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<article article-type="research-article" dtd-version="1.3" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xml:lang="ru"><front><journal-meta><journal-id journal-id-type="publisher-id">najge</journal-id><journal-title-group><journal-title xml:lang="ru">Геоэкономика энергетики</journal-title><trans-title-group xml:lang="en"><trans-title>Geoeconomics of Energetics</trans-title></trans-title-group></journal-title-group><issn pub-type="ppub">2687-0703</issn><publisher><publisher-name>АНО Институт стран СНГ</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="doi">10.48137/26870703_2025_30_2_145</article-id><article-id custom-type="elpub" pub-id-type="custom">najge-179</article-id><article-categories><subj-group subj-group-type="heading"><subject>Research Article</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="ru"><subject>ОСОБОЕ МНЕНИЕ</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="en"><subject>SPECIAL OPINION</subject></subj-group></article-categories><title-group><article-title>ВИДЫ И ФОРМЫ МОДЕЛЕЙ МОНЕТИЗАЦИИ ВИДЕОИГР</article-title><trans-title-group xml:lang="en"><trans-title>TYPES AND FORMS OF VIDEO GAME MONETIZATION MODELS</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author" corresp="yes"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0003-4682-9685</contrib-id><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Иншаков</surname><given-names>А. А.</given-names></name><name name-style="western" xml:lang="en"><surname>Inshakov</surname><given-names>A. A.</given-names></name></name-alternatives><bio xml:lang="ru"><p>ИНШАКОВ Андрей Алексеевич, ассистент кафедры политической экономии и истории экономической науки</p><p>г. Москва, 117997, пер. Стремянный, 36</p></bio><bio xml:lang="en"><p>Andrey A. INSHAKOV, Assistant of the Department of Political Economy and History of Economics</p><p>36, Stremyanny lane, Moscow, 117997</p></bio><email xlink:type="simple">aero789@mail.ru</email><xref ref-type="aff" rid="aff-1"/></contrib><contrib contrib-type="author" corresp="yes"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0002-2473-8590</contrib-id><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Егоров</surname><given-names>В. Г.</given-names></name><name name-style="western" xml:lang="en"><surname>Egorov</surname><given-names>V. G.</given-names></name></name-alternatives><bio xml:lang="ru"><p>ЕГОРОВ Владимир Георгиевич, доктор экономических наук, доктор исторических наук, заведующий кафедрой политологии и политического анализа РГСУ, профессор</p><p>г. Москва, 117997, пер. Стремянный, 36</p></bio><bio xml:lang="en"><p>Vladimir G. EGOROV, Doctor of Historical Sciences, Doctor of Economics, Professor, Head of the Department of Political Science and Political Analysis</p><p>36, Stremyanny lane, Moscow, 117997</p></bio><email xlink:type="simple">korrka@mail.ru</email><xref ref-type="aff" rid="aff-1"/></contrib><contrib contrib-type="author" corresp="yes"><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Самохина</surname><given-names>Е. А.</given-names></name><name name-style="western" xml:lang="en"><surname>Samokhina</surname><given-names>E. A.</given-names></name></name-alternatives><bio xml:lang="ru"><p>САМОХИНА Екатерина Александровна, старший преподаватель кафедры политической экономии и истории экономической науки</p><p>г. Москва, 117997, пер. Стремянный, 36</p></bio><bio xml:lang="en"><p>Ekaterina A. SAMOKHINA, a senior lecturer at the Department of Political Economy and History of Economics</p><p>36, Stremyanny lane, Moscow, 117997</p></bio><email xlink:type="simple">samokhina.ea@rea.ru</email><xref ref-type="aff" rid="aff-1"/></contrib></contrib-group><aff-alternatives id="aff-1"><aff xml:lang="ru"><institution>РЭУ им. Г. В. Плеханова</institution><country>Россия</country></aff><aff xml:lang="en"><institution>Plekhanov Russian University of Economics</institution><country>Russian Federation</country></aff></aff-alternatives><pub-date pub-type="collection"><year>2025</year></pub-date><pub-date pub-type="epub"><day>25</day><month>07</month><year>2025</year></pub-date><volume>0</volume><issue>2</issue><fpage>145</fpage><lpage>161</lpage><permissions><copyright-statement>Copyright &amp;#x00A9; Иншаков А.А., Егоров В.Г., Самохина Е.А., 2025</copyright-statement><copyright-year>2025</copyright-year><copyright-holder xml:lang="ru">Иншаков А.А., Егоров В.Г., Самохина Е.А.</copyright-holder><copyright-holder xml:lang="en">Inshakov A.A., Egorov V.G., Samokhina E.A.</copyright-holder><license xml:lang="ru" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>Данная работа распространяется под лицензией Creative Commons Attribution 4.0.