What Is The Video Games As A Service Business Model And The Different Types Of Video Games As A Service Pricing Models
This essay sheds light on what is the video games as a service business model, demystifies the different types of video games as a service pricing models, and expounds upon the problems with companies leveraging the video games as a service business model. Succinctly stated, the video games as a service business model is a type of business model that involves a company furnishing its customers with access to its video games on a subscription basis. Companies that leverage the video games as a service business model are not solely limited to companies that publish video games that are subsumed under the "massive multiplayer online role-playing game" genre which is also known as the MMORPG genre. Certain companies that publish video games that are subsumed under the hero shooter video game subgenre have also leveraged the video games as a service business model. Some of the myriad of video games that are subsumed under the hero shooter video game subgenre that leverage the video games as a service business model encompass "Overwatch 2, Marvel Rivals, and Paladins". Certain companies that publish video games that are subsumed under the battle royale video game subgenre have also leveraged the video games as a service business model. Some of the plethora of video games that are subsumed under the battle royale video game subgenre that leverage the video games as a service business model encompass "Fortnite, Apex Legends, and My Hero Academia: Ultra Rumble". Certain companies that publish video games that are subsumed under the multiplayer online battle arena video game subgenre have also leveraged the video games as a service business model. Some of the plethora of video games that are subsumed under the multiplayer online battle arena video game subgenre that leverage the video games as a service business model encompass "Heroes of the Storm, Pokemon Unite, and League of Legends". Certain companies that publish video games that are subsumed under the first person shooter video game subgenre have also leveraged the video games as a service business model. Some of the bevy of video games that are subsumed under the first person shooter video game subgenre that leverage the video games as a service business model encompass "Halo Infinite, The Finals, and Splitgate". The video games as a service business model is the antithesis of a "one-time-cost, no-subscription model" in which a company develops video games and sets forth non-subscription prices for their video games. The "one-time-cost, no-subscription model" in which a company develops video games and sets forth non-subscription prices for their video games is eminently appealing to customers since it allows them to be able to purchase perpetual licenses to access video games without needing to incessantly acquiesce to paying a recurring subscription fee on a monthly basis to be able to maintain their access to the video games. Paying a steep one-time payment to procure a perpetual license to access a video game bears a significantly lower cost for a customer to incur in the long haul than unremittingly paying a recurring subscription fee on a monthly basis for him to be able to maintain his access to a video game. In stark contrast to the "one-time-cost, no-subscription model", the video games as a service business model does not entail a company furnishing the members of its target market with the option to be able to purchase perpetual licenses to access its video games. Companies that leverage the video games as a service business model often only offer the members of their target market the option to purchase temporary licenses to access their video games. Once a customer purchases a temporary license to access a video game from a company that leverages the video games as a service business model, he then will no longer have access to the video game once his subscription lapses. A temporary license to access a video game is devoid of long-term utility. This is because a temporary license to access a video game is no longer able to offer utility to the customer once its expiration date has elapsed. Companies that publish video games that are subsumed under the MMORPG genre leverage the video games as a service business model. Furthermore, companies that publish video games that are subsumed under the MMORPG genre are often eager to earn revenue from the members of their target market for ample consecutive years by profusely monetizing a single video game. Moreover, companies that publish video games that are subsumed under the MMORPG genre often prefer to profusely monetize a single video game in lieu of developing new video games.
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What Is The Video Games As A Service Business Model And The Different Types Of Video Games As A Service Pricing Models
This essay sheds light on what is the video games as a service business model, demystifies the different types of video games as a service pricing models, and expounds upon the problems with companies leveraging the video games as a service business model. Succinctly stated, the video games as a service business model is a type of business model that involves a company furnishing its customers with access to its video games on a subscription basis. Companies that leverage the video games as a service business model are not solely limited to companies that publish video games that are subsumed under the "massive multiplayer online role-playing game" genre which is also known as the MMORPG genre. Certain companies that publish video games that are subsumed under the hero shooter video game subgenre have also leveraged the video games as a service business model. Some of the myriad of video games that are subsumed under the hero shooter video game subgenre that leverage the video games as a service business model encompass "Overwatch 2, Marvel Rivals, and Paladins". Certain companies that publish video games that are subsumed under the battle royale video game subgenre have also leveraged the video games as a service business model. Some of the plethora of video games that are subsumed under the battle royale video game subgenre that leverage the video games as a service business model encompass "Fortnite, Apex Legends, and My Hero Academia: Ultra Rumble". Certain companies that publish video games that are subsumed under the multiplayer online battle arena video game subgenre have also leveraged the video games as a service business model. Some of the plethora of video games that are subsumed under the multiplayer online battle arena video game subgenre that leverage the video games as a service business model encompass "Heroes of the Storm, Pokemon Unite, and League of Legends". Certain companies that publish video games that are subsumed under the first person shooter video game subgenre have also leveraged the video games as a service business model. Some of the bevy of video games that are subsumed under the first person shooter video game subgenre that leverage the video games as a service business model encompass "Halo Infinite, The Finals, and Splitgate". The video games as a service business model is the antithesis of a "one-time-cost, no-subscription model" in which a company develops video games and sets forth non-subscription prices for their video games. The "one-time-cost, no-subscription model" in which a company develops video games and sets forth non-subscription prices for their video games is eminently appealing to customers since it allows them to be able to purchase perpetual licenses to access video games without needing to incessantly acquiesce to paying a recurring subscription fee on a monthly basis to be able to maintain their access to the video games. Paying a steep one-time payment to procure a perpetual license to access a video game bears a significantly lower cost for a customer to incur in the long haul than unremittingly paying a recurring subscription fee on a monthly basis for him to be able to maintain his access to a video game. In stark contrast to the "one-time-cost, no-subscription model", the video games as a service business model does not entail a company furnishing the members of its target market with the option to be able to purchase perpetual licenses to access its video games. Companies that leverage the video games as a service business model often only offer the members of their target market the option to purchase temporary licenses to access their video games. Once a customer purchases a temporary license to access a video game from a company that leverages the video games as a service business model, he then will no longer have access to the video game once his subscription lapses. A temporary license to access a video game is devoid of long-term utility. This is because a temporary license to access a video game is no longer able to offer utility to the customer once its expiration date has elapsed. Companies that publish video games that are subsumed under the MMORPG genre leverage the video games as a service business model. Furthermore, companies that publish video games that are subsumed under the MMORPG genre are often eager to earn revenue from the members of their target market for ample consecutive years by profusely monetizing a single video game. Moreover, companies that publish video games that are subsumed under the MMORPG genre often prefer to profusely monetize a single video game in lieu of developing new video games.
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What Is The Video Games As A Service Business Model And The Different Types Of Video Games As A Service Pricing Models

