Frankfurt Game Studies II Monetization of Games - Business Information Systems Games / E-Commerce
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Business Information Systems Games / E-Commerce Frankfurt Game Studies II © __________________________ Monetization of Games Essentials (English Version) Research Results II, Frankfurt, August 2021 Devcom Presentation https://phototravellers.de/frankfurt-sehenswuerdigkeiten/ Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 1
Business Information Systems (Wirtschaftsinformatik) - Games & Gamification - Artificial Intelligence (AI) - Digital Leadership and -Transformation - E-Commerce & Digital Business Prof. Dr. Lutz Anderie
Business Information Systems (Wirtschaftsinformatik) - Games & Gamification - Artificial Intelligence (AI) - Digital Leadership and -Transformation - E-Commerce & Digital Business Prof. Dr. Lutz Anderie
Research Team K Lea Sommer Kai Politycki Strategisches Informationsmanagement Strategisches Informationsmanagement Business Information Systems Business Information Systems Fachbereich 3: Wirtschaft & Recht Fachbereich 3: Wirtschaft & Recht Faculty 3: Business & Law Faculty 3: Business & Law Benjamin Warnebold Philipp Plannet Strategisches Informationsmanagement Strategisches Informationsmanagement & Leadership Business Information Systems Business Information Systems & Leadership Fachbereich 3: Wirtschaft & Recht Fachbereich 3: Wirtschaft & Recht Faculty 3: Business & Law Faculty 3: Business & Law Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 6
Structure ▪ Introduction ▪ Frankfurt Game Studies I Monetarisierung durch ▪ Frankfurt Game Studies II In-Game Items (Mikrotransaktionen) ▪ Leading Research Questions ▪ Study Results ▪ Analysis Games Market: China and AI Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 7
Frankfurt Game Studies © Games Industry Business-Models Krypto Assets Monetization- Models Marketing-Mix Fields of Research Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht|Business and Law
Frankfurt Game Studies © Games Industry Business-Models Krypto Assets Monetization- Models Marketing-Mix Fields of Research Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht|Business and Law
Koubek, J. / Laudon, K. Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 10
Koubek, J. / Laudon, K. Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 11
https://www.theloadout.com/csgo/best-skins Water Elemental (Glock) Factory New – $11 / £7.75 / €9 Microtransaction – $38 / £26.79 / €31.10 In-Game Item Steam Community Market Weapon Skin Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 12
Big Data Analysis Steam Community Market Schulz, T. J. Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 13
Structure ▪ Frankfurt Game Studies I Monetization-Models Cloud Gaming Monetarisierung durch In-Game Items (Mikrotransaktionen) August 2020, German Language Available Online https://fra-uas.hessenfis.de/converis/portal/detail/Publication/11248323?auxfun=&lang=de_DE Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 14
Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 15
Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 16
Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 17
Executive Summary and Consolidated Research Results Frankfurt Game Studies I Subscriptions and Cloud Gaming ▪ Subscribers to Netflix and Apple Music do not show an increased affinity for cloud gaming (e.g. PlayStation Now) ▪ Netflixication of the games industry as a terminology describes trend ▪ Latencies affect the user experience (UX) ▪ User acceptance of subscriptions is higher for gaming platforms (e.g. PlayStation Now) than for individual games (e.g. World of Warcraft) In-Game Items ▪ 54% of gamers accept in-game items ▪ Gamers who spend 100 to 200 euros a year on in-game items also buy pay-to-play games. Cannibalization effects negligible ▪ In-game items increasingly offered to gamers by AI ▪ Willingness to buy in-game items increases with longer game duration. Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht|Business and Law
Executive Summary and Consolidated Research Results Frankfurt Game Studies I Subscriptions and Cloud Gaming ▪ Subscribers to Netflix and Apple Music do not show an increased affinity for cloud gaming (e.g. PlayStation Now) ▪ Netflixication of the games industry as a terminology describes trend ▪ Latencies affect the user experience (UX) ▪ User acceptance of subscriptions is higher for gaming platforms (e.g. PlayStation Now) than for individual games (e.g. World of Warcraft) In-Game Items ▪ 54% of gamers accept in-game items ▪ Gamers who spend 100 to 200 € a year on in-game items also buy pay-to-play games. Cannibalization effects negligible ▪ In-game items increasingly offered to gamers by AI ▪ Willingness to buy in-game items increases with longer game duration. Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht|Business and Law
