2020
Alha, Kati
The Rise of Free-to-Play: How the Revenue Model Changed Games and Playing PhD Thesis
2020, ISBN: 978-952-03-1774-4.
Abstract | Links | Tags: Attitudes, Augmented reality, Ethics, Evaluation, Experience, Facebook, Free-to-play, Freemium, Future, Game industry, Grossing, Heuristics, Literature review, Metascore, Mobile gaming, Paying, Playability, Pokémon Go, Reviews, Sales, Social games, Social networks, Virtual goods
@phdthesis{Alha2020,
title = {The Rise of Free-to-Play: How the Revenue Model Changed Games and Playing},
author = {Kati Alha},
url = {http://urn.fi/URN:ISBN:978-952-03-1774-4
},
isbn = {978-952-03-1774-4},
year = {2020},
date = {2020-12-11},
abstract = {Free-to-play games have permanently transformed the game industry. Offering a game for free and gaining income through voluntary purchases during gameplay have proven to be the most successful way to gain revenue. Due to the model, more people than ever before play games, and the economic significance of games as business has multiplied. Simultaneously, the model has received a backlash for offering inferior, imbalanced game experiences that take advantage of players, manipulating them into playing and paying.
Despite the criticism and changes in game experiences, the research on free-to-play games is still heavily focused on economic aspects, with the goal to maximize revenue and find the best practices by which to implement the model. The voices of players are measured mostly through log data or quantitative surveys, while exploratory, qualitative research has been in the minority. The significance of free-to-play games and their connection to our game culture and society are still lacking critical inspection.
This dissertation takes up the challenge by studying free-to-play games from various perspectives through multiple methods, concentrating on qualitative approaches. The work shows the broad view of how and why free-to-play games have become so successful, how they have transformed games, and what problematic aspects are connected to them. The main claims of this dissertation are connected to: 1) the undervaluation of free-to-play games; 2) the unique challenges between money and gameplay experience; 3) the different framings of fairness and equality; 4) the need for transparency and legislation; and 5) the transformative power of free-to-play games on the consumption and creation of games.
The results show that while free-to-play games are played extensively, they are less valued than other games. This is especially true with mobile or casual free-to-play games and is descriptive of how we appraise and evaluate games. The lack of appreciation is connected to the nature of many free-to-play games, which are often never-ending and slow-paced, and offer challenges that differ from other games. The experiences that these games offer are different from the traditional, meritocratic values we have come to expect from games, and especially allowing advancement with money is in direct conflict with these values. The devaluation is shown in how the games are discussed, how they are reviewed (or not reviewed at all) by game journalists, and how they are studied. The players who engage with these games can also be excluded from gaming communities and gaming identities. At the same time, the challenges of the revenue model have resulted in new, creative solutions that bring diversity into game experiences and offer flexible playing for wider audiences.
The ethical issues connected to free-to-play games do need to be taken seriously. Problems connected to a lack of transparency, problematic playing, a resemblance to gambling, marketing to under-aged players, and privacy issues raise valid concerns. While free-to-play companies need to be especially mindful in giving players enough information and to implement tools to prevent accidental purchases and problematic playing, the industry also needs regulation that comes from outside itself. Thus, to create fair and functional legislation, we need academic and industry expertise in the committees doing the legislative work.
Despite the challenges and undervaluation that free-to-play games encounter, it is an indisputable fact that their impact on the game industry and on game consumption is both formidable and irreversible. They therefore deserve our attention and a critical exploration as a legitimate part of game culture. If you do not know free-to-play games, you do not know games.},
keywords = {Attitudes, Augmented reality, Ethics, Evaluation, Experience, Facebook, Free-to-play, Freemium, Future, Game industry, Grossing, Heuristics, Literature review, Metascore, Mobile gaming, Paying, Playability, Pokémon Go, Reviews, Sales, Social games, Social networks, Virtual goods},
pubstate = {published},
tppubtype = {phdthesis}
}
Despite the criticism and changes in game experiences, the research on free-to-play games is still heavily focused on economic aspects, with the goal to maximize revenue and find the best practices by which to implement the model. The voices of players are measured mostly through log data or quantitative surveys, while exploratory, qualitative research has been in the minority. The significance of free-to-play games and their connection to our game culture and society are still lacking critical inspection.