What Is The Video Games As A Service Business Model And The Different Types Of Video Games As A Service Pricing Models

by Dr. Harrison Sachs
What Is The Video Games As A Service Business Model And The Different Types Of Video Games As A Service Pricing Models

What Is The Video Games As A Service Business Model And The Different Types Of Video Games As A Service Pricing Models

by Dr. Harrison Sachs

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Overview

This essay sheds light on what is the video games as a service business model, demystifies the different types of video games as a service pricing models, and expounds upon the problems with companies leveraging the video games as a service business model. Succinctly stated, the video games as a service business model is a type of business model that involves a company furnishing its customers with access to its video games on a subscription basis. Companies that leverage the video games as a service business model are not solely limited to companies that publish video games that are subsumed under the "massive multiplayer online role-playing game" genre which is also known as the MMORPG genre. Certain companies that publish video games that are subsumed under the hero shooter video game subgenre have also leveraged the video games as a service business model. Some of the myriad of video games that are subsumed under the hero shooter video game subgenre that leverage the video games as a service business model encompass "Overwatch 2, Marvel Rivals, and Paladins". Certain companies that publish video games that are subsumed under the battle royale video game subgenre have also leveraged the video games as a service business model. Some of the plethora of video games that are subsumed under the battle royale video game subgenre that leverage the video games as a service business model encompass "Fortnite, Apex Legends, and My Hero Academia: Ultra Rumble". Certain companies that publish video games that are subsumed under the multiplayer online battle arena video game subgenre have also leveraged the video games as a service business model. Some of the plethora of video games that are subsumed under the multiplayer online battle arena video game subgenre that leverage the video games as a service business model encompass "Heroes of the Storm, Pokemon Unite, and League of Legends". Certain companies that publish video games that are subsumed under the first person shooter video game subgenre have also leveraged the video games as a service business model. Some of the bevy of video games that are subsumed under the first person shooter video game subgenre that leverage the video games as a service business model encompass "Halo Infinite, The Finals, and Splitgate". The video games as a service business model is the antithesis of a "one-time-cost, no-subscription model" in which a company develops video games and sets forth non-subscription prices for their video games. The "one-time-cost, no-subscription model" in which a company develops video games and sets forth non-subscription prices for their video games is eminently appealing to customers since it allows them to be able to purchase perpetual licenses to access video games without needing to incessantly acquiesce to paying a recurring subscription fee on a monthly basis to be able to maintain their access to the video games. Paying a steep one-time payment to procure a perpetual license to access a video game bears a significantly lower cost for a customer to incur in the long haul than unremittingly paying a recurring subscription fee on a monthly basis for him to be able to maintain his access to a video game. In stark contrast to the "one-time-cost, no-subscription model", the video games as a service business model does not entail a company furnishing the members of its target market with the option to be able to purchase perpetual licenses to access its video games. Companies that leverage the video games as a service business model often only offer the members of their target market the option to purchase temporary licenses to access their video games. Once a customer purchases a temporary license to access a video game from a company that leverages the video games as a service business model, he then will no longer have access to the video game once his subscription lapses. A temporary license to access a video game is devoid of long-term utility. This is because a temporary license to access a video game is no longer able to offer utility to the customer once its expiration date has elapsed. Companies that publish video games that are subsumed under the MMORPG genre leverage the video games as a service business model. Furthermore, companies that publish video games that are subsumed under the MMORPG genre are often eager to earn revenue from the members of their target market for ample consecutive years by profusely monetizing a single video game. Moreover, companies that publish video games that are subsumed under the MMORPG genre often prefer to profusely monetize a single video game in lieu of developing new video games.

Product Details

BN ID: 2940184308081
Publisher: Dr. Harrison Sachs
Publication date: 01/09/2025
Sold by: Barnes & Noble
Format: eBook
File size: 77 KB
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