loot boxes; player purchase motivation;

    Abstract : Throughout the last two years the revenues from in-game transactions in video-games have increased due to its growing presence both in traditional retail games as well as digital due to the fact that more and more games have become free. This growing presence is the basis for answering the question of what motivates players to spend money on in-game purchases in freeto-play games. READ MORE