This dissertation takes up the challenge by studying free-to-play games from various perspectives through multiple methods, concentrating on qualitative approaches. The work shows the broad view of how and why free-to-play games have become so successful, how they have transformed games, and what problematic aspects are connected to them. The main claims of this dissertation are connected to: 1) the undervaluation of free-to-play games; 2) the unique challenges between money and gameplay experience; 3) the different framings of fairness and equality; 4) the need for transparency and legislation; and 5) the transformative power of free-to-play games on the consumption and creation of games.
The results show that while free-to-play games are played extensively, they are less valued than other games. This is especially true with mobile or casual free-to-play games and is descriptive of how we appraise and evaluate games. The lack of appreciation is connected to the nature of many free-to-play games, which are often never-ending and slow-paced, and offer challenges that differ from other games. The experiences that these games offer are different from the traditional, meritocratic values we have come to expect from games, and especially allowing advancement with money is in direct conflict with these values. The devaluation is shown in how the games are discussed, how they are reviewed (or not reviewed at all) by game journalists, and how they are studied. The players who engage with these games can also be excluded from gaming communities and gaming identities. At the same time, the challenges of the revenue model have resulted in new, creative solutions that bring diversity into game experiences and offer flexible playing for wider audiences.
The ethical issues connected to free-to-play games do need to be taken seriously. Problems connected to a lack of transparency, problematic playing, a resemblance to gambling, marketing to under-aged players, and privacy issues raise valid concerns. While free-to-play companies need to be especially mindful in giving players enough information and to implement tools to prevent accidental purchases and problematic playing, the industry also needs regulation that comes from outside itself. Thus, to create fair and functional legislation, we need academic and industry expertise in the committees doing the legislative work.
Despite the challenges and undervaluation that free-to-play games encounter, it is an indisputable fact that their impact on the game industry and on game consumption is both formidable and irreversible. They therefore deserve our attention and a critical exploration as a legitimate part of game culture. If you do not know free-to-play games, you do not know games.
Mäyrä, Frans; Alha, Kati
Mobile Gaming Book Section
In: Kowert, Rachel; Quandt, Thorsten (Ed.): The Video Game Debate 2: Revisiting the Physical, Social, and Psychological Effects of Video Games, pp. 107-120, Routledge, 2020, ISBN: 978-0-367-36694-0.
Abstract | Links | Tags: Game studies, Gaming, Mobile gaming
@incollection{Mäyrä2020b,
title = {Mobile Gaming},
author = {Frans Mäyrä and Kati Alha},
editor = {Rachel Kowert and Thorsten Quandt},
url = {http://urn.fi/URN:NBN:fi:tuni-202101201535},
doi = {10.4324/9780429351815},
isbn = {978-0-367-36694-0},
year = {2020},
date = {2020-11-30},
booktitle = {The Video Game Debate 2: Revisiting the Physical, Social, and Psychological Effects of Video Games},
pages = {107-120},
publisher = {Routledge},
abstract = {This chapter will briefly outline the success story of mobile games, along with the associated developments in the culture of mobile gaming, and will highlight several of the relevant debates and research trends of this quickly developing field. The focus is on three major turns or periods of mobile gaming: the early history of handheld gaming devices and cell phones; the smartphone era and the birth of the contemporary mobile gaming ecosystem; and, finally, the emergence of location-based and mixed reality mobile gaming. The chapter discusses the multiple, distinctive features and consequences of these different varieties of mobile gaming, for the actual gaming content, game development, and industry practices as well as for the people who play games, and for the culture and society that is immersed in gaming.},
keywords = {Game studies, Gaming, Mobile gaming},
pubstate = {published},
tppubtype = {incollection}
}
2019
Alha, Kati; Koskinen, Elina; Paavilainen, Janne; Hamari, Juho
Why Do People Play Location-Based Augmented Reality Games: A Study on Pokémon GO Journal Article
In: Computers in Human Behavior, vol. 93, pp. 114-122, 2019, ISBN: 0747-5632.
