Monetizing the Growth of the Video Game Industry
Killström, Kalle (2024)
Killström, Kalle
2024
All rights reserved. This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2024052013699
https://urn.fi/URN:NBN:fi:amk-2024052013699
Tiivistelmä
Video game industry globally has seen standout growth historically but shrunk in 2022. Despite being projected to grow since, and with the market expanding in 2023, many companies within the industry have experienced losses which have led to mass scale lay offs in the industry in 2023-2024.
This thesis examines the possibilites for the companies to profit from the growth of the industry. Video game monetization has many aspects that can be used by the companies, which are outlined in the conceptual framework along with the some of the problems that have led to losses for the companies. The conceptual framework is followed by market analysis in select products and companies through a qualitative research method, where the choices of the companies are seen in the final product. The next segment analyzes the results and company finances to have an outlook how these choices have affected the revenue generated by the companies. With the results from finances and research, additional key questions for business development and industry growth are analyzed to allow for a more comprehensive conclusion for video game monetization.
The elements for effective monetization that can benefit from the growth of the industry are the approach for player-led monetization for attaining long-term customer relationships, diversification to mitigate franchise reliance, innovation in the field of game design and monetization, and sustainable growth through good governance and the downsizing of costs with technological advancement and streamlined products. To create a great product, a hypothesis is introduced in attaining value in products that are effective in monetization through game design.
This thesis examines the possibilites for the companies to profit from the growth of the industry. Video game monetization has many aspects that can be used by the companies, which are outlined in the conceptual framework along with the some of the problems that have led to losses for the companies. The conceptual framework is followed by market analysis in select products and companies through a qualitative research method, where the choices of the companies are seen in the final product. The next segment analyzes the results and company finances to have an outlook how these choices have affected the revenue generated by the companies. With the results from finances and research, additional key questions for business development and industry growth are analyzed to allow for a more comprehensive conclusion for video game monetization.
The elements for effective monetization that can benefit from the growth of the industry are the approach for player-led monetization for attaining long-term customer relationships, diversification to mitigate franchise reliance, innovation in the field of game design and monetization, and sustainable growth through good governance and the downsizing of costs with technological advancement and streamlined products. To create a great product, a hypothesis is introduced in attaining value in products that are effective in monetization through game design.