</license-p></license><license xml:lang="en" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>This work is licensed under a Creative Commons Attribution 4.0 License.</license-p></license></permissions><self-uri xlink:href="https://www.geoenergy-journal.ru/jour/article/view/179">https://www.geoenergy-journal.ru/jour/article/view/179</self-uri><abstract><p>Современные видеоигры давно перешагнули рамки классической модели «купил – играешь». Индустрия претерпела революционные изменения, переходя к модели игры-сервиса (Games-as-a-Service, GaaS), где постоянная поддержка, обновления и развитие контента становятся ключевыми факторами успеха. Этот переход обусловлен несколькими причинами: ростом конкуренции, уве­личением стоимости разработки AAA-проектов и изменением потребительских ожиданий. Игроки теперь хотят получать не просто законченный продукт, а постоянно развивающийся мир с новыми событиями и возможностями.</p><p>В статье рассматриваются актуальные тренды в области монетизации видеоигр, включая бесплатно распространяемые игры (free-to-play) с микро­транзакциями, подписки. Особое внимание уделяется анализу преимуществ и недостатков каждой модели. Например, микротранзакции позволяют студиям  получать стабильный доход, но могут вызывать негативную реакцию у игроков, если нарушают баланс или воспринимаются как pay-to-win.</p><p>Проведена классификация способов монетизации, а также выявлены ключевые черты игр-сервисов: обязательное онлайн-подключение, регуляр­ные обновления, активное взаимодействие с комьюнити и гибкие системы монетизации. Статистические данные подтверждают, что микротранзакции остаются одним из главных трендов отрасли видеоигр.</p><p>Отдельно рассмотрен феномен Fortnite, который стал эталоном коммерче­ского игрового успеха благодаря кросс-платформенности, регулярным ивентам и продуманной системе battle pass.</p><p>Таким образом, индустрия видеоигр продолжает эволюционировать, пред­лагая новые способы взаимодействия с аудиторией и монетизации контента, что открывает широкие возможности для разработчиков и издателей.</p></abstract><trans-abstract xml:lang="en"><p>Modern video games have long transcended the classical «buy–and-play» model. The industry has undergone revolutionary changes, moving to the «Games-as-a-Service» (GaAs) model, where constant support, updates and content development become key success factors. This transition is due to several reasons: increasing competition, increasing the cost of developing AAA projects, and changing con­sumer expectations. Players now want to receive not just a finished product, but an ever-evolving world with new events and opportunities. The article discusses current trends in the field of video game monetization, including free-to-play games with microtransactions and subscriptions. Special attention is paid to the analysis of the advantages and disadvantages of each model. For example, microtransactions allow studios to earn stable income, but they can cause a negative reaction from players if they disrupt the balance or are perceived as «pay-to-win». The classification of monetization methods has been carried out, and the key features of game services have been identified: mandatory online connectivity, regular updates, active interac­tion with the community, and flexible monetization systems. Statistics confirm that microtransactions remain one of the main trends in the video game industry. The phenomenon of Fortnite, which has become a benchmark for commercial gaming success due to cross-platform, regular events and a well-thought-out battle pass system, is considered separately. Thus, the video game industry continues to evolve, offering new ways to interact with the audience and monetize content, which opens up great opportunities for developers and publishers.</p></trans-abstract><kwd-group xml:lang="ru"><kwd>монетизация игр</kwd><kwd>игровая экономика</kwd><kwd>free-to-play</kwd><kwd>подписочные модели</kwd><kwd>платный контент</kwd><kwd>лутбоксы</kwd><kwd>события внутри игры</kwd><kwd>микротранзакции</kwd><kwd>мобильные игры</kwd></kwd-group><kwd-group xml:lang="en"><kwd>game monetization</kwd><kwd>game economy</kwd><kwd>free-to-play</kwd><kwd>subscription models</kwd><kwd>paid content</kwd><kwd>loot boxes</kwd><kwd>in-game events</kwd><kwd>microtransactions</kwd><kwd>mobile games</kwd></kwd-group></article-meta></front><back><ref-list><title>References</title><ref id="cit1"><label>1</label><citation-alternatives><mixed-citation xml:lang="ru">Иншаков А. А., Егоров В. Г., 2023. 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