Executive Summary and Consolidated Research Results Frankfurt Game Studies I Subscriptions and Cloud Gaming ▪ Subscribers to Netflix and Apple Music do not show an increased affinity for cloud gaming (e.g. PlayStation Now) ▪ Netflixication of the games industry as a terminology describes trend ▪ Latencies affect the user experience (UX) ▪ User acceptance of subscriptions is higher for gaming platforms (e.g. PlayStation Now) than for individual games (e.g. World of Warcraft) In-Game Items ▪ 54% of gamers accept in-game items ▪ Gamers who spend 100 to 200 € a year on in-game items also buy pay-to-play games. Cannibalization effects negligible ▪ In-game items increasingly offered to gamers by AI ▪ Willingness to buy in-game items increases with longer game duration. Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht|Business and Law
Executive Summary and Consolidated Research Results Frankfurt Game Studies I Subscriptions and Cloud Gaming ▪ Subscribers to Netflix and Apple Music do not show an increased affinity for cloud gaming (e.g. PlayStation Now) ▪ Netflixication of the games industry as a terminology describes trend ▪ Latencies affect the user experience (UX) ▪ User acceptance of subscriptions is higher for gaming platforms (e.g. PlayStation Now) than for individual games (e.g. World of Warcraft) In-Game Items ▪ 54% of gamers accept in-game items ▪ Gamers who spend 100 to 200 € a year on in-game items also buy pay-to-play games. Cannibalization effects negligible ▪ In-game items increasingly offered to gamers by AI ▪ Willingness to buy in-game items increases with longer game duration Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht|Business and Law
Structure ▪ Frankfurt Game Studies II AI-powered monetization in the games industry Monetarisierung durch In-Game Items (Mikrotransaktionen) August 2021, German Language Available Online https://www.frankfurt-university.de/ https://www.anderie-management.com/ Google key words: Frankfurt Game Studies II Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 22
Key Aspects of the study Study content and special focus Monetization through in-game items (microtransactions) User acceptance and spending Monetization of on microtransactions microtransactions Additional offers such as virtual goods, so- called in-game items, Season / Battle The correlation between user acceptance through the use of AI Passes or "Lootboxes" (boxes with virtual and the level of spending on The use of machine learning & AI is among assets) represent an increasingly important microtransactions possibly represents a the powerful tools for monetization of in- source of revenue for the monetization of causal relationship. game items. There are various application games. Microtransactions are therefore The general attitude and spending towards scenarios where AI can be used in the currently the dominant business model with microtransactions as well as in relation to monetization process of in-game items to strong growth. Pay-2-Play and Free-2-Play games is maximize profits. investigated. Frankfurt Game Studies II differentiates between spending from €0 to €+200 per gamer per year on computer games. >>> Analysis Excursus - Western Markets Compared to China
Types of Game Economy © Anderie Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 24
Types of Game Economy © Anderie Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 25
In-Game Items © Anderie Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 26
Single & Dual Currency © Anderie Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 27
Soft- & Hard Currency © Anderie Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 28
Monetization © Anderie Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 29
In-Game Items & Microtransactions Differentiation of the different types Decorative Items e.g. different appearance variants for in-game items Functional Items e.g. lives, weapons and other upgrades that make the player more powerful Time Reductions e.g. experience boosts, with which orders in games can be executed faster Additional Content e.g. missions, stories and levels that can be played by the player Lootboxes Virtual boxes that contain random items Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 30
