Business Models for Video Games

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Business Models for
Video Games
Master thesis, 15 credits, INF M02, in Informatics
Presented:
Authors:
June, 2010
Björn Olsson
Louise Sidenblom
Supervisor:
Claus Persson
Examiners:
Paul Pierce
Odd Steen
Title:
Business Models for Video Games
Authors:
Björn Olsson, Louise Sidenblom
Publisher:
Department of Informatics, Lund University
Supervisor:
Claus Persson
Examiners:
Paul Pierce, Odd Steen
Year of publication:
2010
Type of thesis:
Masters
Language:
English
Pages:
94
Abstract:
The game industry’s size and growth over the last 25 years has evolved from an almost
nonexistent market to a huge industry. Another phenomenon which has also had a huge
growth during the last decade is e-commerce, the buying and selling of products and
services over the Internet. Video games are naturally connected to computers and the
Internet. This together with the fact that they are digital products makes them ideal for
e-commerce and opens up for some interesting possibilities for new business models. In
the study the most popular business models in the video game industry are introduced
and classified through a research model built upon e-commerce literature. A survey has
then been carried out aimed at capturing consumer’s awareness, experience and attitude
towards these models. Six core business models for video games are presented. These
are: Retail, Digital distribution, Subscription, Player to player trading, Micro-transaction
and Advertising.
Key words: Business models, Electronic commerce, E-business, Digital products,
Video games
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Index
Abstract ........................................................................... Error! Bookmark not defined.
Abstract: ........................................................................................................................ 2
Index .................................................................................................................................. 3
1. Introduction ................................................................................................................... 5
1.1 Background ............................................................................................................. 5
1.2 Problem area ............................................................................................................ 6
1.3 Research questions .................................................................................................. 6
1.4 Purpose .................................................................................................................... 6
1.5 Limitations .............................................................................................................. 7
2. Literature review ........................................................................................................... 8
2.1 Electronic commerce ............................................................................................... 8
2.1.1 The major forms of e-commerce ...................................................................... 8
2.1.2 The phases of commerce .................................................................................. 9
2.1.3 Different stages of B2C e-commerce ............................................................. 11
2.1.4 Classification of intangible goods .................................................................. 14
2.2 What influences e-consumers attitudes? ............................................................... 15
2.2.1 Perceived risk ................................................................................................. 15
2.2.2 Perceived trust ................................................................................................ 16
2.2.3 Perceived ease of use...................................................................................... 17
2.3 What is a video game? .......................................................................................... 17
2.4 What is a business model? .................................................................................... 19
2.4.1 Retail model for video games......................................................................... 20
2.4.2 Digital distribution model for video games.................................................... 20
2.4.3 Subscription model for video games .............................................................. 21
2.4.4 Player to player trading model for video games ............................................ 22
2.4.5 Micro-transactions model for video games .................................................... 22
2.4.6 Advertising model for video games ............................................................... 23
3. Method ........................................................................................................................ 24
3.1 Choice of method .................................................................................................. 24
3.2 Procedure ............................................................................................................... 25
3.2.1 Survey............................................................................................................. 25
3.2.2 Survey preferences ......................................................................................... 26
3.2.3 Population and selection................................................................................. 26
3.2.4 Processing of data........................................................................................... 27
3.2.5 Presentation of data ....................................................................................... 27
3.2.6 Ethics .............................................................................................................. 28
4. Empirical findings ....................................................................................................... 29
4.1 Results from the closed survey questions ............................................................ 29
4.2 Results for the open survey questions ................................................................... 37
4.2.1 Attitudes towards video game business models ............................................. 37
4.2.2 Attitudes towards e-commerce ....................................................................... 38
4.2.3 Attitude towards possible e-commerce risks .................................................. 38
5. Discussion ................................................................................................................... 39
5.1 Classification of video game business models ...................................................... 39
5.1.1 Classification of the retail model ................................................................... 41
5.1.2 Consumer perspectives on the retail model .................................................... 41
5.1.3 Classification of the digital distribution model .............................................. 42
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5.1.4 Consumer perspectives on the digital distribution model .............................. 42
5.1.5 Classification of the subscription model ........................................................ 43
5.1.6 Consumer perspectives on the subscription model ........................................ 43
5.1.7 Classification of the player to player trading model ...................................... 44
5.1.8 Consumer perspectives on the player to player trading model ...................... 44
5.1.9 Classification of the micro-transactions model .............................................. 45
5.1.10 Consumer perspectives on the micro-transactions model ............................ 45
5.1.11 Classification of the advertising model ........................................................ 46
5.1.12 Consumer perspectives on the advertising model ........................................ 46
5.2 General analysis of the survey .............................................................................. 47
6. Conclusion ................................................................................................................... 49
6.1 Future research ...................................................................................................... 50
Appendix 1 – Transcript of all answers for the open questions ...................................... 51
Appendix 2 –Categorization of all the answers for the open questions .......................... 83
Appendix 3 – Survey layout ............................................................................................ 89
References ....................................................................................................................... 92
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1. Introduction
1.1 Background
The video game industry’s size and growth over the last 25 years evolved from an
almost nonexistent market to a huge industry that competes with the film industry in its
annual sales. Today a blockbuster film from Hollywood has little opportunity to sell
more during its first opening week than an equally popular video game. Video games
are the first new storytelling medium since the television and have over the past years
taken over the music industries place as the new dominating entertainment medium.
(Alpert, 2007; Erickson, 2008)
The global online gaming community has reached a stunning 217 million people, which
is one fourth of the worldwide Internet population (comScore, 2007). Video games sales
have increased explosively during the last years and even during the regression 2007 the
sales increased significantly (Bulik, 2008). The increased sales seem to be lasting. In a
study by PricewaterhouseCoopers, the global gaming industry grew from 31.6 billion
U.S. dollars in 2006 and will grow to 48.9 billion in year 2011 (Erickson, 2008).
Another phenomenon which has also had a huge growth during the last decade is ecommerce, the buying and selling of products and services over the Internet. As a
prerequisite for e-commerce is customer access to Internet and computers, the growth of
e-commerce is connected with the growth of Internet use (Sundström, 2007). The
evolution of e-commerce can be attributed to the combination of regulatory reform and
technological innovation (Goel, 2007). The start of e-commerce can be sited in the early
1990s together with the arrival of World Wide Web and browsers. In the middle of the
nineties, companies like Dell, Cisco and Amazon started an intense use of the Internet
as a sale platform and since then the use of e-commerce has only grown. Today most
households in the western world have access to computers and the Internet and as a
result the barriers to engage in e-commerce have fallen rapidly (Goel, 2007).
Video games are naturally connected to computers and the Internet and together with
the fact that they are digital products that can be instantly delivered online makes them
ideal for e-commerce and even opens up for some interesting possibilities for new
business models, new markets and new growth (Sharp & Rowe, 2006). A survey
conducted by the video game development company Stardock show that 61% of their
customers purchase their software digitally in contrast to boxed from a retail (Wardell,
2009).
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Besides digital distribution and retail, there are various possibilities for video game
companies to earn money and this is reflected in the large amount of business models
that are used in the video game industry today. Perry (2008) presents, not less than, 29
different business models for video games which he calls potential video game
monetization methods.
With this background introduction we hope to have given a quick overview of the
climate of the video game industry today and its present and potential use of ecommerce.
1.2 Problem area
Video game business models are an interesting area within the field of informatics
because they display new and innovative ways of running businesses and making
money with the use of information technology. Much has been written about video
games and the different business models for video games can be found all over the
Internet, on website banners and even integrated into virtual communities. However
there are not many scientific articles that focuses on the whole range of video game
business models and especially not from a consumer perspective.
This article focus on video game business models from the perspective of the consumers
(their awareness, experience and attitude) within an e-commerce setting. This focus has
resulted in the research questions below.
1.3 Research questions
What kind of video game business models exists today and how can they be classified?
How aware and experienced are the consumers of the different video game business
models available and what are their attitudes towards them?
1.4 Purpose
Describe the most popular business models in the video game industry and classifying
them with the help of a theoretical research model built upon e-commerce literature.
Study consumer’s awareness, experience and attitude towards the business models we
discovered.
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1.5 Limitations
The focus is going to lie on the different business models within the video game
industry. The study is going to use different articles and literature that focus on video
games business models, e-commerce and digital products. The depth of the report is not
going to lay on what impacts these business models has on the consumer; instead the
focus is going to be on consumers attitudes towards the models, their general
knowledge about them and their experience of them. It may be hard to limit the findings
to a certain country since the gaming community’s social networks reach over country
boarders. Piracy is an important aspect for the business models but this subject is not
going to be further investigated in this report. The purpose is not to go into detail on the
different ethical aspects of the business models within the game industry.
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2. Literature review
2.1 Electronic commerce
With this section we want to give the reader an overview of electronic commerce with a
focus on business to consumer (B2C) commerce. Terms and concepts in this overview
will later be used in our theoretical research model aimed at classifying business
models for video games.
Commerce implies the exchange of products and services between groups and
individuals. Commerce, or trade as it also implies, can be seen as the essential activities
of any business and e-commerce focuses on the use of ICT to enable external activities
and relationships of the business (Beynon-Davies, 2004). E-commerce can be defined as
a modern business methodology that addresses the needs of organizations, merchants,
and consumers to cut cost while improving the quality of goods and services and
increasing the speed of services delivered, by using Internet (Goel, 2007). E-commerce
is regarded as a subset of E-business which deals with transactions and the selling of
products and services online (Li, 2007).
2.1.1 The major forms of e-commerce
E-commerce is any approach of doing business online and today there are four main
areas where business is conducted (Goel, 2007). These are:
 Direct marketing, selling, and services.
 Online banking and billing.
 Secure distribution and billing.
 Value-chain trading and corporate purchasing.
Of these areas direct marketing, selling and services was the earliest type of ecommerce and it is also in this area most organizations focus today (Goel, 2007).
The most commonly used classification of e-business is a classification of transactions
and relationships among participants (Li, 2007). Even though new subcategories exist
and are constantly invented, the three major categories of e-commerce are B2B
(business to business), B2C (business to customer) and C2C (customer to customer).
This study puts weight on B2C e-commerce and some aspects of C2C e-commerce with
a strict focus on the selling of digital products and services, or more specifically; video
games.
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B2C, the most commonly discussed type of e-commerce, is when online businesses
attempt to reach individual consumers. Even if B2C is small compared to B2B, only
about 65 billion dollars for B2C compared to 700 billion dollars for B2B in transactions
in 2001, it has shown a steady growth since 1995 (Laudon & Traver, 2002).
C2C, refers to situations where costumers sell to each other over the Internet. These
sales often take place over an auction site like E-bay so often there is actually a
company between the costumers (Li, 2007).
2.1.2 The phases of commerce
All business models, electronic or not, can be modeled with three business roles. These
are customers, providers, and intermediaries (Hauswirth et al., 2001). In commerce
there is always a customer and a provider but not always an intermediator. Commerce
of any nature can be seen a system or a process with different generic phases between
customer, provider and (possibly) intermediator. Hauswirth et al. (2001) describes
commerce with the following phases:
 Advertising: Involves the activity of publishing descriptions of available
products from one party to another. This can be done both passive (by for
instance publishing information on a webpage) and active (by for example emailing information to possible customers).
 Negotiation: Before the succeeding phases can take place there must be an
agreement between the involved parties considering business terms and the
properties of the product.
 Ordering: If there is an agreement between the parties, one party may order the
product.
 Payment: Involves the step of monetary values of exchange. Payment can be
executed in a number of ways.
 Delivery: The product is delivered to the requesting party.
Beynon-Davies (2004) describes the phases of commerce a little different and in a little
less detail:
 Pre sale: Involves activities that take place before sale occurs.
 Sale execution: Comprises the activities of the actual sale of a product or service
between economic actors.
 Sale settlement: Involves those activities that complete the sale of a product or a
service.
 After Sale: Involves those activities that take place after the buyer has received
the product or service.
The major difference is Beynon-Davies (2004) last phase that takes place after the
monetary exchange; the after sale phase.
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The phases of commerce can be described with the following example:
If a customer is going to buy a book at a book store the pre sales or advertising
activities could be to include the marketing of particular books by putting them into
various catalogues or shelves. Then it’s easier for the customer to find the book she is
looking for. The sales execution involves the purchasing of the book by the customer;
this step is represented by the ordering and delivery phase. The sale settlement occurs
when the customer buys the book and agrees on the terms which may include, for
instance that there is a 5 days period where you can return the book. This step is
represented by the negotiation and the payment phase. After sale services might involve
initiatives by the sales personnel to make the customer a member of the book store
which gives her a discount on particular books and increase the chances that she will
return to the shop in the future.
A customer using e-commerce can gain product awareness, build up preferences,
directly purchase products or services and obtain post-purchase information by using
the Internet hence the customer chain for e-commerce supports the generic phases of
commerce (Feicheng et al., 2009).
 Pre sale / Advertising: On the web product identification can be enabled through
for example banners, e-mail, in personalized marketing based on customer
profiling, inclusion in search engines and catalogues and portals that enable
product comparison between vendors.
 Sale execution / Ordering & Delivery: Web sites permits online ordering and, if
the product is digital, also delivery.
 Sale Settlement / Negotiation & Payment: Online payment can be executed in a
variety of ways through secure B2C websites. Negotiation can take place for
instance on an auction site.
 After sale: Forms of customer profiling and referencing systems can be used to
encourage further purchases from customers.
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2.1.3 Different stages of B2C e-commerce
Organizations can use B2C e-commerce in more or less complex ways. Often the
organizations go through different stages starting with using e-commerce for simple
information-seeking and communication and gradually evolving to using online
payment, online delivery etc (Beynon-Davies, 2004). The first stages that only involve
the front end of B2C e-commerce, such as product information and orders, is much
easier to succeed with compared to the stages that require the front-end website (or
interface) to be integrated with the back-end infrastructure (Feicheng et al., 2009).
Beynon-Davies (2004) defines the different stages as:
 Information-seeking and communication
 Marketing presence
 Online catalogue
 Online ordering
 Online payment
 Online delivery
 Customer profiling and referencing
Each of these stages supports parts of his model described below. For instance, pre sales
activities include information seeking and communication, marketing presence and an
online catalogue. Sales execution activities involve online ordering and online delivery.
Sales settlement activities involve online payment and after sales activities involve
customer profiling and referencing.
Pre sales
Sales execution
Sale settlement
After Sale
Information seeking
Communication
Online ordering
Online payment
Customer profiling
and referencing
Marketing presence
Online delivery
Online Catalogue
Figure 1 - B2C infrastructure (Beynon-Davies, 2004)
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Information seeking and communication
Through the use of Internet and the web, information seeking and communication has
evolved and become more effective and efficient than ever before. There are several
software tools to support these behaviors, such as search engines and electronic mail. In
B2C these tools are essential in order to keep in contact with customers and make it
easy for customers to ask questions about products, orders etc (Beynon-Davies, 2004).
Marketing presence
It is really important to establish a marketing presence on the internet through a
corporate web site with details on the company, for a better customer relation (BeynonDavies, 2004).
