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Current Revenue (Monetisation) Models of Video Gamę Developers
Author(s) -
Patrycja Klimas
Publication year - 2019
Publication title -
journal of management and financial sciences
Language(s) - English
Resource type - Journals
eISSN - 2657-5612
pISSN - 1899-8968
DOI - 10.33119/jmfs.2017.28.5
Subject(s) - revenue , revenue model , business model , business , revenue management , revenue center , yield management , revenue sharing , marketing , revenue recognition , industrial organization , finance , accounting , financial accounting , accounting information system
This paper aims at exploration of revenue models and recognition of revenue streams currently exploited by video gamę developers. The fact that the monetisation models are fastchanging and expanding in business practice, but fragmentary researched in management science makes them worth consideration. Therefore, different revenue models have beenidentified and discussed in the light of the results of desk (literaturę and industry reports review supported by analysis of evidence from global business practice) and field research(semi-structured interviews with Polish video gamę developers). Using triangulated data it was possible to identify: (1) four revenue models aimed at selling paid games: paid gamę fororder, premium, paid mobile, and subscription; (2) one revenue model aimed at selling free games: freemium; and (3) one revenue model aimed at selling intellectual property rights:licensing. In a morę detailed perspective, six different revenue models and nine different revenue streams exploited under these revenue models have been revealed and discussed.The main contribution of the article is the recognition of a wide portfolio of revenue streams and revenue models possible to consider by video gamę developers during decision makingprocess on the structure of their revenue logie. Additional, theoretical and managerial implications are as follows: development of generał framework of the revenue logie beingintegral part of business models, Identification of currently used revenue models by video gamę developers which have been overlooked in prior literaturę (e.g. selling customised games for order or licensing parts of gamę content or gamę components).

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