Methodology and Study Design A cohort study that examines a specific group of individuals who share a particular characteristic trait. Type of research The survey of this cohort study refers to the common interest - "playing computer games“ (Core Gamers). Between December 2020 and February 2021, random sampling was conducted through internet- Survey period & number of mediated online surveys to collect primary data. A total of 934 people participated in the study; of these, participants 714 surveys (n=714) were completed in full. Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 31
Key Research Questions Main focus of this study Microtransactions ▪ How strong is user acceptance of microtransactions? ▪ Which characteristics can be identified? ▪ Are there changes or differences compared to the Frankfurt Game Studies I 2020? Spendings, playing time and genres ▪ What is the significance of players making high investments for microtransactions? ▪ Can typical characteristics be derived? Monetarisierung durch In-Game Items Artificial intelligence (Mikrotransaktionen) ▪ What impact does the use of artificial intelligence have on microtransaction spending and what is the level of player acceptance? Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 32
User Acceptance Study results regarding the correlation of user acceptance and spending on microtransactions as well as Pay-2-Play and Free-2-Play computer games Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 33
User Acceptance Number of players who have made microtransactions ▪ 70.3% of respondents have already made microtransactions. 29,7% → Indicator for high user acceptance Have you already ▪ The acceptance of microtransactions increased by Yes made microtransactions? 16% compared to Frankfurt Game Studies I (2020). No ▪ Microtransactions can establish themselves as a 70,3% general monetization trend in the long term due to the high acceptance in this industry. n=714 56,6% ▪ The majority of respondents spend an average of 0-50€ on microtransactions per year. How much do you spend ▪ 15.7% of respondents spend more than 200€ per on average in euros year on microtransactions. per year on average on microtransactions? 17,1% 15,7% ▪ This target group is of great importance for the games industry and is examined in greater depth in 6,6% 4,0% this study. n = 502 0-50€ 51-100€ 101-150€ 151-200€ 200+€ Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 34
User Acceptance Number of players who have made microtransactions ▪ 70.3% of respondents have already made microtransactions. 29,7% → Indicator for high user acceptance Have you already ▪ The acceptance of microtransactions increased by Yes made microtransactions? 16% compared to Frankfurt Game Studies I (2020). No ▪ Microtransactions can establish themselves as a 70,3% general monetization trend in the long term due to the high acceptance in this industry. n=714 56,6% ▪ The majority of respondents spend an average of 0-50€ on microtransactions per year. How much do you spend ▪ 15.7% of respondents spend more than 200€ per on average in euros year on microtransactions. per year on average on microtransactions? 17,1% 15,7% ▪ This target group is of great importance for the games industry and is examined in greater depth in 6,6% this study. 4,0% n = 502 0-50€ 51-100€ 101-150€ 151-200€ 200+€ Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 35
User Acceptance Differences in willingness to buy between Free-2-Play and Pay-2-Play Games ▪ At 40.4%, the willingness to make microtransactions in Free-2-Play games is 15.7% higher than in Pay-2-Play games Do you spend on average 34,9% 40,4% Free-2-Play more for microtransactions in ▪ The evaluation of the category "neither" is very Free-2-Play or Pay-2-Play games? Pay-2-Play high at 34.9%. In this context, it can be assumed games? Neither that players generally play several games (both Free-2-Play and Pay-2-Play) and that some therefore engage in microtransactions in both 24,7% areas. n = 502 ▪ Nevertheless, P2P players represent the larger 76,6% share for amounts starting at €150. ▪ Thus, the thesis out of Frankfurt Game Studies I 48,8% (2020) can be verified that players who spend 41,1% money on Pay-2-Play games spend higher 22,2% 26,6% amounts on microtransactions. 16,9% 17,7% 12,0% 8,1% ▪ Players who indicated "neither" can possibly be 7,8% 7,3% 4,6% 5,7% 3,4% 1,7% categorized as casual gamers, since they probably 0-50€ 51-100€ 101-150€ 151-200€ 200+€ do not have a strong focus on individual games. Thus, the share in the lowest price category is Free-2-Play Pay-2-Play Neither correspondingly high at 76.6%. n=203 n=124 Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 36
