Transposing freemium business model from casual games to serious games

Gergana Georgieva, Sylvester Arnab, Margarida Romero, Sara de Freitas

    Research output: Contribution to journalArticle

    3 Citations (Scopus)
    68 Downloads (Pure)

    Abstract

    The casual game sector represents one of the fastest growing segments of the video game industry with successful business models. The Serious Games (SG) sector on the other hand is far behind with lower business benefits. This study explores how the casual game business models can be transposed into the SG sector, focusing on the freemium business model. We analyse the freemium business models in relation to four components: value proposition of the games, user’s segmentation, available distribution channels and revenue streams. After the theoretical analysis, the empirical analysis is completed through end-users survey (n = 237) and the analysis of three companies. Based on the end-users survey and the company analysis, the paper introduces key findings in relation to the four components of the free trial and freemium model and their transposition to the SG sector. Findings from the study include the opportunity to transpose the casual games freemium business model into the SG sector in order to allow the development of the SG sector through optimising their potential revenue streams.

    NOTICE: this is the author’s version of a work that was accepted for publication in Entertainment Computing. Changes resulting from the publishing process, such as peer review, editing, corrections, structural formatting, and other quality control mechanisms may not be reflected in this document. Changes may have been made to this work since it was submitted for publication. A definitive version was subsequently published in Entertainment Computing, [9-10, June-July, (2015] DOI: 10.1016/j.entcom.2015.07.003

    © 2015, Elsevier. Licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International http://creativecommons.org/licenses/by-nc-nd/4.0/
    Original languageEnglish
    Pages (from-to)29-41
    JournalEntertainment Computing
    Volume9-10
    Issue numberJune-July
    DOIs
    Publication statusPublished - Jul 2015

    Bibliographical note

    There is a 24 month embargo period.

    Keywords

    • Casual games
    • Serious games
    • Business model
    • Freemium

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