Factors influencing microtransaction monetization- model success in digital games

dc.contributorAalto Universityen
dc.contributorAalto-yliopistofi
dc.contributor.authorTuovinen, Kai
dc.contributor.departmentDepartment of Information and Service Economyen
dc.contributor.departmentTieto- ja palvelutalouden laitosfi
dc.contributor.schoolKauppakorkeakoulufi
dc.contributor.schoolSchool of Businessen
dc.date.accessioned2013-12-02T09:16:29Z
dc.date.available2013-12-02T09:16:29Z
dc.date.dateaccepted2013-09-03
dc.date.issued2013
dc.description.abstractObjectives of the Study The objectives of this study were to investigate microtransaction based monetization models in games, and to find factors that influence their success and suitability. The research goal was to interview players, in order to get answers regarding their motivations behind microtransaction purchasing in games. Academic background and methodology The literature review focused on virtual goods research. Overall, there were many factors identified that impact the success of virtual goods. Two game design-related issues could be seen at the forefront: The game environment design and its mechanics are powerful shaping tools for demand. The item design and different attributes (social, functional and hedonistic) also affect their desirability. The purchasing of virtual items seems to be a planned and a thought out process, meaning impulse purchases are rare, and a certain level of commitment and use of the game precedes the actual purchases. As many of the items sold through microtransactions are cosmetic and character appearance altering, a multiplayer environment can be thought to be a necessity for their success, because they are bought in order to look different from other players. The research methodology used was interviews with a semi-structure. Freeform answering was encouraged in order to reduce the influence on the interviewee's answers. Findings and conclusions The success of microtransactions can be seen as the sum of many factors. The reasons behind purchasing of in-game items were divided into prerequisites, supporting factors and core reasons. A commitment of time spent on playing games often preceded the purchasing of in-game items. As playing games comes before the purchasing of in-game items, a prerequisite of monetization success was that the game itself had to be good. A social and multiplayer environment was found to be necessary for microtransaction-based item selling success, as many of the items deemed interesting by the players would have no value in a single-player game. Pressure from social environment was found to be a supporting factor for purchasing success, but more in the form of recommendations from others, or being able to see interesting items on others. In terms of itemization, players found aesthetic items the most suitable, and disliked the selling of anything that alters gameplay, with the exception of some timesaving and convenience items. Game mechanics were found to create demand and increase the sale of items, by limiting access to content or features, or by offering time saving and convenience to deal with repetitive and tedious tasks. For some players, the core reason for purchasing microtransaction items was to support the developers of the game.en
dc.ethesisid13369
dc.format.extent67
dc.identifier.urihttps://aaltodoc.aalto.fi/handle/123456789/11736
dc.identifier.urnURN:NBN:fi:aalto-201312058053
dc.language.isoenen
dc.locationP1 I
dc.programme.majorInformation Systems Scienceen
dc.programme.majorTietojärjestelmätiedefi
dc.subject.helecontietojärjestelmät
dc.subject.heleconinformation systems
dc.subject.heleconvirtuaalitodellisuus
dc.subject.heleconvirtual reality
dc.subject.helecondigitaalitekniikka
dc.subject.helecondigital technology
dc.subject.heleconpelit
dc.subject.helecongames
dc.subject.heleconviihde
dc.subject.heleconentertainment
dc.subject.heleconmikrotalous
dc.subject.heleconmicroeconomics
dc.subject.heleconmaksut
dc.subject.heleconpayments
dc.subject.heleconostot
dc.subject.heleconindustrial purchasing
dc.subject.keywordMicrotransactions
dc.subject.keywordMicropayments
dc.subject.keywordVideo Games
dc.subject.keywordMonetization
dc.subject.keywordVirtual Goods
dc.subject.keywordDigital Goods
dc.subject.keywordInformation Goods
dc.subject.keywordVirtual Consumption
dc.subject.keywordGaming Virtual Worlds
dc.subject.keywordFree-to-play
dc.subject.keywordFreemium
dc.subject.keywordBusiness Model
dc.titleFactors influencing microtransaction monetization- model success in digital gamesen
dc.typeG2 Pro gradu, diplomityöfi
dc.type.dcmitypetexten
dc.type.ontasotMaster's thesisen
dc.type.ontasotPro gradu tutkielmafi
local.aalto.idthes13369
local.aalto.openaccessno

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