User Acceptance Differences in willingness to buy between Free-2-Play and Pay-2-Play Games ▪ At 40.4%, the willingness to spend more for microtransactions in Free-2-Play games is 15.7% higher than in Pay-2-Play games Do you spend on average 34,9% 40,4% Free-2-Play more for microtransactions in ▪ The evaluation of the category "neither" is very Free-2-Play or Pay-2-Play games? Pay-2-Play high at 34.9%. In this context, it can be assumed games? Neither that players generally play several games (both Free-2-Play and Pay-2-Play) and that some therefore engage in microtransactions in both 24,7% areas. n = 502 ▪ Nevertheless, P2P players represent the larger 76,6% share for amounts starting at €150. ▪ Thus, the thesis out of Frankfurt Game Studies I 48,8% (2020) can be verified that players who spend 41,1% money on Pay-2-Play games spend higher 26,6% amounts on microtransactions. 22,2% 16,9% 17,7% 12,0% ▪ Players who indicated "neither" can possibly be 7,8% 7,3% 4,6% 8,1% 5,7% 3,4% 1,7% categorized as casual gamers, since they probably 0-50€ 51-100€ 101-150€ 151-200€ 200+€ do not have a strong focus on individual games. Thus, the share in the lowest price category is Free-2-Play Pay-2-Play Neither correspondingly high at 76.6%. n=203 n=124 Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 37
User Acceptance Differences in willingness to buy between Free-2-Play and Pay-2-Play Games You would like to purchase a specific in-game item - would you rather buy 10 Lootboxes for ▪ Across all age groups, a direct purchase of the 2 Euros each (20 € in total), each with a 10% chance of getting the desired item, or would desired in-game item is preferred over ‘risky’ you prefer a direct purchase for 20 €? lootboxes. 100,0% ▪ Willingness to buy lootboxes is highest among the 80,5% over 40-year-olds, although it tends toward zero 71,1% 72,2% 64,0% among the over 50-year-olds. 36,0% ▪ A high willingness to purchase lootboxes can also 28,9% 27,8% 19,5% be seen among 15- to 19-year-olds. 0,0% 15-19 y.o. 20-29 y.o. 30-39 y.o. 40-49 y.o. 50+ y.o. n=45 n=295 n=133 n=25 n=4 Lootbox Direct Purchase Would you rather play a Free-2-Play game with optional expandable paid content, or would you prefer a paid game that already includes all the expansions? ▪ 63.5% of respondents would prefer a Pay-2-Play game with all included expansions over a Free-2- 63,5% Play game with expandable, paid content. ▪ This can be explained by the fact that the majority of players want to have a level playing 36,5% field and are rather negatively opposed to a "two-tier playership" Free-2-Play Pay-2-Play n = 502 Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 38
User Acceptance Differences in willingness to buy between Free-2-Play and Pay-2-Play Games You would like to purchase a specific in-game item - would you rather buy 10 Lootboxes for ▪ Across all age groups, a direct purchase of the 2 Euros each (20 € in total), each with a 10% chance of getting the desired item, or would desired in-game item is preferred over ‘risky’ you prefer a direct purchase for 20 €? lootboxes. 100,0% ▪ Willingness to buy lootboxes is highest among the 80,5% over 40-year-olds, although it tends toward zero 71,1% 72,2% 64,0% among the over 50-year-olds. 36,0% ▪ A high willingness to purchase lootboxes can also 28,9% 27,8% 19,5% be seen among 15- to 19-year-olds. 0,0% 15-19 y.o. 20-29 y.o. 30-39 y.o. 40-49 y.o. 50+ y.o. n=45 n=295 n=133 n=25 n=4 Lootbox Direct Purchase Would you rather play a Free-2-Play game with optional expandable paid content, or would you prefer a paid game that already includes all the expansions? ▪ 63.5% of respondents would prefer a Pay-2-Play game with all included expansions over a Free-2- 63,5% Play game with expandable, paid content. ▪ This can be explained by the fact that the majority of players want to have a level playing 36,5% field and are rather negatively opposed to a with expandable content to be including expansions "two-tier playership" paid Level Playing Field describes a concept of fairness in which all gamers play by the same rules and have the Free-2-Play Pay-2-Play same chances of success. n = 502 Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 39
Microtransactions Study results regarding target groups, platforms, games and genre Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 40