Online catalogue
In this stage an online catalogue for the company’s services and products is made
available for the customers. The catalogue can amount to a series of static web pages or
may be dynamic in the sense that it’s updated from a database of products.
Online ordering
The next step is to make customers place orders online for products or services which is
the key transmission point for a business since it involves the integration of web sites
with back-end information systems (Beynon-Davies, 2004). The system demands
integration between the web site and the sales order information system which will
activate the distribution system responsible for the delivery of goods and services.
Online payment
Here the customer both orders and pays for the goods using the web site. This stage of
B2C e-commerce demands a close interaction between an organizations front end and
back end system (Beynon-Davies, 2004). This could be quite a big challenge for an
organization who must offer their consumers online financial transactions in a simple,
accepted and secure way. For payment online companies’ usually offer their consumers
to pay using credit cards or digital cash (Jelassi & Lennen, 2003). When paying with
credit card the consumer enter their credit card number into the seller’s website. The
number is encrypted, transferred to the seller’s server and then decrypted. Another
possibility for consumers is to exchange traditional currency (with the use of cash,
credit card or the bank) for digital currency which is often referred to as e-money or ecash. This method requires an electronic wallet that keeps track of the consumers’ ecash hence a user account must be set up by the consumer. This approach may be
considered for less expensive products and is appropriate for micro-transactions.
Online delivery
In this stage the distribution system is replaced with an online delivery system and the
need for a separate stock and products store is in most unnecessary. The online delivery
is off course only possible if the product being delivered can be transferred over the
Internet, in other words if the product is intangible. Intangible goods can be delivered
online and these goods are converging to a digital standard which makes the format
easier to capture, storage and spread. In addition to the term intangible goods, there are
many terms used to describe goods and services being traded and delivered over the
Internet, such as: digital products, information products, information services and
virtual products (Torlina et al., 1999).
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Examples of intangible goods are:
 Visual artwork
 Music
 Films
 Software (including video games)
Customer profiling and preferencing (Customer Relationship Management)
Winning new consumers and keeping the ones you have happy is an important stage of
a winning concept in B2C commerce (Beynon-Davies, 2004). The relationship between
the consumer and the companies have always been important but through mass
marketing and increased consumerism, there has been a time where consumers has
traded relationships for anonymity, reduced variety and lower prices. With the help of
ICT however consumers are not forced to make this tradeoff any longer (Peppard,
2000).
The old ways of viewing economics of information (displayed below) as a tradeoff
between richness (the amount, customization and interactivity of the information) and
reach (the number of consumers that are connected to the company and are exposed to
the information), does not longer apply.
Figure 2 - The conventional economics of information. (Peppard, 2000)
What has made the tradeoff unnecessary are companies’ recent means of keeping track
of consumers’ profiles and preferences through the use of customer relationship
management (CRM) software. CRM software makes it possible for vendors to build a
profile of every customer they have been in contact with (Beynon-Davies, 2004).
When reaching this final stage, the consumer is the key focus. The company needs to
know which their consumers are, how satisfied they are with the company and what
they want and need for future services. Information like this is crucial for giving a
consolidate view of the consumer, for calculation of consumers lifetime value, for
product tailoring and for service innovation (Peppard, 2000). The information can in
other words be used to answer the following questions:
 Who is this particular consumer?
 How much is this consumer worth for the company?
 How should a certain product be customized for a certain consumer?
 Which new services are needed to satisfy consumer demands?
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This is however not the only profit when using CRM software. Peppard (2000) claims
that using CRM software is also about personalizing the transaction so that no matter
what channel the consumer use to contact the company she should be known and
receive a consistency of service. In this way a strong relationship can still exist between
the consumer and the company without comprising the prices and product/service
variety.
2.1.4 Classification of intangible goods
As more and more things, such as TV and radio, are getting digitalized Hiu and Chau
(2002) felt the need to set forth a framework for classification of intangible goods. This
framework classifies intangible goods or digital products which is the term Hiu and
Chau (2002) use, by categories and characteristics. The categories are:
 Tools and utilities: These are products that assist users in accomplishing specific
goals and tasks. (Examples: Adobe acrobat, Realplayer).
 Content-based products: These are products which values lie in their
information content. (Examples: online news paper, research reports, online
entertainment such as music or movies).
 Online services: These are products that provide access to useful resources but
where the information is not part of the product itself (Example: Internet
telephony, search services).
The characteristics are:
 Delivery mode: This is the way in which the product is delivered to the customer
via the Internet, either at one time through download or continually through use /
interaction.
 Granularity: This characteristic captures the divisibility of the product. A
product which is highly divisible gives the seller more possibilities to distinguish
themselves from competitors by selling the product in different ways to gratify
the needs of different consumers.
 Trialability: This is how well the product is suited for being previewed or tested
by the customer before it is sold.
The relationships between the product categories and characteristics are displayed in the
table below.
Tools and utilities Content based
Online services
Download
Download
Interactive
Delivery mode
Low
High
Medium
Granularity
High
Low
Medium
Trialability
Figure 3 - Classifying digital products based on product category and characteristic.
(Hiu and Chau, 2002)
For instance the table shows that online services are not delivered to the consumer with
a one-time download but instead the product or value is delivered to the consumer while
he or she interacts with the service. This could for example be to pay a monthly fee to
get access to a certain Internet community. The table also shows that content based
products have a high granularity but a low trialability. The high granularity of contentbased digital products is due to the fact that sellers are given many different choices
when it comes to packaging, marketing, and pricing their products (Hiu and Chau,
2002).
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Different pricing can easily be used by dividing the product information into pieces and
then sell different combinations of the pieces. For instance it would be possible to sell a
whole newspaper online or sell it in pieces where the consumers could for instance pay
just to read the sport section. The trialability of content based products is low because if
a consumer is given the chance to test the product, by for instance being able to read a
book before buying, chances are that the consumer will see no reason to buy once she
has accessed the information. The sellers could of course give the consumers access to a
small part of the information but this will always just be a sample and it may not make
the true product justice.
2.2 What influences e-consumers attitudes?
Since one part of this study is to map consumer attitudes towards different video game
business models, this section covers some of the most commonly described influential
aspects behind consumers attitudes towards e-commerce. These aspects may give a clue
to why some business models are more appreciated than others.
There are several aspects that influence consumers’ motivation to purchase products or
services over the Internet. A majority of these are based on customers’ attitude towards
the web as a sales channel (Sundström, 2007). According to the theory of reasoned
action model (TRA), behavior is determined by an individual’s behavioral intention
which in turn is determined by individual attitudes (the sum of beliefs about a particular
behavior weighted by evaluations of these beliefs) and subjective norms (the influence
of people in one’s social environment) (Chen & Li, 2009). Hence in accordance with
TRA, customers’ attitudes towards the web as a sale channel will influence their
intention to use it. Three factors that are commonly described to influence customer’s
attitudes towards e-commerce are perceived risk, perceived trust and perceived ease of
use.
2.2.1 Perceived risk
A major difference between purchasing something over the Internet instead of in a
physical marketplace is that the customer may have to interact with a vendor which they
have never met before and buy product that they cannot touch or feel. The customers
face a risk because the information given from the vendor may not be reliable and there
could be uncertainties about the identity of the online trading parties and the product
quality (Chen & Li, 2009; Belkhamza & Wafa, 2009). Perceiving risk with the online
transaction may give the customer a feeling of lack of behavioral and environmental
control which in turn may influence their e-commerce usage intention negatively
(Belkhamza & Wafa, 2009).
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The perceived risk of e-commerce is also connected to a perceived lack of security on
the Internet. Data gathering by marketers to track customers' online activities and
buying patterns are increasing as the e-commerce market grow (Jiang & Sun, 2009).
Customer’s personal information such as credit card information, names, addresses and
phone numbers are gathered and then used by vendors to reach customers in
personalized advertising campaigns. Hence the customers concern for their own privacy
could also be considered a risk in e-commerce. Privacy information protection is
something that customers are concerned with and research shows that two-thirds of ecommerce consumers are worried about protecting personal information online. The
worries are connected to information storage, transmission and the use of personal
information (Chen & Li, 2009).
Jarvenpaa & Rao (2006) summarizes e-commerce risks in three groups:
 Privacy risks: Meaning that the customers personal and financial information
may be stolen or used by altered or used be a third part vendor.
 Technology risks: Meaning that the vendors system for ordering, payment and
information search may falter.
 Retailer opportunism risk: Meaning that the vendor intentionally misbehave by
for instance giving the wrong information, using private information, breaking
sales agreement etc.
2.2.2 Perceived trust
Closely connected to perceived risks is perceived trust. Trust is an important factor as
soon as there are risks, uncertainties or interdependence involved and it is a prerequisite
for any long-term business relationship. Trust between customers and vendors depend
on the level of risk perceived by the customer as well as the customer´s perceived level
of control of the information that she has to share with the vendor. (Palvia, 2009)
Since customers often worries about net frauds and difficulties of returning unsatisfying
products etc they are more reluctant to buy products from unfamiliar web vendors.
Because of this, trust building is an important issue in e-commerce which is also shown
by studies that ranks lack of trust as the number one barrier to e-commerce (Kim et al.,
2008).
Trust is a big factor that influence and can be connected to many motivational factors.
In earlier studies, factors that has been shown to influence trust is: Previous transaction
experience, perceived security, privacy concerns, perceived system reliability and
reputation (Kim et al., 2008) As Chen & Li (2009) states a majority of studies use a
reasoning where they first identifies factors that influence consumer trust and then treat
trust as an independent variable for the dependent variable WTB (willingness to buy).
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2.2.3 Perceived ease of use
Perceived ease of use is derived from the technology acceptance model (TAM) which is
one of the most influential extensions of TRA. It addresses the issue of how users come
to accept and use technology. It can be defined as the degree to which a person believes
that using a particular technology will be free of effort (Davis et al., 1989). Chen & Li
(2009) treated ease of use as one of the main variables to be influential on willingness to
buy products over the Internet and found support in their study. Also Palvia (2009)
concluded that perceived ease of use has impacts both on perceived usefulness and
usage and attitude towards vendor websites.
Kim et al. (2008) showed that costumers perceived self-efficacy of online transactions
had an impact on how confident they are likely to be in an e-commerce setting and how
likely they are to be intimidated by the possible problems. Their results also showed that
perceived self-efficacy of online transactions had a negative influence on perceived risk
and a positive influence on perceived trust.
2.3 What is a video game?
This section will give a quick overview of what a video game is and a discussion about a
definition for the term is held.
Defining what a video game is may seem easy but it is actually quite hard.
There is a surprising confusion among consumers as well as producers of video games
what constitutes a video game. Part of the problem arises from the enormous amount of
different game types that exists under this label (Newman, 2004). It’s sometimes
difficult, if not impossible, to see the similarities between different video games. For
instance, how is the action filled video game Doom, a computer game where you
control a soldier through a maze-like dungeon while taking down hordes of enemies,
similar to a word puzzle game played on your mobile phone?
What makes a definition even harder is the fact that a perfect model for understanding
games in general, not only video games, has still not seen the light of day. The German
philosopher Ludwig Wittgenstein (1889–1951) claimed that there is no common
definition that would include all “games” (Egenfeldt-Nielsen, 2008).
Egenfeldt-Nielsen (2008) concludes that even if there is no “correct” definition of the
term, there is a good deal of overlap between the definitions proposed in past literature.
Firstly, the majorities of game definitions focus on games as rule systems and are
unconcerned with representation, hence what makes a video game a game is not the way
it is displayed on the screen. Secondly, a requirement which is most useful when
distinguishing games from other activities is that events or actions should be evaluated.
In other words, games should have goals specified by the game design. This
requirement however is a bit problematic since there are video games that are designed
but have no specific goals (one example being the virtual world Second Life). This
requirement is also too wide since there are designed experiences with goals that are not
considered games, like for instance a university exam.
17
The best way of finding a model for understanding video games is probably to settle
with a pragmatic approach. A model like this, that tried to capture the essence of video
games, emerged out of several workshops held at the Game Development Conference in
California between 2001 and 2004 (Egenfeldt-Nielsen, 2008).
Robin Hunick, Marc LeBlanc and Robert Zubeck presented a model that separates
video games into three dimensions.
 Mechanics: This is the rules and the basic code of the game. It’s not what you
hear or see but rather the information that constructs the video game.
 Dynamics: This is the way the video game plays based on the mechanics. It’s the
events that occur and is experienced by the player.
 Aesthetics: This is the emotional responses invoked by the player as she
interacts with the game.
The elements that attract us to games are:
 Sensation (game as sense-pleasure)
 Fantasy (game as make-believe)
 Narrative (game as drama)
 Challenge (game as obstacle course)
 Fellowship (game as social framework)
 Discovery (game as uncharted territory)
 Expression (game as self-discovery)
 Submission (game as pastime)
A video game will usually offer some of these pleasures but not all of them.
Now that the definition is somewhat clearer we should take a quick look on different
types of video games:




Console games: A console is a hardware that is connected to the television set.
A game can then be plugged into to console. The three largest consoles to date
are: Wii by Nintendo, Xbox 360 by Microsoft and Playstation 3 by Sony.
Computer games: This is a game that can be played on the computer. Sometimes
the same game titles are available both on consoles and computers.
Massive Multi-Player Online Games (MMOs): These are games that connect
thousands of players together in a virtual world. Players can meet and interact in
the world in different ways. These games are mostly common for computers but
lately some console titles have emerged too.
Hand-held games: These are games that are played with portable devices such
as Gameboy by Nintendo or PSP by Sony. Mobile games can also be included in
this category.
(Erickson, 2008)
A last remark is that the word “video game” is problematic itself since the industry
cannot agree on single name for its products (Newman, 2004). The two most common
names used are “video games” or “computer games”. Some say that the term video
game only covers console games while computer games only refer to games played on
the computer (Alpert, 2007). In this paper however the term video game is used in its
wider sense covering all the game types stated above.
18
2.4 What is a business model?
This section will discuss what a business model is. Then six business models for video
games will be presented.
Li (2007) presents more than a dozen different definitions for the term business model.
The most common definitions captures that a business model is a plan, system or story
that explains how a business works. When looking at different definitions, this question
involves:
 The relationships between the business and its environment (consumers, allies
and suppliers).
 The description of products and services provided by the business.
 The way in which the business profits.
Laudon & Traver (2002), who use a similar definition as above, presents eight key
ingredients of a business model. These are:
Value proposition
Why should the customer buy from you?
Revenue model
How will you earn money?
Market opportunity
What marketplace do you intend to serve, and what is
its size?
Who else occupies your intended marketplace?
Competitive environment
Competitive advantage
Market strategy
What special advantages does your firm bring to the
marketplace?
How do you plan to promote your products or services?
Organizational development
What types of organizational structures are necessary?
Management team
What kinds of experiences and background are
important for the company’s leaders to have?
