Preview

Geoeconomics of Energetics

Advanced search

TYPES AND FORMS OF VIDEO GAME MONETIZATION MODELS

https://doi.org/10.48137/26870703_2025_30_2_145

Abstract

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.

About the Authors

A. A. Inshakov
Plekhanov Russian University of Economics
Russian Federation

Andrey A. INSHAKOV, Assistant of the Department of Political Economy and History of Economics

36, Stremyanny lane, Moscow, 117997



V. G. Egorov
Plekhanov Russian University of Economics
Russian Federation

Vladimir G. EGOROV, Doctor of Historical Sciences, Doctor of Economics, Professor, Head of the Department of Political Science and Political Analysis

36, Stremyanny lane, Moscow, 117997



E. A. Samokhina
Plekhanov Russian University of Economics
Russian Federation

Ekaterina A. SAMOKHINA, a senior lecturer at the Department of Political Economy and History of Economics

36, Stremyanny lane, Moscow, 117997



References

1. Inshakov A. A., Egorov V. G., 2023. The Video Game Industry: An Economic Analysis and A Review of Modern Research. // Post-Soviet Continent. No. 4. Pp. 71–95 // . https://doi.org/10.48137/23116412_2023_4_71(In Russ.)

2. André F., Bore P., Toresson T., Andersson M., Claesdotter-Knutsson E., 2024. The relationship between game genre, monetization strategy and symptoms of gaming disorder in a clinical sample of adolescents // Upsala Journal of Medical Sciences. Vol. 129. e10386 // . https://doi.org/10.48101/ujms.v129.10386(In Russ.)

3. Askeland H. D., 2023. Predatory/exploitative Monetization in Modern Video Games: A critical analysis of FIFA 23 and Diablo: Immortal / The University of Bergen // https://bora.uib.no/bora-xmlui/handle/11250/3071881, accessed 02.02.2025. (In Russ.)

4. Ball C., Fordham J., 2018. Monetization is the message: A historical examination of video game microtransactions // 2018: Abstract Proceedings of DiGRA 2018 Conference: The Game is the Message // . https://doi.org/10.26503/dl.v2018i2.1023(In Russ.)

5. Beltagui A., Schmidt T., Candi M., Roberts D. L., 2019. Overcoming the monetization challenge in freemium online games // Industrial Management & Data Systems. Vol. 119. No. 6. Pp. 1339–1356. DOI:10.1108/IMDS-08-2018-0350. (In Russ.)

6. Davidovici M., 2013. Innovation in business models in the video game industry: Free-To-Play or the gaming experience as a service // The computer games journal. Vol. 2. Pp. 22–51. (In Russ.)

7. Koskela S., 2022. Pricing economics of video games: a panel data study on the effects of versioning on revenue – Oulun Yliopisto / University of Oulu // https://oulurepo.oulu.fi/handle/10024/20548, accessed 02.02.2025. (In Russ.)

8. Lehtimäki E., 2021. Analysing the changes in monetization of games in the 21st century / Metropolia Ammattikorkeakoulu // https://urn.fi/URN:NBN:fi:amk-2021052812358, accessed 02.02.2025. (In Russ.)

9. Nair H. S., 2006. Intertemporal price discrimination with forward-looking consumers: Application to the US market for console video-games // Quantitative Marketing and Economics, Vol. 5 (3). Pp. 239–292. DOI:10.1007/s11129-007-9026-4.

10. Tomić N., 2019. Economic model of microtransactions in video games // Journal of Economic Science Research. Vol. 1 (1). DOI:10.30564/jesr.v1i1.439. (In Russ.)

11. Zackariasson, P., Wilson, T. L., 2014. The video game industry: Formation, present state, and future. Routledge // , accessed https://www.routledge.com/The-Video-Game-Industry-Formation-Present-State-and-Future/Zackariasson-Wilson/p/book02.02.2025. (In Russ.)


Review

For citations:


Inshakov A.A., Egorov V.G., Samokhina E.A. TYPES AND FORMS OF VIDEO GAME MONETIZATION MODELS. Geoeconomics of Energetics. 2025;(2):145-161. (In Russ.) https://doi.org/10.48137/26870703_2025_30_2_145

Views: 24


Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 License.


ISSN 2687-0703 (Print)