Microtransactions How much do you spend on microtransactions per year on average? Gender 63,6% 55,5% 21,8% 16,6% 16,9% 7,0% 6,0% 7,3% 3,6% 3,6% 0-50€ 51-100€ 101-150€ 151-200€ 200+€ Male Female n=445 n=55 Insights ▪ Female respondents are more frequently represented in the 0-50 € and 51-100 € categories. ▪ In the category 101-150 € the male respondents spend more money - just under twice as much as the female players ▪ On average, men spend more money on microtransactions than women. Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 41
Microtransactions How much do you spend on microtransactions per year on average? Frequency of Play Daily Several times per week Once per week Once per month Less n = 239 n = 228 n = 20 n = 11 n=4 64,0% 90,0% 72,7% 45,6% 100,0% 22,6% 18,0% 27,3% 16,2% 8,4% 11,0% 5,4% 5,7% 10,0% 3,1% 0,0% 0,0% 0,0% 0,0% 0,0% 0,0% 0,0% 0,0% 0,0% 0,0% 151-200€ 101-150€ 151-200€ 101-150€ 151-200€ 101-150€ 101-150€ 151-200€ 101-150€ 151-200€ 51-100€ 51-100€ 51-100€ 51-100€ 51-100€ 200+€ 200+€ 200+€ 200+€ 200+€ 0-50€ 0-50€ 0-50€ 0-50€ 0-50€ Insights Scaling adapted for visualization ▪ In general, it can be observed that the willingness to buy correlates strongly with the frequency of play. ▪ As the frequency of play decreases, the willingness to spend more than 50 € on microtransactions decreases. ▪ Players who play daily or several times a week find themselves in the highest price grouping for microtransactions at 22.6% and 11.0%, respectively. ▪ The highest proportion of gamers who spend over 200 € p.a. on microtransactions can be seen among respondents who play games every day. Gamers who have less time for gaming due to their age consequently also spend less on microtransactions. Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 42
Microtransactions How much do you spend on microtransactions per year on average? Duration 4 hours n = 33 n = 210 n = 223 n = 116 n = 76 84,8% 78,1% 66,8% 54,3% 46,1% 23,7% 23,7% 13,8% 15,5% 14,3% 9,5% 9,4% 6,9% 5,3% 9,1% 6,1% 8,6% 9,5% 5,4% 4,0% 1,3% 0,0% 0,0% 2,9% 1,0% 101-150€ 101-150€ 151-200€ 101-150€ 151-200€ 151-200€ 101-150€ 151-200€ 101-150€ 151-200€ 51-100€ 51-100€ 51-100€ 51-100€ 51-100€ 200+€ 200+€ 200+€ 200+€ 200+€ 0-50€ 0-50€ 0-50€ 0-50€ 0-50€ Insights Scaling adapted for visualization ▪ As game duration increases, purchases of microtransactions in the lowest price segment 0-50 € decrease ▪ The longer a gaming session lasts, the greater the willingness to spend more than €50. ▪ From a game duration of more than four hours, almost every fourth player is willing to invest more than 200€ for microtransactions. ▪ In summary: The longer the game duration, the more money is spent on microtransactions; this confirms the findings of Frankfurt Game Studies I (2020). Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 43
Microtransactions How much do you spend on microtransactions per year on average? Age 15-19 y.o. 20-29 y.o. 30-39 y.o. 40-49 y.o. 50+ y.o. n = 45 n = 295 n = 133 n = 25 n=4 53,3% 64,0% 75,0% 53,9% 61,7% 22,2% 18,0% 17,6% 25,0% 14,3% 15,0% 16,0% 11,1% 12,0% 8,9% 5,4% 5,1% 7,5% 8,0% 4,4% 1,5% 0,0% 0,0% 0,0% 0,0% 101-150€ 151-200€ 101-150€ 151-200€ 101-150€ 151-200€ 101-150€ 151-200€ 101-150€ 151-200€ 51-100€ 51-100€ 51-100€ 51-100€ 51-100€ 200+€ 200+€ 200+€ 200+€ 200+€ 0-50€ 0-50€ 0-50€ 0-50€ 0-50€ Insights Scaling adapted for visualization ▪ With increasing age, the proportion of those who spend an average of € 0-50 on microtransactions per year increases continuously. ▪ Purchasing power generally increases with age. However, it can be seen that the willingness to spend more than 200€ a year on microtransactions is highest among 20- to 29-year-olds; thereafter, it declines permanently. ▪ The 15- to 19-year-olds and 20- to 29-year-olds represent the groupings that record the most daily players in percentage terms, at 55.5% and 51.2% respectively, and although the frequency of play decreases continuously with increasing age, twice as many players among the 20- to 29-year-olds make more than €200 in microtransactions compared to the 15- to 19-year-olds. This can be explained by the purchasing power of these two groups. Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 44
Microtransactions How much do you spend on microtransactions per year on average? Platform 64,3% 56,3% 54,1% 18,0% 16,5% 17,8% 15,3% 15,8% 7,7% 7,3% 9,0% 5,1% 4,9% 3,5% 4,2% 0-50€ 51-100€ 101-150€ 151-200€ 200+€ Mobile PC Console n=183 n=255 n=381 Scaling adapted for visualization Insights ▪ In the low-price segments (0-50€ & 51-100€), computer gamers spend the most money on microtransactions compared to the other two platforms. ▪ In the highest price segment, console gamers spend over 200€ per year on microtransactions, at 17.8%. ▪ One possible reason why computer gamers in the lower price segments tend to spend more money might be that they play more games on average and thus have less focus on the individual game. Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 45