Figure 4 – Key ingredients of a business model. (Laudon & Traver, 2002)
19
Of these eight ingredients, the one which is of most interest for this paper is the revenue
model. The five primary e-commerce revenue models described by Laudon & Traver
(2002) are:
 Advertising: Earning money from advertisers in exchange for advertisement.
 Subscription: Earning money from subscribers in exchange for access to content
or services.
 Transaction Fee: Earning money for enabling or executing transactions between
sellers and buyers. One example of a company using this model is eBay.com.
 Sales: Earning money by selling products, information or services.
 Affiliate: Earning money by connecting companies with potential customers and
receiving a referral fee or percentage of revenue.
There are a lot of different business models within the video game industry. Besides the
classic model of selling video games in boxed product through retail, there are various
possibilities for video game companies to earn money. Video games are digital
products, and there by intangible, which give the vendors the option to deliver them
online to the consumer. This fact together with the close relation between video games
computers and the Internet results in some interesting possibilities for new business
models, new markets and new growth (Sharp & Rowe, 2006). Perry (2008) presents, not
less then, 29 different business models for video games which he calls potential video
game monetization methods. These methods are categorized with a heavy focus on
Laudon & Travers (2002) second key ingredient of a business model; the revenue
model.
The first research question in this paper is to classify business models for video games.
This classification will be presented in detail in the discussion chapter. For an easier
read through the major business models for video games that we have found and
classified will however be presented below:
2.4.1 Retail model for video games
This is the classic way of selling video games boxed on DVD or CD-rom in a physical
store or by shipment. This business model does not require the use of Internet.
2.4.2 Digital distribution model for video games
Some video games can be bought online and be delivered instantly over the Internet as a
digital product. There are a number of different services using a model like this. One
example is Microsoft’s Xbox Live Marketplace that was introduced for the Xbox 360
console in November 2005. With Xbox Live the customer can among other things
connect their Xbox console to the Internet and gain access to a large amount of video
games. The customer can buy digital currency called “Microsoft Points” with their
credit cards which are then used in the virtual marketplace. Xbox Live Marketplace is
mostly targeted towards console games but since November 2008 the service is also
available for computer games and the support for more platforms is planned. (Will,
2009)
20
Another example of a service like this is Steam from the game development company
Valve. Steam is an online service that is similar to Xbox Live but only focused on video
games for computers.
Through the Steam application; Valve’s online store, the games the consumer has
already bought, a chat were the consumer can talk to friends who also use Steam, and
several Steam communities can be accessed from the same interface. The service was
introduced in September 2003 and except for Valves own titles the marketplace
includes more than 900 videogame titles from different companies. Steam does not use
digital currency instead all products can be bought directly by credit card.
2.4.3 Subscription model for video games
Some video games are financed by subscriptions. This is when the customer is charged
a given amount during a given period of time (often on a monthly basis) to be able to
play the video game. Sometimes these games come with an initial starting cost and
sometimes they don’t. This finance method is almost exclusively used for Massive
Multi-Player Online Games (MMOs).
The video game that made the MMO genre what it is today is World of Warcraft by the
game development company Blizzard Entertainment. This video game was released in
November 2004 and has more than 11 million players who pay a monthly fee.
These types of video games usually have a digital currency that can be used within the
game world but there are no official channels to buy or exchange the digital currency
into real money. Even so there have been countless examples were real money have
been used to buy digital currency or digital artifacts within these game worlds (Chung,
2009). In these cases the deals have been made between two or more players without
the involvement or notice of the video game company hence these transactions are not a
part of the business model.
21
2.4.4 Player to player trading model for video games
There are some MMOs however which business models are based on the fact that the
digital currency can be exchanged into real money and vice versa. The game
development companies make money from the purchases that take place between the
consumers inside the game world and acts like a sort of bank.
Videogames within this business model are usually free to download and play, but to be
able to really appreciate the video game the consumer has to buy in-game currency with
real money. The consumers are given a whole new identity and a whole new world in
which they can spend but also make money. Since these video games has a “real
economy” the consumers can make money in pretty much every way they could make
money in the real world. They could create and trade digital artifacts, get a job in a
virtual bar, sell advertisements etc. There have even been examples of large companies
who invest allot of money to open up digital stores within game worlds. Two examples
of this is the automobile company Nissan who opened a car dealership and the Swedish
government who has created a virtual embassy inside the digital universe of Second life
(Calypso, 2007).
Second life was released in June 2003 by Linden Lab and describes itself as Internets
largest user-created 3d world community. The video game offers a free membership and
a premium membership that has a monthly cost but gives the consumer more freedom
and opportunities inside the game world. As described above Second Life, has its own
in-game currency that can be exchanged into real money. Another game similar to
Second Life is Project Entropia which was released by MindArk in the beginning of
2003. Both these games are developed in Sweden. (Chung, 2009)
2.4.5 Micro-transactions model for video games
There is yet another type of video game which business model is based on the fact that
the consumers can purchase additional digital artifacts to their video game. These
artifacts can be new in-game items, new game challenges, new player characters etc. In
this aspect it is similar to the player to player trading model. The difference lies in that
once real money has been exchanged into digital currency they cannot be changed back.
Hence the consumers are only buyers, not sellers.
Just like player to player trading games, games within the micro-transactions model are
usually free to download and play but by buying digital currency the players can
enhance their experience. The idea behind video games within this business model is
often to offer extra content that doesn’t in a major way affect how the game is played.
Instead the digital artifacts being bought have their value strictly within the social
atmosphere of the game. For instance a player can buy a fun hat or a new costume for
her in-game character strictly for the amusement of wearing a hat in-game. This concept
may sound strange but analysts suggest the global market for 2009 to be worth more
than 500 million dollars (Bailey, 2010).
22
These social video games are often played and paid for through social networks like
FaceBook. The game developers make great use of the social networks which
underlying concepts are ideal for viral marketing. To easier grasp the market potentials
one can look at Zynga’s FarmVille which is a small free to play video game that allows
members of Facebook to manage a virtual farm by planting, growing and harvesting
virtual crops and trees, and raising livestock.
For real money the players can buy extra items such as tractors or unique plants. Since
late 2009 the video game has exceeded 70 million monthly active users hence it is one
of the most popular online games in the world. (Bailey, 2010)
2.4.6 Advertising model for video games
Finally there are some video games that are completely or partly financed through
advertising, which is done by displaying brand names or banners in-game. When
placing advertisements in software an advertisement agency normally functions as an
intermediary between the business environment wanting to advertise and software
producers wanting to place ads in their software (Mjörner & Bosrup, 2004). The
software the producers can then leave an open spot in their application where ads can be
displayed using a software module that can also measure how many times the ads has
been shown, clicked etc. When it comes to video games there is also the possibility to
not display ads explicitly but instead have it woven into the core concept of the game.
This is mostly common in sport and racing games that can naturally include brand
names in their game design (Mjörner & Bosrup, 2004).
Regardless of how the advertisement is displayed the primary source of revenue is not
the end-user in a strict advertisement business model. When using this model both the
end-users (who must appreciate the software or else they won’t see the ads) and the
advertisers (who are the source of income) must be pleased (Mjörner & Bosrup, 2004).
23
3. Method
This section of the paper the method that’s been chosen in line with the thesis purpose
and research questions will be presented. The purpose of the chapter is to give the
reader a chance to make her own evaluation of the reliability of the work process.
3.1 Choice of method
In the gathering of the empirical data our intention is to use surveys. Hence it is the
consumers of video games which are the focus of our study. We want to collect input
from a wide range of people. We are interested in consumers’ opinions, attitudes and
knowledge about the different business models for video games. To capture these
opinions, attitudes and their general knowledge we choose to conduct surveys with at
least 100 videogame consumers. If you use words like how long, how many, how often,
you should do a quantitative study (Trost, 2001). We want to know how many of these
consumers know about these business models and how many who use them. We are
also interested if the selection dislike certain business models and, if so, for what
reasons. The survey opens possibility for the consumers to express their own feelings
and attitudes towards the business models by using open questions. Open questions are
questions were the respondents don’t get any answering alternatives and they are
interesting because you get information about the respondents associations about a
certain subject (Trost, 2001).
This study could be done with complementary interviews with personnel working with
video game distribution but since our focus lies strictly on the consumer’s point of view
and their feelings and projections on the business models this is not going to be done.
We choose an online survey to answer our research question because we wanted to find
structure, pattern and similarities within our data. According to Eggeby et. Al. (1999) it
is the researcher’s job to find structure, similarities, patterns and differences within the
data. Quantitative methods are to a great help when you want to find a structure in the
data you receive. Some might argue that our research could be done with only
interviews with consumers, to capture the essence of their attitudes and feelings towards
video games but since we wanted to find as many consumers that have different
knowledge and background within the field we decided not to use that method.
However we believe that attitudes and feelings are better captured in qualitative data so
in our choice of method we chose to use method triangulation in order to answer our
research questions. Holme et. Al. (1997) advocates the use of method triangulation were
you combine theoretical perspectives and methodologies to answer the research
question you have a higher rate to claim that the conclusions are secure since they have
been confirmed in two ways. In our case we used documentation analysis to classify
business models for video games for our first research question and surveys to answer
our second research question.
24
3.2 Procedure
Before the survey was structured it was important for us to gain valuable information
about the subject we wanted to illustrate in our study. The literature was found through
printed literature and article searches through the help of Lund’s Universities article
database ELIN and Lund’s Universities course libraries search database LOVISA. The
search words we used were; video games, business models, e-commerce, B2C
commerce, digital artifacts and micro economics. Internet has also been used as a source
of information to find relevant articles and information about the field. The purpose
with the literature gathering was to get a theoretical framework for our study and to
answer our research questions with a survey composed from this framework. When we
had all the information needed for our theoretical framework we created the survey. We
started to send out the survey on different social networking forums for video games
(fz.se, gamedev.org). We also send out the survey on other social networks (such as
Facebook and sweclockers.com) to get a hold of consumers that we thought played less
since they would probably not be active on video game forums. To use Facebook was a
natural choice since a lot of people use it and it has a wide range of people all over the
world and in different age groups and genders. The survey was sent out through these
social networks and the aim was to gain at least 100 answers.
3.2.1 Survey
We decided to use surveys to answer our research questions about the different business
models. The reason for that was to get as many answers as possible and to find as many
video gaming consumers as possible. Since the video gaming social networks reaches
beyond country boarders and it is not linked to any specific country, age or gender we
wanted to find all sorts of consumers through these social networks. We used a
standardized but structured survey with both closed and open questions.
There is always a critique towards the open questions, it is said that they are best
captured in an interaction between the interviewee and the interviewer, it’s time
consuming to categorize all of the open questions and there is always a higher rate of
fall off (Trost,2001). However we believed that open questions were a good way to
capture many consumers’ attitudes and feelings in more detail. Some of the closed
questions used in the survey were priority questions were the respondents could rank
items. Scale types of questions are a good way to measure attitudes and opinions of a
population. But it doesn’t work well in all circumstances because some people are not
capable of doing an order of priority and there will be a problem with the processing of
data (Ejertsson, 2005).
25
We used an introductory text for the survey so we could explain all of our concepts and
the meaning of them so there would be no misunderstandings of the different business
models. We send out a letter to all the respondents to describe the purpose of the survey,
with an explanation that their answers were confidential and a gratitude for their time
and effort (Ejertsson, 2005; Trost, 2001).
The survey is build upon our categorization of the business models were questions 5,6,
8 d) and e) tries to answer our second research question.
3.2.2 Survey preferences
We used a ranking scale to measure respondents’ attitudes about the different business
models, which ones they prefer the most and which one they prefer the least. We had an
open question to one of the ranking questions, question 6, since we wanted them to
explain with their own words why they choose the first one as their top alternative and
why they choose the least one as their last. The open question were used since we didn't
want to put words in the respondents’ minds but preferred that they would think for
themselves. At the open questions at question 8 we choose not to put in the alternatives
don't know and don't want to answer because we wanted to avoid fall offs. Since we
were looking for general attitudes we believed that a ranking of business models should
be possible even if you as a consumer have not tested them all. Some of the respondents
did not share this belief however which led some fall of in the ranking questions.
3.2.3 Population and selection
In our population our intention was not to narrow us down so much since we want to
find all types of video game consumers and we are not bound to any specific country or
age in our research questions. When you gather data through a survey it is important to,
in a righteous way, use the information to speak about the whole population. In order to
do that the population must represent a statistic selection of the population. The
selection had to be a miniature of the population (Trost, 2001).
The selection procedure was a combination of an accidental sample and a strategical
sample. An accidental sample is when you set up the survey anywhere where you think
that you can find people that are willing to answer your question. With the intention that
we wanted to come in contact with as many people as possible that were interested in
answering our survey, we placed the survey on different video gaming forums on the
Internet and because we didn't want to get a high rate of bias we put out the survey on
other social networking sites. Our survey has a high rate of qualitative questions and in
a survey like that it can be hard to get people to answer it as stated by Trost (2001) but
since we used sites that we know we would find people interested in the subject they
were more likely to put down the effort in answering the questions.
26
3.2.4 Processing of data
We chose SPSS 15.0 for Windows as a tool for processing the collected data. SPSS is a
well developed statistical program and its well established and used in universities.
With the help of Brymans (2008) book and Andersson et. als (2007) book we could
understand how to use the program in the best way possible for our study. We were
warned that the use of open questions together with the closed questions could result in
data that would be hard to process and we found that also was the case.
In the question form it was possible to write as much as you wanted and in some cases
people wrote way too much and in others they didn’t write anything or only few words.
But still we could find some similarities in all the answers which helped us to categorize
the different answers into 4-6 topics. This is presented in a table in appendix 2. Holme
et. al. (1997) states that in some surveys the qualitative information could be passably
expansive and in those cases the survey researcher could take out examples of
respondents who could be typical in some reference or show of literal expressions from
the respondents. When we realized that we would lose valuable information from our
open questions if we only presented the answers quantitative with the help of SPSS, we
choose to have them all collected in appendix 1 categorized after every open question
and the participants number. For example person 1, person 2 etc. We chose to present
them in the empirical part as according to Holme et. Al (1997) with quotes from the
respondents.
3.2.5 Presentation of data
We presented the raw quantitative data into staples and diagrams because it is easier to
make the data descriptive to an outside reader and because it is the most economical and
information giving technique to declare results in a scientific report (Backman, 2009).
We used bar diagrams to show off the results because it can be used on all types of
numerical data and it’s an easy way to compare different answers (Backman, 2009). The
qualitative data will be handled differently and will be presented with the help of quotes
and summaries of different common opinions which are representative for the most
common opinion among the respondents (Holme, 1997).
27
3.2.6 Ethics
Holme et. Al (1997) and Kvale (1997) agrees when they claims that ethics is an
important stage in research science and a researcher has to know how to relate to ethical
guidelines when conducting research science. Some important guidelines are informed
consent, and confidentiality.
When dealing with informed consent the person that participates in the study have to be
informed about the purpose of the study and what risks this can lead to and how the
answers are going to be used and who will take part of them. The person must also have
the opportunity to take a stand in what information they want to share and what they
want to keep to themselves (Holme et al., 1997). As stated before we did inform all of
the participants about the purpose of the study and what it will be used for when we sent
out the survey on the different social networking sites.
