Traditional Culture Encyclopedia - Traditional customs - What is the profit model for video games? (Profit model of the game)

What is the profit model for video games? (Profit model of the game)

On the profit model of video games there are mainly the following classifications:

1. Point card sales model. This is the earliest profit model for online games, where players buy point cards to recharge their accounts, and the point cards are deducted according to the time consumed while playing the game online. The first one is the "Sword net three", and the current popular "against the water cold".

2. Prop charging mode. The game is free, and its profit is based on the sale of props and value-added services. There are many kinds of games like this, such as Tencent's Crossfire and League of Legends, etc. The game itself can be played without any problem, but players are induced to buy weapons and props or skins by recharging their money for a better gaming experience.

3. In 2004, the domestic operators led by Nine City began to change the point card consumption to monthly consumption, players can buy a monthly card to play the game, and no longer calculate the online consumption of the second card, the initiative was launched, "Miracle" players lined up to buy a monthly card, the scene is spectacular.

4. game buyout system, the release of the game and charges, need to be paid by the player in order to play, the representative works are mainly some of the release of CD-ROM single-player games, or steam on the game such as "The Witcher 3", "survival of the jedi" and so on, need to pay in order to play.

5. Embedded advertising mode. That is, online game operators openly bid for advertisements on a "back page" of the game, so as to obtain the relevant profits.

6. The mode of cooperation with other industries. The so-called heterogeneous cooperation, that is, the game operators and traditional industries to do their own specialties, complement each other's strengths or strong combination. For example, Ninth City operated "World of Warcraft" and Coca-Cola cooperation.

7. Rebate sales model. Rebate sales, that is, on the basis of the current free model to increase the return of profits to the player, that is, although the player through the purchase of props consumption, but as long as the game participation is high enough, you can get dividends from the game as a reward. The player is not only a participant in the game, but also becomes a part-time employee of the game.

8. In addition to this, hot games such as "lol" and "Jedi Survival" can also make profits by organizing tournaments and live broadcasting copyrights, etc. In addition, by virtue of the huge flow of fans, there is still a huge potential to make profits by releasing hand-made items

, peripherals and peripherals, etc.

There is a huge potential to make profits by releasing hand-made items

.

Writing is not easy, your attention is my greatest motivation!

1. Time charge. Charge mode: point card, monthly card, day card. Representative works: "WOW", "sword net three", "EVE".

2. Buyout fee. Charge mode: CDKEY, DLC. representative works: "Guild Wars 2", "Sword and Sworcery", "Diablo III".

3. Props, value-added business charges. Charge mode: game related props, game value-added business. Representative works: most of the domestic online games and hand travel.

4. Other profit models. Charge mode: internal advertisement, sale of peripherals, etc. The above three are just the main popular mode on the market now, there are also many other different ways, such as advertising sponsorship, regional charges, role charges and so on.

The monthly subscription system and the first charge system have been widely accepted as the mainstream billing methods, thus bringing online games into the mass market.

Thanks, there are many ways to monetize video games:

One is the most traditional, the one-time buyout system. That's how games used to be sold, and how some manufacturers sell them now.

The second is the body of free props within the purchase, a lot of online games handicraft are so.

The third kind of the most pit: draw card/twister/open box, the second kind of although the pit is deep but you spend a lot of money is bound to have a bull's-eye equipment, and this kind of you spend a lot of money also depends on the face, this kind of today's worldwide handicraft manufacturers and some traditional game manufacturers favorite.

The fourth kind is more hidden, built-in advertising, but less. Profit is also not as fast as the second and third kinds of money.

The fifth is the point card, which is also a more traditional profit model.

The sixth type is membership, Sony, Microsoft, Nintendo three major console manufacturers, EA, Ubisoft and so on have a similar rent a game to play within the membership period of free games.

The seventh type is to organize tournament activities, this kind of compared to selling tickets, the greater significance is to highlight the influence and the traffic when the online broadcast.

The eighth is cross-industry partnerships, such as the Pikachu campaign and the recent God of War-themed Bank of Communications credit card.

The ninth is the addition of paid chapters, or DLC, commonly found in modern console games.

The tenth is a hybrid model, such as many games that are buy-to-play but also have DLC options and an out-of-the-box setup