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When thinking about gaming business models it's important to think about the context in the history of gaming.

Since in the 1980s in addition to retail and digital sales the business models we've seen have included:

  * Pay-to-play arcade games
  * Premium hint lines
  * Add-on content sales
  * In-game sponsorship (Zool, sports games)
  * Shareware
  * Advertorial games (McDonalds Land)
  * Subscription fees
  * Peripheral sales
  * Real money betting
  * UGC Rev shares
  * Membership clubs
  * Game rental
  * In game ads
  * IAP 
  * Virtual items
IAP is likely here to stay, but just like the many many business models that have existed before, it'll likely become one of many in use.


Many apps use several of these business models at the same time - buy in game currency with money or watch in game sponsorships to earn it, then use that currency to buy virtual items.




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