Because our survey is internet based we didn’t have to worry about confidentiality and
informed consent because all of the participants that take part of the study are already
identity protected, which means that we never had to ask them any questions that might
lead to personal information being revealed. The internet helps the participants to keep
their anonymity when answering our questions.
28
4. Empirical findings
This chapter is intended to present the results of the method implementation. The
essential answers from the survey will be presented.
Below we present the questions from our survey that we believe are of value for our
purpose and research questions. One question in the survey concerning what video
games the respondents were playing has not been used since we don’t believe this
question will give us any necessary insights needed for our purpose. The empirical
results from the survey, both transcriptions and categorization of the answers for the
open questions can be found in appendix 1 and appendix 2. The survey and all the
questions can be found in appendix 3. If there are missing answers for a question these
will be presented next to it. There are different reasons for missing answers. The most
common being that the question were left blank but in a few occasion the answer were
removed because the respondent had obviously misunderstood or not read the question
before answering.
4.1 Results from the closed survey questions
Below the results for the closed survey questions are presented. The questions are
formulated in the same way as they were in the survey. The questions are manly
presented with frequency tables and in some cases table charts.
Question 1 – What is your gender and age?
Gender
Frequency Percent
Male
91
87,5
Female 13
12,5
Total
104
100,0
Valid
103
Age
Missing 1
Mean
23,26
Median
23,00
Question 1 shows that 91 (87.5%) of the 104 respondents in the survey were males.
The average age of the respondents was 23 years old. Missing answers: 1.
29
Question 2- Rate your overall experience and skill level using computers, Internet
and desktop applications.
Skill level
Frequency Percent
Valid Below avarage
1
1,0
Avarage
9
8,7
Above avarage
38
36,5
Highly above
avarage
56
53,8
Total
104
100,0
Question 2 shows that 56 (54%) of the 104 respondents rated themselves as having a
skill level that is highly above average. In total, 94 (90%) of the respondents rated
themselves to have a skill level at least above average.
30
Question 3- How often do you purchase products/services on the Internet?
E-commerce usages
Frequency
Percent
More than once a week
4
3,8
Less than once a week
11
10,6
More than once a month
42
40,4
Less than once a month
24
23,1
More than once every 3
months
10
9,6
More than once a year
10
9,6
Less than once a year
3
2,9
Total
104
100,0
Question 3 shows that 42 (40%) of the 104 respondents answered that they purchased
products or services on the Internet a little more than once a month. Adding the answers
for respondents that purchased more often than that, the result shows that 57 (55%) of
the respondents where using e-commerce more than once a month.
31
Question 4 - Approximately how many hours do you spend playing video games?
Video game usage
Frequency Percent
more than 10 h a
week
53
51,0
less than 10 h a week 16
15,4
less than 5 h a week
11
10,6
less than 1 h a week
7
6,7
less than 1 h a month 9
8,7
Never
8
7,7
Total
104
100,0
Question 4 shows that 53 (51%) of the 104 respondents play video games for more than
10 hours a week.
32
Question 5A - In this survey we have explained different business models for video
games, which ones had you heard of before reading the survey?
Awareness of business models
Frequency
Percent
Digital distribution model 90
90,9
Retail model
97
98
Advertisement model
77
77,8
Subscription model
90
90,9
Micro transaction model
73
73,7
Player-to-player trading
model
63
63,6
100
90
80
70
60
50
40
30
20
10
0
Digital distribution
Retail
Advertisement
Subscription
Micro-transactions
Player-to-player
trading
Question 5A shows that the video game business model that most respondents were
aware of was the retail model, 97 (98%) out of 99 respondents. The bottom three
models, the advertisement, micro-transactions and player-to-player trading model, were
familiar to 77 (78%), 73 (74%) and 63 (64%) of the respondents. Answers missing: 5.
33
Question 5B – Which business models have you experienced by playing/purchasing
video games?
Experience of business models
Frequency
Percent
Digital distribution model 74
74,7
Retail model
93
93,9
Advertisement model
47
47,5
Subscription model
51
51,5
Micro transaction model
38
38,4
Player-to-player trading
model
15
15,3
100
90
80
70
60
50
40
30
20
10
0
Digital distribution
Retail
Advertisement
Subscription
Micro-transactions
Player-to-player
trading
Question 5B shows that the video game business model that most respondents had
experience of was the retail model, 93 (94%) out of 99 respondents. Second most
experienced business model was the digital distribution model that 74 (75%) of the
respondents had used. The video game business model that fewest respondents had ever
used was the player-to-player trade model that had only been used by 15 (15%)
respondents. Answers missing: 5.
34
Question 6- Which one of these business models do you prefer the most? (Rank them,
with number one being your favorite pick).
With this question we had the respondents rank the six business models, starting with
the one they believed was the best model and ending with the one they favored the least.
In the table below we have rated the highest rank with 6 points, second rank with 5
points etc ending up with rank number 6 being worth only 1 point.
Ranking of business models
Points
Digital distribution model 472
Retail model
467
Advertisement model
314
Subscription model
280
Micro transaction model
245
Player-to-player trading
model
220
500
450
400
350
300
250
200
150
100
50
0
Digital
distribution
Retail
Advertisement
Subscription
Microtransactions
Player-to-player
trading
Question 6 shows that the digital distribution model got most points in the ranking (472
points) closely followed by the retail model (467 points). The model that most
respondents ranked as their favorite model was the digital distribution model with 46
out of 96 (48%) respondents ranking it first place. The model that most respondents
ranked as their least favorite model was the player-to-player model with 34 out of 96
(37%) respondents ranking it in last place. Answers missing: 8.
35
Question 7- What are your main concerns when purchasing video games online?
(Rank them, with number one being the most important).
This question follows the same logic as the previous one. We had our respondents rank
their main concerns when purchasing video games online. Highest rank is rewarded
with 6 points, second rank with 5 points etc ending up with rank number 6 being worth
only 1 point.
Main concerns
Points
That the source or brand I am purchasing from is
trustworthy.
375
That I have been able to test it before purchasing.
364
That my friends play it.
361
That it is cheap.
336
That the business models paying method is easy to use. 291
That it comes from a well known brand.
289
500
450
400
350
300
250
200
150
100
50
0
Trustworthiness
Test before buy
Friends play
Price
Easy to use
Known brand
Question 7 shows that the perceived trustworthiness of the source or brand got most
points in the ranking (375points) closely followed by if the respondents had been giving
the opportunity to test the video game before buying (364 points) and if the respondents
friends played the same video games (361 points). The concern that most respondents
ranked as their most important was if they had been given opportunity to test before
buying 25 out of 96 (26%) respondents ranking it in first place. The model that most
respondents ranked as their least important concern was if the product came from a well
known brand with 24 out of 96 (25%) respondents ranking it in last place. Answers
missing: 8.
36
4.2 Results for the open survey questions
Here we present the most valuable answers from the open questions in the survey. The
answers has been structured according to question and person answered. We took out
the most answered alternative and the second most answered so we could find the most
popular/ the most known and the least popular/ least known business model.
4.2.1 Attitudes towards video game business models
The survey shows that the most favorable business model is digital distribution because
it is easy and fast and because most consumers don't like hard copies and most of the
consumers agree about that it is cheaper.
”Digital Distro is my favorite because it's fast, easy and gives instant access to a
product. Plus via steam I tend to pick up games I want for less than I would pay for
them over the counter, since I can check sale prices more easily than at retail” (Person
43, Appendix 1)
The second most favorable was retail because consumers like it when they have a
physical copy to relate to. The remaining four business models are ranked lower with
the player-to-player model being ranked the lowest. There were several reasons given
for these rankings. Starting out with the advertisement model, people were annoyed by
ads in-game. The subscription model was criticized for being expensive and forcing
consumers to play on a regular basis in order to be fun. The critique against microtransaction model was that the consumers were unsure if money spent in-game
benefited the players and there were also comments about purchasing of in game items
resulted in an unfair advantage for player who spend more money. This last complaint
was also given to the player-to-player trading model.
On the question if the respondents believed that any business model results in lower
quality/less fun video games there was a tie between two opinions. The first one states
that business models does not influence the game experience and the second states that
advertisement financed video games is of lower quality and are destroyed by
ads/product placements.
”Advertising based games are often either lower quality due to a lower budget or less
fun because of the interruption of adertisements ” (Person 25, Appendix)
The micro-transaction model was also one of the most commented model on this
question because of the consumers perceived that the games got less fun because the
game permitted the players with more money an unfair advantage in the game.
37
4.2.2 Attitudes towards e-commerce
The main reason why the consumers in our study purchase products on the Internet is
because its easy and fast, cheaper than in a store and because they have a wider range of
products to choose from. Most people answered like these two:
”Easier than going to a shop, and often much cheaper, and more instant ” (Person 21,
Appendix 1)
”Ease of use, usually much lower prices, much greater number of products available.
Also, at least here in Sweden, some of the e-tailers have customer service and support
that is far superior to physical retailers. ” (Person 27, Appendix1 )
4.2.3 Attitude towards possible e-commerce risks
Most people were not concerned about the possible risks when purchasing video games
online. The most common answer was that they were not concerned because they only
bought from large well-known companies which resulted in less risk. A large amount of
the respondents were also not concerned because they believed that they had enough
knowledge and experience to avoid frauds.
”I only use trustworthy sites, were I can read comments and reviews from others.
Answer: No. ” (Person 29, Appendix 1)
The general opinion among consumer were that the risk is the same for all business
models and in some cases because they think that they have enough knowledge to avoid
the risks. One model that stuck out the most was the retail model which some believed
was less risky sense it it’s safer to buy hard copy from a vendor, which you later could
return to a vendor to get help if anything is wrong with it.
”Retail is always the best, because you get the physical product in your hand. And you
got a physical store to return to if something is wrong. ” (Person 83, Appendix 1)
The most risky was the Player-to-player model according to the consumers, with the
motivation that it’s more risky when you transact between players and you have no
vendor to turn to if something is wrong.
”I believe that P2P trading is least secure since it's easier to get away with scamming
in a game since you don't know the person you're trading with and since it's a new
phenomenon it's hard to get help from police or court. ”(Person 31, Appendix 1)
38
5. Discussion
This part of the report will include a discussion around the purpose of this thesis. First
our classification of video game business models will be presented together with a
discussion about consumer perspectives (awareness, experience and attitude) on them.
Secondly, a general analysis of our empirical findings will be presented.
5.1 Classification of video game business models
When classifying different video game business models, with the help of Perry (2008),
we found six core business models for video games. These six models are shaped with
the use of a theoretical research model composed by theories and concepts presented in
the earlier section of the literature review. Especially four concepts have been used in
the theoretical research model. Firstly an overall classification on what major ecommerce category the video game business model belongs to, that is to say if the
business model concerns B2B (business to business), B2C (business to customer) and/or
C2C (customer to customer). Secondly the minimum stage of e-commerce presented by
Beynon-Davies (2004) has been defined for the business models. Third, the model for
classifying digital products by Hiu and Chau (2002) has been used to define what kind
of digital product video games within the different business models can be labeled as.
And last the presented video game business models has been placed under one of the
revenue models presented by Laudon and Traver (2002).
We believe that most video games are financed through one or more of these six core
business models. That is to say that a model can be used by companies simultaneously
on the same product. The business models can be combined for the same video game
(for instance a video game bought through retail that is also partly financed by in-game
advertising).
The six core video game business models that we have found are:
 Retail
 Digital distribution
 Subscription
 Player to player trading
 Micro-Transactions
 Advertising
On the following page a table is presented that gives an overview of the classification of
the different business models. This table is only meant to give a quick indication. To
understand the classification more thoroughly and read about consumer perspectives
(awareness, experience and attitudes) for every model you are recommended to read the
following chapters divided for every model.
39
Figure 5 – Teoretical research model applied on the presented business models for
video games.
40
5.1.1 Classification of the retail model
This is the only one of the six business models that doesn’t necessarily have to involve
the use of Internet hence this business model can be used by a company who hasn’t
even entered the first stage of B2C e-commerce. When looking at phases of commerce
the retail model differ quite much, not only because of the very large number of
different intermediators but also because these intermediators are in different B2C
stages. Boxed video games can be bought in small stores but also from large sites such
as Amazon. The first may very well have taken no steps towards e-commerce while the
later is known for its advanced and early use of the Internet including the sixth stage;
customer profiling and referencing (Goel, 2007).
The phases of commerce for a video game in the retail model offers nothing new
compared to any other product purchase in a physical store or by ordering. Even if this
area can be interesting this paper will not discuss this in any more detail than what has
already been covered in the previous sections.
5.1.2 Consumer perspectives on the retail model
The empirical research showed that almost everyone in our study was aware of the retail
model. In other words they knew that video games can be bought from a regular vendor
through a physical shop. These results are not very surprising since this business model
has been around for quite a while. The research also shows that this business model has
been widely used. Almost everyone in the study had at least once bought a video game
from a vendor through a physical store.
The attitudes towards the retail model were very good. Of all the business models this
one got a score almost as high as the top scoring business model which was digital
distribution. Many arguments were given in support for the retail model. Many
respondents simply claimed that they liked having hard copies of their video games
including the box and the manual for the game. The reasons for this were something
that seemed hard to explain and they often involved some kind of feeling. One
respondent explained that the video game seemed more like his own if he owned it as a
hard copy.
Another one compared the feeling with the one some people still have for vinyl records.
Other more concrete reasons given for preferring the retail model was that some people
still considered it safer since you could always return to your vendor if you were
unhappy with your product in any way and it felt safer to own your video game as a
hard copy.
41
5.1.3 Classification of the digital distribution model
As mentioned before, video games are intangible product hence they can be delivered to
the consumer over the Internet. The framework presented by Hiu and Chau (2002)
shows three different classes of intangible goods (Tools and utilities, content based and
online services) which differed in three characteristics (Delivery mode, granularity and
trialability). The question arises; to which classification does video games belong?
This question is not very easy to answer due to problems of finding a definition of what
a game really is. If games are to be looked upon as something the consumer only
participate in for the enjoyment factor it would seem that it cannot be placed under the
tools and utilities class since it doesn’t help the consumer with a specific goal or task. It
would be less problematic however to place it in the content based product class since
video games clearly contain information with the purpose to entertain, or even educate,
the consumer. For the third class; online services, not all but definitely some video
games gives the consumer access to useful resources that are not part of the product
itself. These are video games that connect several players (consumers) from different
computers and consoles to the same game. The resource provided by these video games
is the social interaction with the other players.
When following this line of thought, the delivery mode for a video game could therefore
either be by a one-time download or be delivered interactively. In our theoretical
research model the digital distribution model refers to the way of selling video games
over the Internet with one transaction and a one-time download.
Of the five primary e-commerce revenue models the digital distribution model will be
categorized under sales. When considering the stages of e-commerce it’s quite obvious
that companies who use the digital distribution model have at least reached the online
delivery stage. Many companies using this model have however also reached the stage
of customer profiling and referencing.
