Developing an alternate pricing model for mobile games
Nanda Kumar, Somasundaram (2016)
Nanda Kumar, Somasundaram
Laurea-ammattikorkeakoulu
2016
All rights reserved
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2016053010685
https://urn.fi/URN:NBN:fi:amk-2016053010685
Tiivistelmä
This goal of this research is to devise an alternate pricing model that addresses the shortcomings of the Free-to-play (F2P) pricing model prevalent in the mobile gaming industry. The research is conducted using the double diamond service design methodology concentrating on the core aspects of user experience.
The study starts with an introduction to the mobile gaming industry in general. We start with an overview of the current mobile software pricing models, how they evolved over time, and the need for an alternate pricing model. The user will be able to familiarize with the key concepts related to the mobile gaming industry that will serve as a foundation and help the reader in understanding the study better.
This is followed by a discussion of the various pricing models and concepts used in the software industry and the service design methods used for this research. We discuss the reasons for choosing the various service design tools and how they will help in the research process.
The next phase discusses the results and related findings from the service design methods used. We analyze the results obtained from the contextual interviews and the user research. We assimilate the information obtained, and map them into the service design methods chosen for research. This then leads to prototyping followed by a discussion on the implementation details of the alternate pricing model.
We then proceed to have a retrospective analysis of the alternate pricing model and how it differs from the current pricing model. We also discuss the learning from the research process, and introspect the value of the research to the mobile game industry.
We conclude the thesis by providing a summary of the research process; briefly discussing the tools and methodologies used in the research, the key findings, and the experiences gained during the research process as well as outlining the scope for future research.
The study starts with an introduction to the mobile gaming industry in general. We start with an overview of the current mobile software pricing models, how they evolved over time, and the need for an alternate pricing model. The user will be able to familiarize with the key concepts related to the mobile gaming industry that will serve as a foundation and help the reader in understanding the study better.
This is followed by a discussion of the various pricing models and concepts used in the software industry and the service design methods used for this research. We discuss the reasons for choosing the various service design tools and how they will help in the research process.
The next phase discusses the results and related findings from the service design methods used. We analyze the results obtained from the contextual interviews and the user research. We assimilate the information obtained, and map them into the service design methods chosen for research. This then leads to prototyping followed by a discussion on the implementation details of the alternate pricing model.
We then proceed to have a retrospective analysis of the alternate pricing model and how it differs from the current pricing model. We also discuss the learning from the research process, and introspect the value of the research to the mobile game industry.
We conclude the thesis by providing a summary of the research process; briefly discussing the tools and methodologies used in the research, the key findings, and the experiences gained during the research process as well as outlining the scope for future research.