Abstract | Links | Tags: Augmented reality games, Free-to-play, Location-based game, Mobile gaming, Pokémon Go
@article{Alha2019,
title = {Why Do People Play Location-Based Augmented Reality Games: A Study on Pokémon GO},
author = {Kati Alha and Elina Koskinen and Janne Paavilainen and Juho Hamari},
url = {https://urn.fi/URN:NBN:fi:tuni-201903221408},
doi = {10.1016/j.chb.2018.12.008},
isbn = {0747-5632},
year = {2019},
date = {2019-04-01},
journal = {Computers in Human Behavior},
volume = {93},
pages = {114-122},
abstract = {Pokémon GO brought the location-based augmented reality games into the mainstream. To understand why people play these games, we created an online survey (n = 2612) with open questions about the reasons to start, continue, and quit playing Pokémon GO, and composed categories of the answers through a thematic analysis. Earlier experiences especially with the same franchise, social influence, and popularity were the most common reasons to adopt the game, while progressing in the game was the most frequently reported reason to continue playing. The player's personal situation outside the game and playability problems were the most significant reasons to quit the game. In addition to shedding more light on the Pokémon GO phenomenon, the findings are useful for both further studying and designing location-based augmented reality game experiences.},
keywords = {Augmented reality games, Free-to-play, Location-based game, Mobile gaming, Pokémon Go},
pubstate = {published},
tppubtype = {article}
}
Apperley, Thomas H.; Moore, Kyle
Haptic Ambience: Ambient Play, the Haptic Effect and Co-Presence in Pokémon GO Journal Article
In: Convergence: The International Journal of Research into New Media Technologies, vol. 25, iss. 1, pp. 6-17, 2019, ISSN: 1354-8565.
Abstract | Links | Tags: Affective resonance, Ambient play, Digital photography, Gesture, Haptic interface, Ingress, Location-based game, Mobile gaming, Pokémon, Pokémon Go
@article{Apperley2019,
title = {Haptic Ambience: Ambient Play, the Haptic Effect and Co-Presence in Pokémon GO},
author = {Thomas H. Apperley and Kyle Moore},
url = {https://journals.sagepub.com/doi/10.1177/1354856518811017},
doi = {10.1177/1354856518811017},
issn = {1354-8565},
year = {2019},
date = {2019-02-01},
urldate = {2019-02-01},
journal = {Convergence: The International Journal of Research into New Media Technologies},
volume = {25},
issue = {1},
pages = {6-17},
abstract = {Haptic media studies emphasize the centrality of touch in the experience of digital media. This article considers how the haptic effect created by relationship between touch, gesture and spatial practice in Pokémon GO cements new possibilities for ambient play and co-presence. The app effectively draws on the genealogies of Nintendo’s handheld Pokémon games, but through the shift to smartphone devices the app creates new forms of ambient play, co-presence and communication that are realized through the publicness of the touch, gesture and comportment which make up the haptic effect of the app. By making the smartphones camera an integral part the game, Pokémon GO suggests the wider relevance of the communicability of feeling and gesture by extending ambient play and co-presence into social media, allowing players to (re)-experience the feeling and touch of Pokémon GO through affective resonance. This suggests that the tactility and touch of the haptic affect are embedded in a matrix of embodied experiences that are revealed through how photography and social media become sites for extending and ambient play.},
keywords = {Affective resonance, Ambient play, Digital photography, Gesture, Haptic interface, Ingress, Location-based game, Mobile gaming, Pokémon, Pokémon Go},
pubstate = {published},
tppubtype = {article}
}