Both Valve’s Steam and Microsoft’s Xbox Live Marketplace, that were described in the
theory chapter, have a big opportunity to keep in contact with their customers in the
after sale phase since the consumer will naturally enter their domain every time they
play a video game bought by the company.
5.1.4 Consumer perspectives on the digital distribution model
The empirical research showed that a large part of the respondents, 9 out of ten, were
aware of the possibility of purchasing and receiving video games instantly over the
Internet. There were a gap between people that had knowledge about the model and
people that had actually used it however. 3 out of 4 people had at least once bought a
video game over the Internet to have it delivered to them online as a digital copy.
The attitudes toward this model were generally very good. Of all the business models,
this model scored the highest among the respondents. The reason most people gave for
giving this score was that it was easy and fast. This business model allowed them to buy
a video game quick and easy on their own computer with no effort.
42
This way of shopping was also said by some to be highly accessible (you can log on to
the shop at any time of the day and you don’t even have to leave your home) and often
cheaper than in physical stores. It was also pointed out by some that this model offered
the widest range of products, the Internet can obviously offer more products than any
physical store ever could. Finally there were some people who simple didn’t like hard
copies and found it easier and better to store their games on their hard drive instead of
on their shelves.
5.1.5 Classification of the subscription model
Returning to the framework by Hiu and Chau (2002) the subscription model fits well
into the online service class. All video games provide the consumer with some kind of
content but for video games within the subscription model the main idea is the social
interaction with other players. Video games within the subscription model, or to be
more precise, the value of these video games are delivered to the consumer continually
through their interaction and use. For these video games it is also common that the
developers deliver new content through frequent updates (this could mean everything
from new in-game items, game characters or even cities).
Of the five primary e-commerce revenue models the subscription model will not
surprisingly be categorized under subscription. There are a few different ways in which
the consumers can pay for their subscriptions. The most common are through the use of
credit cards but there are also other options like for example buying “game cards” from
a physical shop which includes a code that grants the consumer a new period of game
time (service usage). The e-commerce stage required for this model is again the online
delivery stage. And since the developers have all their consumers connected to their
game world (their servers) and all consumers have a player account, this model is also
suitable for customer profiling and referencing.
5.1.6 Consumer perspectives on the subscription model
The empirical research showed the same figures as the digital distribution model when
it came to awareness. 9 out of 10 of our respondents were familiar with the concept of
paying for a video game through a subscription. However the gap between people that
had knowledge about the model and people that had tested it were even wider than the
gap for digital distribution. Only about half our respondents had at least once paid a
subscription fee to play a video game of this kind.
The attitude toward the subscription model was not as good as for the first two business
models. The first two models scored high in the ranking and then there was quite a gap
down to the remaining four. The reasons for this general gap could possibly be
explained by the fact that people tend to rank the models that they are aware of and has
tested, higher than the once that are still unfamiliar to them.
Reasons given for not liking the distribution model were that some people simply didn’t
like to pay on a regular basis. It was also considered more expensive to play a video
game of this kind.
43
5.1.7 Classification of the player to player trading model
This business models allow transactions not only between the consumer and the game
company but also between consumers and other consumers. As described in earlier the
theory chapter, a few big companies has also invested allot of money into game worlds
using this model. Hence this business model is not strictly a B2C model but also include
C2C and even B2B e-commerce.
When looking at the framework by Hiu and Chau (2002), the first thought would be to
categorize these types of video games into the online service class because of their
many similarities with video games using the subscription model. This observation is
not wrong but one must not forget that what are actually being sold are not primarily the
player to player trading games themselves but the products and services within these
game worlds.
It’s hard to fit the player to player trading model into one of the five primary ecommerce revenue models since it is a quite unique and revolutionary business model
with possibilities that seems endless. However if you choose a somewhat simplified
view, what these video games actually do is enabling communication and money
transactions between consumers. With this view the player to player trading model fits
well into the Transaction fee revenue model.
5.1.8 Consumer perspectives on the player to player trading model
The empirical research showed that 63 percent of the respondents were aware of this
model. That makes the player to player trading model the one that fewest people had
prior knowledge of. Even fewer people had ever experienced a video game using this
business model. Only about 15 percent of the respondents had played a video game of
this kind.
The attitudes towards this model were also generally bad. The model scored the lowest
of all the business models in the ranking and the reasons given were many. A few
respondents were simple reluctant to buy digital in-game artifacts with real money.
There were also comments about it being unfair that players with allot of money can
buy themselves advantages in the game. If you meet a player within the game world
who spend allot of real money on the game, chances are high that he or she has an
advantage over you. This advantage can be anything from a faster car to a bigger gun.
Last but not the least, quite a few respondents argued that this was the most risky
business models because of the fact that many transactions took place between players.
The risk that a player you don’t know in the real life would try to scam you or in any
way fool you into giving him or her your money seemed quite high.
44
5.1.9 Classification of the micro-transactions model
Not surprisingly the micro-transactions model requires the e-commerce stage of online
delivery since the model relies on the selling of virtual artifacts. An interesting aspect of
these video games are how focused they are on the pre sale stage. What these games do
best is establishing a really strong marketing presence, by using the viral effect of social
networks. Once the position is taken and the video game has a large user base, the
company can sell very cheap virtual products that have no real function or use.
When applying the framework by Hiu and Chau (2002) this model is very similar to the
player to player trade model. The video game itself is most fitting in the online service
class but there are a few examples of video games of this kind that does not rely on
player interaction and hence are strictly content based products. Once again, one should
not forget that the products being sold in this business model are actually the virtual
products within the video game and not the video games themselves. Of the 5 primary
e-commerce revenue models, the micro-transactions model fits best under sales because
money is made by selling products, which could be anything from virtual guns to extra
large virtual tomatoes.
5.1.10 Consumer perspectives on the micro-transactions model
The empirical research showed that 73 percent of the respondents knew that a business
model like this existed and about 38 percent of them had at least once played a video
game that used this model.
The attitudes towards the model were also quite bad and the reasons given were in many
ways similar to the once given to the player to player trading model. Generally people
believed the digital in-game artifacts that can be bought for real money resulted in an
unfair video game were players with allot of money can buy themselves advantages. It
was also stated that this model was more risky since more transactions took place. There
were also some opinions that these video games were only after the consumer’s money
without really giving anything in return, the money spent did not go to the benefit of the
players the video games were generally of low quality.
45
5.1.11 Classification of the advertising model
As stated in the theory chapter this business model must please both the end-users (who
must appreciate the software or else they won’t see the ads) and the advertisers (who are
the source of income). This means that the advertisement model can be viewed as
combination of a B2C and a B2B e-commerce model.
Of the five primary e-commerce revenue models the advertisement model fits quite
obviously into advertising. Since almost any type of video game can include
advertisement this business model is however quite hard to classify. As stated before, all
video games, also those financed with advertisement, have some kind of content hence
they are content based products according to the framework of Hiu and Chau (2002).
An advertisement financed video game can also be an online service however since
these games may very well be of the social kind were players are connected to each
other through a server. Same logic goes for the minimum e-commerce stage required.
Since almost any video game can include advertisements no minimum stage of ecommerce can be said to be re required.
5.1.12 Consumer perspectives on the advertising model
The empirical research showed that 77 percent of the respondents knew that a business
model like this existed and about 47 percent of them had at least once played a video
game that included in-game advertisement. These results might not be accurate however
since it’s not obvious for a consumer when a video game is partly financed by
advertisement, especially not when the advertisement is woven into the core concept of
the game.
The attitudes towards the model were quite bad in general but with some exceptions.
Many people believed that this business model resulted in video games of less quality
that was not as fun as video games you paid for. On the other hand there were a few
claiming that a free game is always a good game. There were also comments about this
model being a safer business model since no money transactions had to take place. This
last thought was contradicted by other comments that claimed that this model had the
higher risk because companies using it sold your user information and displayed
misleading ads.
46
5.2 General analysis of the survey
After thorough analysis of the survey result we realized that the male gender was clearly
over-represented. This is not a problem for the result itself because we are looking for
the consumer of video games and this is not gender dependent, but still we could
definitely see an over percentage of men in our survey. This could mean that we might
not have found the female video gaming consumers on the sites we used or that video
gaming area is still male dependent? Most of the answers we got was from video
gaming forums which could mean that the male gender is more interested to keep them
self's up to date about this research field or have a stronger need to express their
knowledge about video games business models with each other .
Most of these users play a lot of video games and feel that they have a great computer
skill which means that this research is angled to these types of video gaming consumers.
A reason to why we could have an over percentage of these types of consumers might
be that they are more interested in answering our survey. People that are not interested
in this research field might have chosen to not participate. The reason to why most of
them have great computer skills could be dependent on the age. The mean is 23 years
old and in this day an age most people at that age are grown up with computers and in
that way also feel that they have a higher rate of computer skills, because they are used
to administer it on a daily basis.
In the question about possible risks when purchasing video games through these video
gaming business models most people answer that they are concerned but there is even a
higher rate of people that say that they are not concerned. However many consumers
still say that they are skeptical to different video gaming sites when purchasing video
games. As stated by person 29 (Appendix 1) ”I only use trustworthy sites, were I can read
comments and reviews from others. Answer: No. ”
As stated earlier in the paper by Chen & Li (2009) and Belkhamza & Wafa (2009) that
a mayor difference between purchasing something over the Internet instead of in a
physical marketplace is that the customer may have to interact with a vendor which they
have never met before and buy product that they cannot touch or feel. In that case the
consumers face a risk because the information given from the vendor may not be
reliable and there could be uncertainties about the identity of the online trading parties
and the product quality.
In our survey consumers tend to rely on others opinions when choosing vendors to rely
on. They chose not to interact with vendors that they have never heard of from others
and which they believe are not trustfully, relying on their own computer skills and
experience.
47
This is stated by Kim et al.(2008) that a perceived system reliability and reputation is a
key when dealing with transactions on the web and people are afraid of the unfamiliar
and then chose not to deal with vendors that they have never heard of. We believe that
our survey respondents are afraid of the retailer opportunism risk meaning that the
untruthfully vendor might intentionally misbehave when dealing with a consumer
(Jarvenpaa & Rao, 2006).
Most people believe that the risk was the same between the different business models
but retail was one that stood out the most with the risk being lower. They believe the
risk was lower because you had a physical market to return to if anything was wrong
with the product. This is not too hard to understand because the thrust issues tend to get
higher when people are dealing with vendors on the Internet according to Chen & Li,
(2009) and Belkhamza & Wafa (2009). The player-to-player trading model was one of
the business models that stood out because the consumers believed it had the highest
risks and this was also one of the models that was least known of and practiced among
the consumers. This might be because people are afraid of the unfamiliar as stated
previous and because they believe that the thrust on this business model are lower
because you are dealing with other consumers or players and not a vendor which they
believe are more trustful then a player in the game. They are afraid of the retailer
opportunism risk with the player-to-player trading model because they are afraid that
the vendor, in this case the consumer might misbehave (Jarvenpaa & Rao, 2006). With
all of the business models that deals with e-commerce privacy risks was also a main
concern because they were afraid that their financial information might get stolen
(Jarvenpaa & Rao, 2006).
What we could see among the consumers was that most of them knew about all of the
business-models for video games but not all of them had used all. This might be an
angled answer because we might just have found the players that are the most interested
in the subject because of the high rate of knowledge.
It seems like the attitudes towards the business models were not dependent on the easeof use except for the digital distribution model which almost everyone stated was easy
to use. This might be because almost all of our respondents felt that they had a high rate
of computer skill. Palvia (2009) had also stated that perceived ease of use had an impact
on perceived usefulness, usage and attitudes towards vendors websites. This might be
an answer to why so many were so positive towards digital distribution, because the
vendors that contributes to these business models today are easy to use. This is in line
with Kim et als. (2008) who showed that perceived self-efficacy of online transactions
had a negative influence on perceived risk and a positive influence on perceived trust.
48
6. Conclusion
In this section a short and compressed answer will be given for our two research
questions.
The purpose of this study was to describe the most popular business models in the video
game industry and classifying them with the help of a theoretical research model built
upon e-commerce literature. We also wanted to study consumer’s awareness,
experience and attitude towards these business models. Below you can find a
compressed answer for both research questions.
What kind of video game business models exists today and how can they be
classified?
Six major business models for video games has been found and classified. The
classification has been done with the construction of a theoretical research model
(displayed on page. 44) composed by theories and concepts from e-commerce literature.
The six core video game business models found are:
 Retail
 Digital distribution
 Subscription
 Player to player trading
 Micro-transactions
 Advertising
How aware and experienced are the consumers of the different video game business
models available and what are their attitudes towards them?
When looking at the consumer perspectives on these business models we found that the
awareness of the six business models is high amongst people that are playing video
games on a regular basis. However there is a small awareness gap between the three
most known models (retail, digital distribution and subscription model) and the three
least known (player to player trading, micro-transaction and advertisement model). The
business models that most people have experienced are the retail and the digital
distribution model. The two models that are the least used are the player to player
trading model and the micro-transaction model.
49
The attitudes towards the different business models have been analyzed and factors such
as risks, trust and ease-of-use have been taken into account. In general the video game
consumers in the research were not very concerned but the possible risks when
purchasing video games online as long as the vendor is well known. Many believed that
the risk of use was the same for all business models but still some model stands out.
These are the retail model that is considered safer and the player to player trading model
that is considered less safe. The ease-of-use did not seem to be of much importance for
video game consumers which could be due to the high rate of computer skill among
them.
Many consumers believed that the business model did not influence the game
experience or the quality of the video game however some believed that advertisement
financed video games were generally of lower quality. There were also criticism
towards the micro-transaction and the player-to-player trading model, were consumers
believed that video games from these models gave player with more money an unfair
advantage. On the whole the two business model that people seem to prefer the most are
once again the retail and the digital distribution model.
6.1 Future research
One part of this study was a classification of the major business models for video
games. With this classification in place we believe many interesting research topics can
be considered. Our study took the perspective of the video game consumer. This
perspective could be taken further with a larger pool of respondents and with a wider
selection of people. Another idea would be to change perspective and instead focus on
how video game developers use these business models, how the business models
influence the development phase and how the models could be used in the future.
In this study the piracy aspects were disregarded. A study that focused on different
business models’ impact on piracy, today and in the future, would also be an interesting
topic.
50
Appendix 1 – Transcript of all answers for the open
questions
Follow up question no. 6
Person 1: ”I don't want to have to pay on a regular basis.”
Person 2: ”I just like it more when you get the game in your hands you know? Also i
hate steam, goddamnit i hate steam...”
Person 3: ”Buy most of my games through steam, very convenient way to buy and store
games. ”
Person 4: ”I want the Game in my hand with a original cover. If you buy a game throu
downloading, what should you do if you lost the files ore the computer got broken.
