dc.contributor.author | Luotonen, Niko | |
dc.date.accessioned | 2024-04-10T09:45:10Z | |
dc.date.available | 2024-04-10T09:45:10Z | |
dc.date.issued | 2024 | - |
dc.identifier.uri | http://www.theseus.fi/handle/10024/851173 | |
dc.description.abstract | Monetization of video games has become mostly digital during the last decade. Digitalization paved way for
new types of monetization methods. One of the most used and talked about methods is microtransactions
within video games. Video game companies have shown how creative video game companies are with their
ways to implement new ways to use microtransactions. One of those ways is premium currencies within
video games. Premium currency has become a main stay within video games to be used as a monetization
model. A worrying trend called leftover premium currency was put under microscope in the study.
Purpose of the study was to provide understanding of how premium currency is used withing video games,
does premium currency have effects on the buying decision and provide ideas to companies how to tackle
the leftover currency. To achieve this literature review and empirical study was conducted.
Mixed methods were used to gather data for the study. A quantitative survey was conducted to get a view
on how 86 players feel about leftover currency. A literature review and in-depth review of various video
games were conducted to get a base understanding of how microtransactions are used within video games.
Based on the findings, it was clear that players dislike premium currencies in video games and would much
rather use direct purchase option when buying in-game premium items. Recommendations for further
studies were given in the study, also video game companies were given instructions how they could use inhouse data to improve negative effects on buying decision due to leftover premium currency | - |
dc.language.iso | fin | - |
dc.rights | fi=All rights reserved. This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.|sv=All rights reserved. This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.|en=All rights reserved. This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.| | - |
dc.title | Leftover premium currency in video games | - |
dc.type.ontasot | fi=AMK-opinnäytetyö|sv=YH-examensarbete|en=Bachelor's thesis| | - |
dc.identifier.urn | URN:NBN:fi:amk-202404096089 | - |
dc.subject.degreeprogram | fi=Liiketalous, hallinto ja markkinointi|sv=Företagsekonomi, förvaltning och marknadsföring|en=Business Management, Administration and Marketing| | - |
dc.subject.yso | video games | - |
dc.subject.yso | game industry | - |
dc.subject.yso | computer games | - |
dc.subject.yso | digital games | - |
dc.subject.yso | currency | - |
dc.subject.yso | game research | - |
dc.subject.discipline | Bachelor's Degree Programme in International Business | - |
annif.suggestions.links | http://www.yso.fi/onto/yso/p17281|http://www.yso.fi/onto/yso/p22353|http://www.yso.fi/onto/yso/p21187|http://www.yso.fi/onto/yso/p28182|http://www.yso.fi/onto/yso/p3573|http://www.yso.fi/onto/yso/p3453|http://www.yso.fi/onto/yso/p21024|http://www.yso.fi/onto/yso/p14484|http://www.yso.fi/onto/yso/p39309|http://www.yso.fi/onto/yso/p14483 | en |