There has never been a better time to be a gamer. As we move
into 2013, gaming technology, the devices we play them on and games developers’
business models all now concentrically focus on satisfying the consumer demand
for high quality, addictive games and making sure these are seamlessly
available, whenever we want them. Of course, this also means that the gamer has
developed extremely high expectations from games, conversely making it
increasingly difficult to be a games developer. The ‘freemium’ model has
expanded exponentially, especially throughout the mobile and online gaming
industry, with many consumers now regarding ‘free’ as the staple requirement
for most pick up and play games.
So if this is what the gamer wants; free, fast but
increasingly fun games on both mobile and online platforms, then how can
developers make sure they are getting their just, financial reward for all
their hard work? The perfect recipe for a successful, ‘viral’ game is often
debated, but how much consideration is put into the best way to gather this
financial re-numeration once a game takes off?
In-game purchases within the freemium game have redefined
the way that consumers engage with games content, with 40% of those who have
played a freemium game having made an in-game purchase (IYOGI) and a staggering
51% of revenue from freemium mobile games coming from transactions over £12 (Flurry).
Freemium games are also now pulling in wider demographics
and also presenting new challenges for content discovery and billing on the
move. It is now essential to consider and understand a fast, constantly
developing suite of micropayments, as well as consider how consumers find and
engage with games content and the different monetisation strategies available
for Games Developers and Publishers.
Taking a quick look at the available payment options, it’s
easy to draw out the main benefits behind each one, seeing why it is so crucial
to choose the right payment mechanic, as well as developing a high quality game.
Card payments, the stalwart of the payment industry, offer developers wide
access to the market and a robust, trusted infrastructure to go with it.
But what about that margin of unbanked customers who fall
within the demographic that many Games target? Considering the benefits of
using a Prepaid solution would help Games Developers and Publishers to access
this untapped demographic of gamers, with Prepaid enabling the conversion of
cash into online payment and potential for the use of Prepaid cards as an
outsourced gift voucher system. And what if the game requires a snappy,
seamless payment mechanic to minimise abandonment of an in-game purchase? Well
then it may be useful to consider direct-to-bill payment mechanics, whereby
gamers could make the decision to purchase in-game and have the charge put
directly onto their phone bill, all in just a few clicks.
Of course, this is a simplified view of the payment mechanic
spectrum and there is a much deeper discussion needed to iron out which payment
mechanic would be best for freemium or even premium games developers.
If you are a Game Developer or Publisher and interested in
entering this discussion about which payment mechanic is right for you, then
AIME is running a joint panel event with Games Industry trade body UKIE, which
will focus on this discussion and answer other crucial questions such as:
What best motivates a premium purchase; removal of ads,
additional features, more rapid in-game advancement, or prestige items?
Is the freemium model working and will there be a return to
upfront paid content?
The event takes place at UKIE’s central London
premises on 24th January, 2013. To get involved in this Industry debate and or
if you have any questions, please contact David Ashman by email on davidashman@aimelink.org.
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