Then you loose the game. But burning it to a CD is a solution but who can claim that
you bought it if some one ask. ”
Person 5: Fall off
Person 6. Fall off
Person 7: ”When i buy a game i want it on a physical media, ie DVD or CD. I do not
trust medias that require downloads or internet cons to be able to play them. Digital
Distribution aka steam is a joke, they are far too expensive. The cost for digital
distributed game should be atleast 30-40% cheaper then buying the same thing on a dvd
or cd. As it is today it costs me more to buy a game online. ”
Person 8: ”I like to buy games! Getting them in a hardcase with a manual is simply the
best, simple as that! No real feeling in a buying a game and then downloading it.. ”
Person 9: Fall off
Person 10: ” Easy, always available, fast ”
Person 11:”Like to have the box of the game at home. ”
Person 12:”Easy to buy and No hassle whit disk and other things, Downside is no acess
to game whitout internet ”
Person 13:”I like to have a physical product, to have in my collection. And in Player to
Player trading it feels like you have to play many hours to be able to earn something. ”
Person 14:” Its easy when its digital, but i dont get nice box. The price has to be better
than retail or close to retail price. I dont like the idea of micro-transactions. Its sucking
money from players for a product they already bought. ”
Person 15: Fall Off
51
Person 16:”You get the game in an isntant. And you dont have to wait in line with
5million other people wanting the same game ”
Person 17:”I like to have the game on a CD/DVD. ”
Person 18: ”1.The instant delivery and accessibility. 6. I hate games with the "most
money irl wins" concept.
Person 19: ”Digital Distribution is simply the most accessible, and often it minimizes
the need for a publisher. Publishers SUCK. ”
Person 20: Fall off
Person 21:”Digital Distribution is easy to understand, the cost is clear, and the cost is
lower than retail. Advertising-supported games annoy me; I have the money and would
rather pay to not have to watch adverts. Those kinds of games are generally lower in
quality too. ”
Person 22: Fall off
Person 23: ”Because you get a psysical copy of the game, you don't have to worry about
passwords and such. ”
Person 24:”Because you get a box ”
Person 25:”Retail the favorite because the game permanently becomes mine (unlike
subscription based) and there are no hindrances on gameplay (such as ads).
Additionally, in past experience, the highest quality games are almost all retail. Least
favorite is subscription because the fee is ongoing and because the required continuous
relation to the company means that if they decide to stop taking subscriptions then I
would lose the ability to play the game. ”
Person 26: Fall off
Person 27:”I like digital distribution because it's instant and easy to use. I've only used
Steam, and it works exceptionally well. Although it has a price premium over physical
retailers, I think the advantages easily outweigh the extra cost. Sometimes though there
can be great value to be had, when Valve offers special or weekend deals, in which
games can be as much as 75% (or more?) off. The least favorable shouldn't be too
surprising. Not much to say about that really. I don't like commercials, and I don't like
advertising, at least not when it's thrown in my face. If I want something, I'll find it
myself. ”
Person 28:”Digital Distribution is my first pick because it's convenient, usually cheaper
and it's a single fee. Player to Player trading is my last pick because I don't think a
games economy should be tied to real economy in such a way. ”
Person 29:”1. If you have any problem with the game you can just ask the store for
advice. And you are guaranteed to get the game. 2. Just like gambeling, you get stuck
and dont know how much you've spent untill its to late. ”
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Person 30:”1: DVD's and CD's are just annoying and I always seem to lose them. 6: It's
usually annoying. ”
Person 31:”I prefer Digital Distribution (Hereafter called "DD") since it's very easy to
use and very accesible. The only con with DD is the current prices from the bigger and
more trusted services such as Steam, Impulse and Direct2Drive. The DD market needs
more competitiors and better terms from publishers so that the prices can drop. I almost
never pay more than 20€ for a game bought via DD. The reason why I don't like P2P
trading is simply because that games are just a virtual world and that should not get
mixed up with reality. When I play games I play them to escape the reality and to hang
out with friends or being part of a great story. Not so that I can make more money or
spend more. ”
Person 32: Fall off
Person 33:”I like to have the box and everything when you buy the game, it creates a
more "real" feeling about the whole thing. I don't like when you can buy things to make
your gaming experience better for a game that is supposed to be free ”
Person 34:”1. I prefer to download my games, but buying the legally (For example
Steam), because I cant keep track of all my CD's, and sometimes they don't work. With
DD you dont have the problem of CD's being broken or anything. 6. Tried it once, didn't
like it at all. ”
Person 35: Fall off
Person 36:”Digital distribution is convenient. I prefer games where skill is highly
regarded, instead of the amount of real life cash. ”
Person 37:”No.1 - There is no easier way of buying a game. No commercials, fast
"delivery" and best of all, you can not loose the DVD. No.6 - These games tend to be a
bit to addictive for me. The whole idea for these games is that you will never finish, or
reach any goal. But a more serious issue is that these games are really expenive if you
play them for a couble of months compared to a normal "once buy game" and that is
why I rated this gametype as no.6. ”
Person 38:”Free games are nice, subscriptions are not. ”
Person 39:”Number one allows browsing of other games, number six requres a monthly
fee that may not go towards any game buying. ”
Person 40:”Digital Distribution is easy and usually cheaper (unless you're buying
mainstream games). Most indie games can only be purchased digitally, too. I haven't
had much experience with Player to Player trading, but it usually turns out to be like
Micro-Transactions, but with less value. ”
Person 41:”I would never play if it wasnt for free”
Person 42:”Digital distribution is the easiest to obtain, and gives the most money
straight to the developer. Cons: Piracy++ ”
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Person 43:”Digital Distro is my favourite because it's fast, easy and gives instant
accsess to a product. Plus via steam I tend to pick up games I want for less than I would
pay for them over the counter, since I can check sale prices more easily than at retail.
Player to player is my least favourite because the products it features in I do not
consider to be 'games' and I have never personally used it. ”
Person 44:”Digital is good as its instant and hassle free. Retail is nice as you get a hard
copy but it's usually expensive. Subscription is horrible, it doesn't feel like you "own"
the game - it seems more like your paying the bills. ”
Person 45:”Digital Distribution tends to be cheaper than retail games while providing
the same product, and player to player trading does not necessarily guarantee the same
standard of product for everyone. ”
Person 46:” Only tried two so i cant choose.
Person 47: Fall off
Person 48: 1: ”Easy, cheap 2: Complicated, expensive ”
Person 49:”Fast and simple. Often cheap. No continues paying. ”
Person 50:”Retail if fine and digital is the future. However, i generally despise
Subscriptions of all kinds, and Advertising and Micro-transactions kind of falls in to the
same region. Something is being pushed on me. Haven't experienced Player to player. ”
Person 51:”1. Enviromental friendly and open for upgrades. 6. Feels like a birthplace
for scams and such. ”
Person 52:”Digital Distribution is easy and it's a one-time purchase and that doesn't
require any more payments to enjoy. Subscription is my least favorable pick since I
don't like the thought of a game becoming a solid part of my monthly spending. I have
never purchased a game that requires subscription. ”
Person 53:”because a dvd or cd bought from a store is most simple deeling with for me.
don´t like advertisment. ”
Person 54:Fall off
Person 55:”t's kind of like when music lovers prefer LP's before CD's and mp3's. It just
has the right "feeling" to buy a physical game. But i guess digital distribution isn't really
any worse, there for it's number two. Micro-transactions come third because i spend
most time on them. Player to player tradings seem like gambling games such as online
poker, and i have no interests in such games. ”
Person 56:”1. I almost never play computer games but when the only times I do it, i
play Farmville on fb. 6th I had never paid for playing computer games and especially
not every month. ”
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Person 57:”digital distribution is simple, new content & patches easily available, see
Steam for a prime example. Subscription - I'm not interested in being tied up for X
months on a certain game, incase I get bored of it. ”
Person 58:”I have no interest in playing video games and therefore no experiences. I
have heard of these models but never used them. ”
Person 59:”I prefer to go a shop and see the actual game cover and the instruction book
(nostalgic i guess). I do not like to have to pay a monthly fee (It feels like it is more
expensive that way.). ”
Person 60:”Advertisement, as long as kept minimal, can easily be ignored, and a free
game is a good game. Player to Player trading (and in some situations Microtransactions) however, while free, simply aren't fun to non-paying players since the
paying players will always win. This teases you into paying and you will probably end
up paying a lot more than even a subscription game. ”
Person 61: Fall off
Person 62:”I prefer digital distribution because i believe that model represent the future
of the gaming industry. it will allow small studios to distribute their games. ”
Person 63: Fall off”
Person 64:”i like it better with payment every month... ”
Person 65: Fall off
Person 66:”After ranking the models after what I use, I find that I have ranked them
after price. Free games are free games. Subscription games can easily be the most
expensive variant. ”
Person 67:”Dont know why really.. sorry ”
Person 68:”I like digital distribution because its convenent and there is a wide range of
games to choose from. I dont like player to player trading because its seems expensive
and not that fun to play. Those games are all about the money and not the game play. ”
Person 69:Digital distribution, at least in Sweden, has a lot of advantages due to the
high bandwidth available. This reduces the production cost of the product, since there's
no retail boxes (including CD/DVD, paper, plastics, instruction manuals etc.) needed to
be created. This is also a environmental thing, which makes it my top rated alternative.
Player-to-player trading is generally not a good idea when it comes to real money, since
(believe me or not) most people do try to scam you, or there's at least a high possibility
that you'll eventually get scammed. Real cash should be exchanged between product
creator and consumer, preferably. ”
Person 70: Fall off
Person 71:”Digital is quicker than Retail, as long as you can link the purchase to an
account so you can re-download the product at a later time should you uninstall or
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something similiar it is prefered to retail. Don't like commercial things whatsoever, so
naturally ads in games are annoying ^^ ”
Person 72:”I don't play video games that often and if I do, I play a particular game that I
prefer to buy in a store. ”
Person 73:”It's simple and easy to use digital distribution, I have used Steam and it
worked fine. Avoid even a CD / DVD that I must have in your computer to play. By
buying retail, I get a box too but I have no more fun for it. ”
Person 74:”Avertising gives teh consumer a good idea of what is to be expected and
player to player gives a more detail and intresting aspect of what to expect . ”
Person 75:”D2D is easily accessible and affordable. I havn't played Player to Player
trading, but I can imagine that it's hard to find good deals. ”
Person 76:”The first beacuse it's the easyest way to play games online, I've never
expiriented player to player trading thats what i put it as number 6. ”
Person 77: fall off
Person 78:”It's fast, and often cheaper than buying a retail copy. It's also more
environmentally friendly, since there are no physical copies of the game, and therefor
no physical distribution. ”
Person 79: Fall off
Person 80: Fall off
Person 81:”Subscription is my number one since you can expect good support and lots
of updates on the game. Advertising is my least prefered method for obvious reason, i
don't want advertising coming up while playing. ”
Person 82:”1st, Digital Dist because it's the easiest and most convienient 6th player to
player trading because i think you should never trade real money for in game items and
product that does not get you anything in real life. ”
Person 83:”A physical copy is still what to go for. The prices on Digital Distribution
have to drop before ppl start to buy them more frequent. However updates are an
important part of games and software today. That being said retail aint just retail at the
moment, it is often combined with digital updates etc. Still some software are never
going to be digitally purchased only, like an OS. Advertising is a great way of making
the game less expensive and I think we're going to see more of that. Subs, micros and
p2p are somethings i don't really like. Subs are just way to expensive but still gives the
player a greater experience. Still this could be done in like open source or in an
collaborative sense, it will be less hype but less expensive. ”
Person 84:”I want to play a game for free. If i like it and find it amusing, I'm much
likely to spend some money for my own gain and support the developers. Im not to
found of a monthly fee really... WoW brings in 2 figure million dollars each month, i
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have a hard time accepting that to be the cost of running the servers and maintenance
costs. ”
Person 85:”No 1: I think that retailers are more trustworthy than the others. It is also
easier to handle any trouble, make complaints etc. No 6: Never heard of it... ”
Person 86: Fall off
Person 87: Fall off
Person 88:”Its always nicest to have a person to person relation when buying something
expensive as a videogame. ”
Person 89:”Easy to handle. Time inefficient ”
Person 90:”Don't play so much and you probably need to put some time into the online
based games to get something out of it. I also prefer buying something one time, rather
than having to pay for it on regular basis ”
Person 91:”Games feel more real if purchased (Retailed), and I get the feeling that you
really really want to go home and just play. The feeling i dont get when downloading a
game or purchased via digital distribution. Micro-Transactions feels like a ugly way to
earn more money for the one making the games, rather then accually giving any content
for the money. Could give people with money an "unfair?" advantage. ”
Person 93: Fall off
Person 94:”easy ”
Person 95: Fall off
Person 96: ”Since I collect old video games I put huge weight in having a complete
edition, including box and manual. If possible I purchase the collectors edition. In
Micro-Transactions the only way to get the full experience is to keep purchasing all new
content. And as a gamer I of course want the full experience, hence I dislike that
marketing strategy. ”
Person 97:”Digital distribution meets demand in an instant, and usually requires
minimal effort before playing can start. Player to player trading is my least favorable
because I simply have no experience with it.”
Person 98:”Convenience ”
Person 99:”Retail: If I own something, I like to be able to touch it... Micro: I pay every
"period" but have no proof that anything happens, and / or that my money is being used
for the benefit of my "joy". ”
Person 100:”Like to have something filling my bookcase, besides boring books :) ”
Person 101:Fall off
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Person 102:”Retail games can be reinstalled if needed. The same option is not always
awailable with Digital Distribution. the constant expense of subscription places it last in
the pack. ”
Person 103:”1: I'm grown up with this type and it's the one I'm most comfortable
playing. 4: It seems more addictive than the other types, shielding people from the real
world! ”
Person 104:”I prefer doing my purchase directly from the company. And I dont trade
with people on forums, etc. ”
Question 8 a)
Person 1: ”Cheaper and impossible to find in regular stores.”
Person 2: ”Its often alot simpler to get the games directly, i live in a forest and i havent
got a city closer then 30 minutes by car. ”
Person 3: ”Convenient, dont have to run to the store or anything.”
Person 4: ”It's cheaper. ”
Person 5: ”I buy on the internet when its cheaper then in the shops”
Person 6: ”Convenience, delivery speed ”
Person 7: ”I live in a small town with slim pickings in the localstores or that their prices
are too high ”
Person 8: ”Easier then buying from a local store”
Person 9: ”accessibility ”
Person 10: ”Cheaper, more convenient and easier. no stupid salesmen ”
Person 11: ”Easy”
Person 12: ”Easy and simple”
Person 13: Fall off
Person 14:”Easier and cheaper.”
Person 15: ”It's quite easy, just pull out you little plastic-card and woila, you can
download and play the game more or less instantly. Altough I like to have the box with
manuals, etc. So I prefer retail versions. ”
Person 16:”Because I want to ”
Person 17:”Prices and comfort ”
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Person 18: Fall off
Person 19:”Accesibility.”
