Consumers Engagement in Riot Games
Uusitalo, Juho; Zhou, Yue (2024)
Uusitalo, Juho
Zhou, Yue
2024
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-202405069584
https://urn.fi/URN:NBN:fi:amk-202405069584
Tiivistelmä
Freemium business model has become one of the most popular types of entertainment industry. The case company for this study, Riot Games is the most popular gaming company using the freemium business model.
The study includes a SWOT analysis of Riot Games company with recommendations, quantitative research about spending patterns within Riot Games consumer base, qualitative research about the motivations for purchasing products in a freemium business model.
The study analyses different revenue streams for Riot Games, such as esports, merchandise, in-app purchases, and sponsorships.
The study includes a SWOT analysis of Riot Games company with recommendations, quantitative research about spending patterns within Riot Games consumer base, qualitative research about the motivations for purchasing products in a freemium business model.
The study analyses different revenue streams for Riot Games, such as esports, merchandise, in-app purchases, and sponsorships.