Microtransactions How much do you spend on microtransactions per year on average? Type of purchases - What type of microtransactions have you already made? Decorative Items Functional Items Time Reductions Insights n = 272 n = 180 n = 117 42,8% 41,0% ▪ The respondents most frequently purchased 49,3% additional content such as (DLC) at 61.6%. Nevertheless, the least is spent on this category on 22,8% 23,9% 19,4% 20,5% average. 19,5% 19,1% ▪ Although 74% of players stated that they prefer a 9,4% 8,5% 8,1% 5,6% 6,0% direct purchase over the 'risky' Lootbox, the Lootbox 4,0% is the category in which the most purchases over €200 have been made. This shows that Lootboxes 101-150€ 151-200€ 101-150€ 151-200€ 101-150€ 151-200€ 51-100€ 51-100€ 51-100€ 0-50€ 0-50€ 0-50€ 200+€ 200+€ 200+€ are not preferred by players in theory, but in practice a lot of money is spent on them. ▪ Decorative items are purchased significantly more Additional Content Lootboxes often compared to functional items and time n = 309 n = 219 reductions. No significant differences exist between 56,0% 39,7% the categories in terms of price weighting. 26,5% 19,6% 19,4% 14,6% 8,2% 6,5% 5,9% 3,6% 101-150€ 151-200€ 101-150€ 151-200€ 51-100€ 51-100€ 0-50€ 0-50€ 200+€ 200+€ Scaling adapted for visualization Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 46
Mikrotransactions How much do you spend on microtransactions per year on average? Genre - Which game genre do you play most often? Shooter Sport Skill-Based 66,7% Jump&Run Battle Royale 64,7% n = 285 43,7% n = 222 n = 68 n = 87 n = 110 55,1% 48,2% 25,2% 21,8% 22,7% 18,6% 15,8% 17,2% 16,2% 16,1% 9,9% 13,2% 6,0% 5,4% 8,0% 8,0% 5,5% 3,2% 2,9% 2,9% 1,1% 1,8% 101-150€ 151-200€ 101-150€ 151-200€ 101-150€ 151-200€ 101-150€ 151-200€ 101-150€ 151-200€ 51-100€ 51-100€ 51-100€ 51-100€ 51-100€ 0-50€ 0-50€ 0-50€ 0-50€ 0-50€ 200+€ 200+€ 200+€ 200+€ 200+€ Role-Playingl Simulation Strategy Action Racing n = 172 57,1% n = 56 n = 136 n = 240 n = 72 61,8% 62,5% 51,4% 59,3% 19,6% 20,8% 20,3% 18,1% 12,5% 16,9% 16,7% 10,5% 8,9% 11,0% 12,1% 8,3% 4,1% 5,8% 6,6% 5,4% 3,3% 1,8% 3,7% 1,4% 101-150€ 151-200€ 101-150€ 151-200€ 101-150€ 151-200€ 101-150€ 151-200€ 101-150€ 151-200€ 51-100€ 51-100€ 51-100€ 51-100€ 51-100€ 0-50€ 0-50€ 0-50€ 0-50€ 0-50€ 200+€ 200+€ 200+€ 200+€ 200+€ Scaling adapted for visualization Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 47
Mikrotransactions How much do you spend on microtransactions per year on average? Genre Shooter Sport Insights 55,1% n = 285 43,7% n = 222 ▪ The game genres shooter, racing, battle royale and sports, with 17.2%, 18.1%, 22.7% and 25.2% 25,2% respectively, record the highest proportion of those who spend over 200€ per year on microtransactions. 18,6% 17,2% 15,8% At the same time, the 0-50€ category is the least 9,9% represented in these genres. 6,0% 5,4% 3,2% ▪ In the sports game genre, the share of gamers spending over €200 is the highest of all game genres 101-150€ 151-200€ 101-150€ 151-200€ 51-100€ 51-100€ 0-50€ 0-50€ 200+€ 200+€ at 25.2%, while the share in the 0-50€ category is the lowest at 43.7%. ▪ This is most likely due to the game mode and platform Battle Royale Racing FIFA Ultimate Team. n = 110 n = 72 51,4% 48,2% 21,8% 22,7% 20,8% 18,1% 8,3% 5,5% 1,8% 1,4% 101-150€ 151-200€ 101-150€ 151-200€ 51-100€ 51-100€ 0-50€ 0-50€ 200+€ 200+€ Scaling adapted for visualization Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 48
AI-Powered Monetization Study results regarding user acceptance with regard to AI and use cases Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 49
AI-Powered Monetization Focus on Artificial Intelligence 79,6% 75,4% 75,9% 72,7% 70,0% 66,3% You are stuck in a game play situation - Do you want paid In- Game items that contribute to 21,3% further successful game 16,9% 15,8% 16,7% 14,8% 12,4% 12,2% 13,3% development to be recommended 10,4% 8,8% 8,2% 9,3% to you? General FIFA Fortnite League of CS:GO Call of Duty n=502 n=89 n=57 Legends n=30 n=54 n=49 Yes No Maybe Insights ▪ The majority of players (72.7%) do not want to be offered in-game items when they are stuck in a game play situation. ▪ Despite the negative attitude of gamers towards the concept of selling in-game items through microtransactions, console manufacturers (Sony 2020) and publishers (Activision 2019) have filed related patents. AI comes into play when players are 'stuck' in certain situations and therefore helpful in-game items are offered for sale ▪ Since user acceptance of such AI-supported monetization models is essential, it can be assumed that they would not have a high chance of success without professional marketing support. Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 50
