Master's thesis: An alternate pricing model for F2P games


​A software pricing model that addresses the shortcomings of the F2P pricing model and helps game developers improve the overall gaming experience while effectively monetizing their games.

One of the major gripes of the F2P monetization model is that there are no limits on how much a person can spend in a game. The spending psychology can be very addictive (similar to gambling) and in addition to this, many games give an unfavorable advantage to paying users. All of this affects the overall gaming experience. The main aim of this thesis was to use service design to develop an alternate pricing model that addresses the disadvantages of the F2P pricing model.

The result of the thesis - the “alternate pricing model” provides improved gaming experience, choice of monetization and better user retention. The alternate pricing model offers a choice of monetization to the user, basically “Soft monetization” (does not involve money) and “Hard monetization” (involves a fixed amount of money). The user can also switch between the monetization strategies at any point. This gives a psychological advantage to the user. It also takes away the ambiguity of endless payments that you might need to make in a F2P game. The new model intends to monetize by increasing the user base compared to the F2P model that depends on huge monetization by a small user base.

This model can be used as a starting point to understand user behavior and points for revenue maximization without affecting the user experience. Based on the learning, the model can be further refined to suite a particular genre of games.

Further information:

Somasundaram Nanda Kumar
Tel. +358 40 661 5970
esnandakumar(at)gmail.com


Modified 6/1/2016 2:36 PM