Person 20:”It's cheaper during sales and I can play them almost instantly. ”
Person 21:”Easier than going to a shop, and often much cheaper, and more instant ”
Person 22: ”The easy access ”
Person 23:”It's cheaper. ”
Person 24:”Fast and Easy”
Person 25:”Better prices, quicker, doesn't require getting to the store ”
Person 26:”Cheaper and more to choose from. ”
Person 27:”Ease of use, usually much lower prices, much greater number of products
available. Also, at least here in Sweden, some of the e-tailers have customer service and
support that is far superior to physical retailers. ”
Person 28:”It's convenient. ”
Person 29:”Often cheeper than in stores, and that its very simple ”
Person 30:”It's faster and usually cheaper.”
Person 31:”That it's easy and fast to use. I don't have to travel to a shop (my closest
game-shop is 40 minutes away via bus and train) or wait for products to arrive by mail.
”
Person 32:”Easy and is often cheaper then by buying on a mall ”
Person 33:”It's easy, quick and often alot cheaper than to buy it in a store. ”
Person 34:”Because you don't have the CD's, you cant loose the CD or the CD cant be
broken, which is often a problem. ”
Person 35:”Easy ”
Person 36:”Convenient ”
Person 37:”It´s cheap. Easy to search for the lowest price online... ”
Person 38:”It's cheaper and I don't need to spend time running around in stores ”
Person 39:”None ”
Person 40:”Convenience, and many are only available over the internet. ”
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Person 41:”convieniet, direct buys with direct recieves easy to see and no cuing lines”
Person 42:”Ease to obtain ”
Person 43:”Ease of access ”
Person 44:”Usually cheaper than going to the shops ”
Person 45:”The tend to be cheaper than when bought from a shop ”
Person 46:” cheap, direct access, homedelivery.”
Person 47: Fall off
Person 48:”Easy ”
Person 49:” Easy and huge selection”
Person 50:”Keywords; easy, fast, efficient. ”
Person 51:”Supply, price ”
Person 52:”It's comfortable and quick ”
Person 53:”because i can not find it in the stores or its cheaper. ”
Person 54:”Flights and music ”
Person 55:”that it brings me a lot of joy ”
Person 56:”Is there a better exchange of clothes and furnishings on the web. ”
Person 57:”easy to do research on product ”
Person 58:”It is easy and I can do it from every ware and when ever I like. ”
Person 59:”its fast and you have a broad variety ”
Person 60:”I'm lazy and slightly antisocial. If I don't have to go to the store, I prefer not
to. In the case of digital solutions, I prefer it because it's good for the environment as
well, no need to ship games to shops. ”
Person 61:”cheaper, more convinent”
Person 62:”Cheaper and easier to find just what I want ”
Person 63:”Easy ”
Person 64:”I will need to "want" it ”
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Person 65: ”Accessibility, It is easy to find a product that appeals to you. ”
Person 66:”no physical medium, price, the service being available at odd hours ”
Person 67:”Prefer to buy in the store. ”
Person 68:”It is convenient and there are many products to choose from. ”
Person 69:”Creativity, innovation and new things tend to spread faster and easily over
the Internet, which makes it a great source for new technology, innovative
gameplay/usage etc. ”
Person 70:”I'ts convenient ”
Person 71:”It's comfortable, you can do it from home so to say, i buy most of my retail
copies from the web as well, ”
Person 72:”Avaliability ”
Person 73:”Price”
Person 74:”Cheap price, get the products faster. ”
Person 75:”The security of the transaction. ”
Person 76:”It´'s easy, cheap and other stuff than what i can find in stores nearby ”
Person 77:”Easy ”
Person 78:”Mostly to gain online access (for games). ”
Person 79: ”It's convenient ”
Person 80:”It's cheaper and you save time when you don't need to go the store to buy
the product. ”
Person 81:”more products and cheaper. ”
Person 82:”Easy fast access ”
Person 83:”Easy, instant access/delivery, sometimes cheaper ”
Person 84:”Fun, easy, comfortable, cheap. ”
Person 85:”That it's cheaper than buying at retaliers. ”
Person 86:”Easy access and I cant find it in a store ”
Person 87: ”I'm lazy ”
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Person 88:”Saving time ”
Person 89:”Smooth delivery ”
Person 90:”It is simple and cheap. ”
Person 91:”My lifestyle say that i need them ”
Person 93: Fall off
Person 94:”easy, easy, easy, sometimes cheap, fun with not just bills in the mailbox! ”
Person 95: ”Cheap, simple and bigger selection of products”
Person 96: ”It's easy and accessable. ”
Person 97:”Simplicity, minimal effort. ”
Person 98:”Presents, games, stocks ”
Person 99:”Why do I shop? I really don't know, but it's easy and I can reach the world.
”
Person 100:”It's easy and done fast. ”
Person 101:”It is quite easy to acquire the products after purchase and often more cheap
then in retail stores. ”
Person 102:”Convenience ”
Person 103:”Convenience ”
Person 104:”its easy and fast. ”
Question 8 b)
Person 1: ”Computer partes, electronics”
Person 2: ”I bougth a computer recently, otherwise games. Microtransactions are a
clever way to steal your money with you not knowing how much you are spending. ”
Person 3: ”Games ”
Person 4: ”Computer hardware, other thigs to computers, books, movie tickets ”
Person 5: ”Everything except food and such”
Person 6: ”Anything”
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Person 7: ”Games, movies, books, food, outdoor equipment ”
Person 8:”Almost everything. ”
Person 9: ”Electronic hardware/software ”
Person 10:” computer hardware and games ”
Person 11: Fall off
Person 12:”Games mostly”
Person 13:”clothing, games, books etc.”
Person 14: ”Hardware and games. Sometimes clothes.”
Person 15:”I buy Spotify Premium membership, World of Warcraft playtime, and
sometimes games thru the Steam-portal. ”
Person 16:”Games,clothes ”
Person 17:”Most products I need ”
Person 18:”Games, hardware ”
Person 19:”Mostly I buy games, but also order books.”
Person 20:” Games.”
Person 21:” Games, software licenses ”
Person 22:”Mostly litterature, also games, music and movies ”
Person 23:”Games, music, movies. ”
Person 24:” Games, music, movies - other stuff like computer parts ”
Person 25:” computer hardware and software, books, music, music equipment, foods,
clothing”
Person 26:”Mostly computer parts. ”
Person 27:”PC games, PC hardware, tickets. ”
Person 28:” Games, computer hardware, clothes. Most things I buy I buy on the
internet. ”
Person 29:”Games, hardware to computer. ”
Person 30:”Mostly computer stuff like hardware and games. ”
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Person 31:”Games, music, computer hardware and other technical products such as
MP3-players or cellphones. ”
Person 32:”games,movies and music ”
Person 33:”pretty much everything. Everything from games to hardware and clothes ”
Person 34:”Games and apps for my ipod. ”
Person 35:”Games, Computer stuff ”
Person 36:”Anything that doesn't exist locally and games ”
Person 37:”Computer gadgets (hardware, mouse/keyboard, bluetooth and such like),
student litterature, Airplane/bus/train tickets, vaacum cleaner bags... well pretty much
anything exept food and clothes.”
Person 38:”Books, shoes, computer hardware”
Person 39:”Computer compoents, non gaming material ”
Person 40:”Usually games through digital distribution. ”
Person 41:” flowers, travel ticets, concert ticets, membership payments”
Person 42:”Games, but not in-game items ”
Person 43:”Games from Steam, Occasionally MMO subscriptions ”
Person 44:”Electronic goods usually. ”
Person 45:”Games and computer hardware ”
Person 46:”ticets, books, games”
Person 47: Fall off
Person 48: Fall off
Person 49:”clothes, ticets, games.
Person 50:”DVDs, clothes, games, bus-tickets, you name it. ”
Person 51:”Books ”
Person 52:”Games and technology hardware such as computers, headphones and so on.
I also purchase clothes and tickets (traveling, concerts). ”
Person 53:”cd s ”
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Person 54:”Flights and music ”
Person 55:”clothes mostly, sometimes music and movies as well ”
Person 56:” Mostly Clothes”
Person 57:”physical products, eg clothes etc ”
Person 58:”Tickets, stocks and bank via internet. ”
Person 59:”tickets (plane, train, concert) music (digital) gifts ”
Person 60:”Games, subscriptions (to games or sites like megaupload), books. ”
Person 61:”games, clothes, books, makeup”
Person 62:”Books, DVD:s and video games ”
Person 63:”Clothes”
Person 64:”clothes/games/computer components ”
Person 65:”Bank services, travel, music, games ”
Person 66:”Apart from online multiplayer and cheap offline single player PC games, I
buy traveling tickets, clothes, PC hardware... and Kiva.org credits. ”
Person 67:”retail games. ”
Person 68:”Clothes, games, computers ”
Person 69:”Mainly web-related, magazines (mainly PDF) ”
Person 70:”books and train tickets ”
Person 71:”Game subscriptions, Games (digital and retail), Some hardware. ”
Person 72:”Spotify account ”
Person 73:”Electronics items. ipod, headphones, tang tord. Reading ”
Person 74:”fun gadgets, video games. ”
Person 75:”Music, movies, games ”
Person 76:”Clothes, shoes, stuff to decorate my home, airplanetickets, hotell/hostel ”
Person 77:”Aplications for my iphone ”
Person 78:”Just about anything. Games, tickets to events, cat food. ”
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Person 79:”clothes”
Person 80:”Music, Products from Apple, gadgets for e.g computers or television ”
Person 81:”protein ”
Person 82:”Anything the internet provides (with the exception of food) ”
Person 83:”games, anti virus ”
Person 84:”Whatever I find interesting. ”
Person 85:”Books, tickets, shirts ”
Person 86:”Clothes, gifts and accessories ”
Person 87: ”Music, clothes, and computer games ”
Person 88:”Clothes, random everyday stuff like toothbrush etc, books ”
Person 89:”iPhone apps, music, surveys, videos ”
Person 90:”I purchase a wide variety of products and services on the internet. ”
Person 91:”Games, hardware, alot of diffrent stuff. ”
Person 93: Fall off
Person 94:”everything. clothes, toys, magazines electronics... ”
Person 95: ”car parts, tools”
Person 96: ”Everything, used, new, online, indie. ”
Person 97:”Clothes, cell phone credits, electronical items, books.”
Person 98:”no, since my creditcards are insured against fraud ”
Person 99:”Movies, games ”
Person 100:”Games, Movies, Spotify music, tradera objects. ”
Person 101:”Spotify Premium, DLC for PS3 games etc. etc. ”
Person 102:”Electronics, books ”
Person 103:”Books, clothes, gifts, tickets etc ”
Person 104:”clothing ”
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Question 8 c)
Person 1: ”No, you can only get hacked by beeing dumb or inexperinced”
Person 2: ”If its a popular one then im pretty safe i think. Id never buy some shoddy
neverbeforeheard off game wich noone plays. ”
Person 3: ”Not really, I buy my games from secure sources.”
Person 4:”No, I use only well recognised dealers and stoores. ”
Person 5: ”Yes cause i do not trust people, especially not on the internet since its easier
to get away with frauds etc then in the "real" world ”
Person 6: ”No ”
Person 7: ”I would never buy it from the developer or any other foriegn company, i only
shop from well trusted companys within sweden. ”
Person 8: ”No because I dont throw away personal information very easily, sometimes I
use false names, etc, if I NEED to sign up and I only like to try something.”
Person 9: ”no, only use trusted sites ”
Person 10:”No, i use common sense, if it's too good to be true, it probably is. Never buy
from small or new internet stores ”
Person 11: ”No, usually it is big companies that delivers these games and services. ”
Person 12: ”No, not really, as i have good computer knowledge know its quite safe ”
Person 13: ”Not much, mainly because i look them up and see if they are trustworthy”
Person 14:”Not at all. ”
Person 15: ”I don't think about it that way. I trust the company (for me, it's mainly
Blizzard and Vavle/Steam) so I'm really confident with my purchases online. Will
something happen, I will just contact my credit card supplier. Nothing to worry about. ”
Person 16:”Nope, because I buy from well know sites ”
Person 17:”No. I only shop on websites I trust ”
Person 18: Fall off
Person 19:”A little bit, I'm always wary of using my credit card atleast. I wish there
were more methods of payment which are not only easy to use, but also safe for me as
the buyer. ”
Person 20:”No, I trust the major retailers. ”
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Person 21:”No, because I'm both experienced and arrogant enough to think I can avoid
it ”
Person 22: ”To a small degree, yes. One can never be sure. ”
Person 23:”No ”
Person 24:” No, I buy stuff from well-known companies ”
Person 25: ”Yes because it is a real possibility. I avoid this by only buying from a small
group of sources which I trust. ”
Person 26:”Of course, i dont want to throw my money away. ”
Person 27:”There's always a risk, but if I know it's from a well known
brand/publisher/developer/e-tailer I consider myself quite safe. ”
Person 28:” No, it's not very likely to happen when you are aware of the risks. ”
Person 29:”I only use trustworthy sites, were I can read comments and rewievs from
others. Answer: No. ”
Person 30”:No, since I always check the site before I purchase things because there are
so many scam sites. ”
Person 31:”Yes I am. That's why I always by from companies that I trust such as Steam
for games and Inet.se for computer-hardware and other stores that have a great
reputation, a good reputation isn't good enough if I'm buying a product for more than
15€. ”
Person 32:”i dont shop from sites that im not sure is real and is not scamming me”
Person 33:”I am not, because I always buy from sites that is trustworthy. ”
Person 34:”No, because the only thing I use for that is Steam, and I do trust them.”
Person 35:”No, I'm using steam ”
Person 36:”No, I am aware of risks and take necessary precautions ”
Person 37:”No. If something happens, my bank will step in and cover for the fraud. ”
Person 38:”Yes I am concerned. I am a computer professional and I am aware of the
risks. ”
Person 39:”Somewhat, Nothing much can be done if it happens.”
Person 40:”Not really, common sense blocks most issues. ”
68
Person 41: Fall off
Person 42:”No, because I buy from reputable sources. Also, Paypal insures transactions.
”
Person 43:”I am concerned, as proof of ownership becomes a muddier issue making
fraud more possible ”
Person 44:”Sort of. I usually stick to the popular or "trusted" sites when I'm dealing
with money. ”
Person 45:”No, because I buy from well known stores and investigate lesser known
ones before buying from them ”
Person 46:” If I use a new supplier i think about it but most times comfort goes before
causion.”
Person 47: Fall off
Person 48:”No, never had any trouble ”
Person 49:”Yes, you allways have to have it in mind. I usually only shop from
wellknown companys.