AI-Powered Monetization Focus on Artificial Intelligence 83,7% 83,3% 77,9% 78,9% 75,9% 70,8% Would you like to receive suggestions for paid In-Game Items that give you an advantage in certain game play 16,9% 14,8% 12,7% 12,4% 12,3% 12,2% 9,4% 10,0% 9,3% situations? 8,8% 6,7% 4,1% General FIFA Fortnite League of CS:GO Call of Duty n=502 n=89 n=57 Legends n=30 n=54 n=49 Yes No Maybe Insights ▪ The majority of players (77.9%) do not want to be offered in-game items that give them a personal advantage. ▪ Getting a personal advantage over other players through purchases is rejected by players even more than getting in-game item purchase suggestions when they are stuck in a game situation. ▪ This reflects how much gamers dislike a game with a Pay-2-Win mechanism, and explains the ‘storm of protest’ against this form of monetization on social media (e.g. Star Wars Battlefront 2). Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 51
AI-Powered Monetization Focus on Artificial Intelligence How do you feel about getting into a game lobby (matchmaking) with other players who have Insights purchased paid in-game items of a decorative nature (decorative items)? 70,7% 66,3% 66,7% 69,4% 73,3% 66,7% ▪ In this form of monetization strategy, a large discrepancy exists between decorative and functional items. 26,5% ▪ While 11.6% reject such a mechanism 20,2% 21,1% 23,3% 20,4% 17,7% 13,5% 13,0% for decorative items, this percentage 11,6% 12,3% 4,1% 3,3% rises to 71.5% when it comes to functional items. Allgemein FIFA Fortnite League of CS:GO Call of Duty n=502 n=89 n=57 Legends n=30 n=54 ▪ This shows that players do not want n=49 players they are playing with to have an Like Dislike Don't care unfair advantage, and again illustrates the sensitivity to the Pay-2-Win issue, How do you feel about getting into a game lobby (matchmaking) with other players who have and that players want to have a level purchased paid in-game items of a functional nature (functional items)? playing field that provides equal 86,7% 79,6% opportunities for all. 71,5% 71,9% 66,0% 63,0% 27,8% 20,5% 16,0% 12,3% 15,8% 14,3% 8,0% 7,9% 6,1% 10,0% 9,3% 3,3% Allgemein FIFA Fortnite League of CS:GO Call of Duty n=502 n=89 n=57 Legends n=30 n=54 n=49 Like Dislike Don't care Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 52
AI-Powered Monetization Focus on Artificial Intelligence How do you feel about being offered appropriate paid add-on content based on your previous play style and preferences? General 72,7% Insights n = 502 ▪ It can be shown that an AI that 44,3% analyzes gameplay and preferences leads to a significant 27,9% 27,9% increase in user acceptance of 16,9% 10,4% 17.5% and 25.0%, respectively, for these monetization concepts. 24,3% Like Dislike Don't care ▪ Consequently, this approach has 39,4% the potential to significantly You will be offered in-game items that contribute to successful game play n=502 You will be offered suitable in-game items that will contribute to successful game play n=122 increase revenue through 77,9% microtransactions. 36,3% 49,2% 37,7% Like Dislike Don't care 12,7% 13,1% 9,4% Like Dislike Don't care You will be offered in-game items that will give you an advantage n=502 You will be offered in-game items suitable for you, which will give you an advantage n=122 Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 53
AI-Powered Monetization Focus on Artificial Intelligence Would you make more microtransactions if you were sure they fit your play style and preferences? 56,5% 9,4% 43,6% 36,1% 23,2% 17,1% 18,2% 15,7% 8,8% 6,6% 6,1% 4,0% 54,6% 0-50€ 51-100€ 101-150€ 151-200€ 200+€ Spendings on microtransactions in general Yes No Don't care n=502 Spendings on microtransactions, if you would be sure that the in-game items suits your gameplay and your preferences n=181 n = 502 Insights ▪ Gamer who like to be offered in-game items that fit their play style and preferences spend more money on microtransactions on average. ▪ Specifically, it would decrease the proportion of gamers spending €0-50 by 12.9% and increase the proportion of gamers spending €51-100 by 6.1%. ▪ The use of an AI that analyzes gameplay and preferences could increase microtransaction spending. Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 54
AI-Powered Monetization Focus on Artificial Intelligence ▪ 46.4% are against people with less purchasing power or willingness to buy having to pay less for paid in-game 25,1% 28,5% How would you feel if people with items. less purchasing power or ▪ 28.5% support such a pricing policy willingness to buy had to pay less Like Dislike Don't care approach. for in-game items? ▪ There is a parallel to the Pay-2-Win approach and players decide based on the idea of fairness. 46,4% ▪ Despite the financial benefits of using an AI to create a player profile, 22,9% reluctance among gamers must be 27,1% expected, as 50% of gamers oppose How do you feel about a player the storage and analysis of the player profile being created about you Like Dislike Don't care profile. Thus, a company must weigh to provide you with more suitable offers? whether the introduction of such a system is worthwhile. 50,0% n = 502 Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 55
Analysis Excursus Western markets compared to China Is the use of AI in the Chinese games industry more advanced than in the West and what influence does this have on the German games market? How do you feel about a player profile being created about you to provide you with more suitable offers? 22,9% 27,1% AI acceptance is considered a critical factor for monetization models to work. 50,0% Like Dislike Don't carel >>> "Therefore, AI is not perceived as disruptive in China as it is in the Based on this question of the Frankfurt Game Studies II it can be stated that 50% West, but as a technology that will strengthen traditional industries by of the (German) gamers reject the use of AI. making them more efficient and profitable."
Analysis Excursus Western markets compared to China Is the use of AI in the Chinese games industry more advanced than in the West and what influence does this have on the German games market? Which of the following games do you think best implements monetization of in-game items? 5% 40% 100% 60% 100% 100% 95% League of Call of Fortnite CS:GO FIFA Legends Duty When analyzing the data of Frankfurt Game Studies II, it is striking that Tencent already holds stakes in 3 out of 5 publishers of the top games - or has taken over FIFA Fortnite League of CS:GO Call of Duty these companies. Thus, the influence of Chinese games companies on the Western Legends games market becomes evident. USA China It can be assumed that Chinese companies are very likely to already dominantly use AI-supported monetization models (in China). Based on submitted patents (from e.g. Sony, Activision Blizzard), it can be anticipated that Western companies are also exploring the possibilities for using AI in the monetization of microtransactions. Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 57
Executive Summary Consolidated research findings - Acceptance of microtransactions / in-game items increased to 70.3% among core gamers Microtransactions - Direct purchase of in-game items (71.1%) preferred over lootbox purchases (28.9%) among 15–19-year- olds - Correlation of game duration / expenditure: The longer the game session, the greater the willingness to spend more than 50 €. Editions, Duration and - Correlation between game frequency and spending: From a game duration of more than four hours, Genres every fourth gamer is willing to invest more than 200€ for microtransactions. - Free-2-Play-Games (56,6% 0-50€); in Pay-2-Play-Games (15,7% 200+€) - Sports-Game-Genre (25,2%> €200) - Discrepancy between acceptance of AI (rejection) and user behavior (use if beneficial) Artificial Intelligence - Strong sense of fairness among gamers (Level Playing Field) - China: Advanced in AI, higher user acceptance than in Western countries Spendings per year (p.a.) Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 58
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Business Information Systems Frankfurt University of Applied Sciences Games / E-Commerce Niebelungenplatz 1, D-60318 Frankfurt am Main Frankfurt Game Studies II Prof. Dr. Lutz Anderie AI-Powered Monetization of Games Fachbereich 3: Wirtschaft und Recht Gebäude BCN, Raum 820 Tel.: +49 69 1533-2939 l.anderie@fb3.fra-uas.de Press & PR Contact M. A. Claudia Staat Prof. Dr. Lutz Anderie Pressereferentin Tel.: +49 69 1533-3331 staat@kom.fra-uas.de Prof. Dr. Lutz Anderie Fachbereich 3: Wirtschaft und Recht | Business and Law 62
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