Person 50:”Not really. I believe i have a pretty good idea of whom i can trust. ”
Person 51:”Yes, why not? ”
Person 52:”Yes, I have been the target of online fraud and I am very wary of my online
security. ”
Person 53:”yes, cuz im the worried kind ”
Person 54:”Not much ”
Person 55:”i most definitely am, the internet is full of thieves and scum ”
Person 56:” I never buy or purchase on the web”
Person 57:”yes, I don't want spam in my inbox ”
Person 58:”No. Because I never use it. ”
Person 59:”no, i feel pretty safe. it have never happend so far so i guess thats why i
think im safe. ”
Person 60:”No, I only buy on sites I trust. If it's even slightly suspicious, I use Paypal. ”
Person 61:”I never think about risks, why i dont know”
69
Person 62:”No, since I plat games that I consider to be trustworthy ”
Person 63:”No ”
Person 64:”no, insurrance! ”
Person 65:”Yes, I make sure that the company is selling it is trustworthy before
purchasing any products from them. ”
Person 66:”I am concerned about my massive amounts of peronsal information being
stored in one place, concidering legislation such as the patriot act in the United States. I
am concerned about my account(s) being hijacked as this happens from time to time to
people in my social network. I am not noticably concerned about online credit card
fraud and I have at times used my credit card credentials on less than popular sites. ”
Person 67:”Sure, that's why i only buy things from stores i know i safe. ”
Person 68:”Not that concerned I may be a little concerned about late delivery and te
ability to return to product. ”
Person 69:”I am, if the company does not display a clear, concise method of
distributing/informing ”
Person 70:”I dont know”
Person 71:”Not from the places i regularily buy from, however it is obvious that there is
a lot of sites trying to scam people, usually these are easily detected and therefore
avoided. ”
Person 72:”I don't play video games online ”
Person 73:”Is always watchful, but steam is a familiar brand that I believe have had
problems. ”
Person 74:”Yes I am, because you can not be a hundred percent sure that you will get
what is expected intill you have it in your hands. ”
Person 75:”It depends, if it's a trusted/well known company I don't have a problem with
it. If it's less known I might be more careful. ”
Person 76:”No. Probobly beacuse im naiv ”
Person 77:”No, dont think its so bad ”
Person 78:”Not really, I rarely buy something from unknown sources. And I take
precautions when giving away my personal information. ”
Person 79: Fall off
Person 80:”No ”
70
Person 81:”No, i don't buy stuff from sites i never heard of. ”
Person 82:”No, its secure enough, and if something does happen its a small risk to pay,
and im ensured to get my cash back. ”
Person 83:”Not really, its pretty easy to get a feeling whether its a serious company or
not. If not, steam or something is a good insurance that the product is valid. ”
Person 84:”Depends, I usually check around with people online about the company and
their service. ”
Person 85:”No. I use a "false" credit card number when buying online. ”
Person 86:”No, I make sure it's trustworthy sources ”
Person 87: ”Depends, i only buy from well known sites ”
Person 88:”No concern. Theres always a risk even though you walk around with cash?
”
Person 89: Fall off
Person 90:”The only thing that I am concerned about is the seriousness of the site.
Therefor I only buy from sites that I know of since earlier. ”
Person 91:”Im aware but not concerned, i try to deal with stores/ places/people i know,
and via ebay i often use money transfers like paypal to give some extra protection. ”
Person 93: Fall off
Person 94:”nope ”
Person 95: Fall off
Person 96: ”Not at all when purchasing from "trustworthy" dealers. ”
Person 97:”Not very, because I feel knowledgeable enough to discern trustworthy
websites from fradulent ones. Reputation and forum discussions help in this
identification. ”
Person 98:”no, since my creditcards are insured against fraud ”
Person 99:”No, I use all the secuirity that my bank advice me to. ”
Person 100:”No, only use trusted sites etc. ”
Person 101:”There's allways a risk when handle money on the internet but if precautions
are made I think it's ok. ”
Person 102:”No. Only by from vendors that offer payment by invoice ”
71
Person 103:”No, not if from a trustworthy well-known homepage ”
Person 104:”no ”
Question 8 d)
Person 1: ”None of them are risky. ”
Person 2: ”Risc is higher for all online purchases if you buy it retail youll always have
the CD ”
Person 3: Fall off
Person 4: ”Yes, some one can copy your card then you purcases a book in a book-store.
”
Person 5: Fall off
Person 6: ”A detailed explanation would take too much space and time ”
Person 7: ”I think the risk for something going wrong is greater with micropayments
games. ”
Person 8: Fall off
Person 9: Fall off
Person 10:”I think the biggest risk is not getting proper warranty. The risk is the same
everywere ”
Person 11: Fall off
Person 12:”yes the risks are about the same ”
Person 13: ”No. Digital Distribution i think is less secure.”
Person 14:” Buying from auction sites is less secure imo. ”
Person 15: ”I don't think any service is less secure, it's just how you use it. You maybe
should be a little bit carefull if you have trojans, etc, on your computer. So get a
antivirus system and you should be safe. ”
Person 16:”Yes I do ”
Person 17:”Nope ”
Person 18:”The business model where you need to use your credit card has a higher risk
”
72
Person 19: ”All of the business models feel pretty risky when your credit card is
concerned, with the internet based ones being the worst. ”
Person 20:”Player to player-trading, because it can vary so much. ”
Person 21:” I'd imagine those methods that involve a one-off transaction are more
secure since details don't need to be stored for longer than it takes for the transaction to
be completed. So, retail and digital distribution are safer, then micro-transactions and
player trading which involve several one-off transactions, then subscription which often
involves automatic billing. Advertising is totally safe. ”
Person 22: Fall off
Person 23:”Digital distribution feels less safe because sometimes the technology isn't
working as it should. ”
Person 24:”Pay before you get the stuff you buy. ”
Person 25:”The online based systems are less secure because the payment system has
the potential to be exposed. ”
Person 26:”Player to player trading ”
Person 27:”No, obviously there's extremely little risk involved in buying a game for
physical cash in a retail store. As for the others, it depends much on the perceivable
trustworthiness of the developer and/or publisher behind it. Known and respectable such
is, among others, Valve, Blizzard, Bioware, Infinity Ward etc. ”
Person 28:”Player to player trading is most likely the riskful because it's not as
controlled by the game company. ”
Person 29:” No. Buy online from an unknown site, not good. Maybe you don't even get
what you've bought. And the support is dead when you try to contact them. ”
Person 30:”No. Digital distribution is a lot less secure since you don't get a physical
game and you can't go back to the store as you can do if you buy retail. ”
Person 31:”I believe that P2P trading is least secure since it's easier to get away with
scamming in a game since you don't know the person you're trading with and since it's a
new phenomenon it's hard to get help from police or court. ”
Person 32:”i dont know”
Person 33:”The safest is buying things from a "real" store or a big internet site because
it is very unlikely that they will try to scam or anything else like that. ”
Person 34: Fall off
Person 35: Fall off
73
Person 36:”They're about the same. But digital distrubution ought to have the most
frauds.”
Person 37:”The advertising model is a bit more risky i think. Selling user information is
probably more likley here. ”
Person 38:”In Player to Player trading games it is possible to loose large sums. I know
that has happened in Project Entropia. ”
Person 39:”yes ”
Person 40:”No, with digital distribution security could be an issue. If you buy a retail
game, you often pay with cash, which is more secure and safer. ”
Person 41: It depends on the product, is it a physical product or a ticket that i must have
so no but is there anything that i would want to try before buying its yes.
Person 42:”Micro-transactions seem rather shady because you have to give them a
credit card that they can charge whenever they want. ”
Person 43: Fall off
Person 44: Fall off
Person 45:”Player to player seems to be the least secure, as the products you buy are not
always vetted by the game operators ”
Person 46:”Dont know”
Person 47: Fall off
Person 48:”Don't know ”
Person 49: I guess Microtransactions and digital dist because you have to do a payment
through the internet.
Person 50:”Well, some might be abused and drawing on the consumers being pushed
into buying more and more products. In that case retail is the safest. ”
Person 51: Fall off
Person 52:”I would say that the player to player trading model involves the highest
amount of risk since it's not controlled by a single company or entity that governs the
transactions. ”
Person 53:”no, the unheard off i thing is less safe ”
Person 54: Fall off
Person 55:”digital distribution must be the least secure since it's easier to fool people
over the internet ”
74
Person 56:” I dont know”
Person 57:”player to player - it's like buying on eBay, can I trust the seller with my
info? ”
Person 58:”If I am going to pay anything online, it have to bee threw my internet bank. I
don't leave my credit card number, or the possibility to bee charge threw my cell phone.
”
Person 59:”no, micro and play-player seems less safe (more people involved less
control) ”
Person 60:”As long as the game company is trustworthy, I see no problem with any of
the business models. So yes, I perceive them to be equally secure. ”
Person 61:” Yes”
Person 62:”Player to player trading and ingame trading over all seem less secure. people
will try to take advantage of one another. ”
Person 63: Fall off
Person 64:”dont like to but my visa nr in sites that is from unknown sites, ”
Person 65:”No ”
Person 66:”I think advertisement based games and cash payment in a store provides
vastly higher degree of anonymity and nulls the risk of credit card fraud. ”
Person 67:”All of them you have to spend money to continue playing, never know it is
works, and you might loose your money.. ”
Person 68:”I consider them to be the same. Maybe a little more risk with player to
player trading because I have never tested it and it seems wierd. ”
Person 70:”I dont know”
Person 71:”out of the mentioned ones in this survey id have to say the advertising
model, for the reason that many of the ads are misleading in most of the cases ”
Person 72:”Subsribtion because if they don't get enough subscribers they might shut
down the video game site and then you can't play any more and you will probably loose
all your "points" that you have earned so far ”
Person 73:”Player to player, I believe its least safe when the possibility of being cheated
is greater. But if it can be done safely, I would have no problem with it. ”
Person 74:”yes I do ”
75
Person 75:”I beliece that companies using the advertising business model might be
more open to giving out account information such as e-mail. ”
Person 76:”Micro-Transactions model. Its often on pages that i dont know that much
about ”
Person 77:”Dont know ”
Person 78:”Microtransactions are probably the riskiest, as they demand that you use
your credit card information frequently (at least if you buy stuff). ”
Person 79: Fall off
Person 80: Fall off
Person 81:”Micro-Transactions model, facebook games sucks :D ”
Person 82:”Player to player is the most risk in my oppinion and the less risk is retail. ”
Person 83:”Retail is always the best, because you get the physical product in your hand.
And you got a physical store to return to if something is wrong. ”
Person 84:”I have yet to find a developer that gives a shit about the people that feeds
em. ”
Person 85:”It feels safer to buy any item at a retailer than online... ”
Person 86:”Don't know ”
Person 87: ”no idea... ”
Person 88:”Fall off ”
Person 89:”No comment ”
Person 90:”I do not believe that there is a significant difference between the different
alternatives. ”
Person 91:”Retail could be the most secure. But then again, they can copy your credit
card and you get ripped of without knowing it...but it feels more safe. ”
Person 93: Fall off
Person 94:” I´m quite naive. subscription feels for some reason safe ”
Person 95: Fall off
Person 96: ”They are all directly related to the "dealer" ”
76
Person 97:”There is always some risk whenever personal information and credit card
details are used online, so any business model containing such features will (initially)
seem somewhat risky. Risk increases manyfold when you are trading/buying/selling
with other players as opposed to the company itself. ”
Person 98:”same ”
Person 99:”Micro payments and negative options, can get out of hand pretty quick if
you not carefull. ”
Person 100:”Player to player trading. ”
Person 101: Fall off
Person 102:”i dont perceive any of the business models i use as unsecure ”
Person 103:”Am not familiar with all models. Player to player involves a current flow
of money and seems less secure ”
Person 104:”no ”
Question 8 e)
Person 1: ”Player to player and micro-transaction can make the the game a "free to play,
pay to own/rule" game.”
Person 2: ”Microtransactions i think. The game is free in itself but you have to buy stuff
with real money to be any good in it, bad system. Advertising is alot better for that. ”
Person 3: ”Micro-transactions, I would like the content to be available to me from the
start and not have to buy micro expansions every week/month to enjoy it. ”
Person 4: ”Advertising. The player don't pay for playing. The result is that the players
can't put som suggetions to the game. ”
Person 5: Fall off
Person 6: ”A detailed explanation would take too much space and time ”
Person 7: ”Digital Distribution and micro transactions payed games”
Person 8: Fall off
Person 9: Fall off
Person 10:”advertising in games. ads destroy the feeling of the games ”
Person 11: Fall off
77
Person 12:”Micro-transactions, i dont want tp pay all the time when i play, better to
have a monthly fee instead ”
Person 13:”Maybe Micro-Transaction games because the games i played are not that
good. ”
Person 14:”No, i dont know.
Person 15: ”Don't think there is any, it's all about what you like to play. ”
Person 16:”If you over hype the game, by over advertise it ”
Person 17:”Since I've only test the "mainly" business models, I have too choose
Advertising-games ”
Person 18:”Micro-transactions”
Person 19:”Advertising can get annoying if it isn't handled well in the game of course.”
Person 20:”Micro-transactions.”
Person 21: ”It's not the business model, it's the games they attract. Generally
advertising-supported games are of low quality, since people would only play them if
they were free. ”
Person 22: Fall off
Person 23:” Micro-Transactions, Advertising. ”
Person 24:”Dont know”
Person 25:”Advertising based games are often either lower quality due to a lower
budget or less fun because of the interruption of adertisements ”
Person 26: Fall off
Person 27:”Obviously games funded by advertising or micro transactions will be at a
disadvantage compared to full priced games. I don't know enough about player to player
trading games to comment on that. As for the others, I think their business models
support types of games that are not meant for the same audience as "regular" games.
Although micro transactions is up and coming, I think it won't be a major deal for at
least a few years. As for advertising in games - there will always be product placement,
but I don't think people will want to play games stuffed full with advertising. The very
idéa seems like evidence that the people behind it does not give a shit about what games
are really all about. ”
Person 28:”Micro-transactions, you feel you HAVE to buy all the stuff that is avaliable
to enjoy the game fully. ”
Person29: Fall off
78
Person 30:”No ”
Person 31:”i believe that games that use micro-transactions and advertising are usually
of lower quality. I'm guessing it's because they don't have the same budget as bigger
competitors such as WoW and because it has most been used in asia where repetitive
games is more accepted than in west. It's also harder for those games to nisch themselfs
a make a more original product since they're depending on many users and therefore
have to make games suited for a big audience. ”
Person 32:”i dont know”
Person 33:”The games that are low-quality is the ones that are free. It's worse because
they don't have the money to spend on developing their games as much as the ones
that's charging a monthly fee. ”
Person 34: ”Micro transactions ones, i dont really see the point of those games. I doesn't
seem they have a goal or story. ”
Person 35: Fall off
Person 36:”Micro-transaction and player to player trading. Because you have to sink
money into them to compete with others ”
Person 37:”Maybe advertisement, but probably not. No, i don´t think there is any
difference here. ”
Person 38:”Never heard of a Advertising model game that is popular... ”
Person 39:”yes, digital dstribution. Allows developers to expliot players buy not
delivering thw whole game or take out bits of coding that should have been included
with the physical media ”
Person 40:”Any business model can lead to a good or bad game - some are probably
(statistically) more likely to be worse, but for the most part there is equal opportunity
available. ”
Person 41: Fall off
Person 42:”Micro-transactions for in-game items tend to unbalance gameplay in favor
of people with more disposable income. ”
Person 43:”Advertising models have yet to be deployed in such a way for free games
that it doesn't feel intrusive on the experience. ”
Person 44:”Subscription based, micro transaction games are usually less enjoyable due
to their desire to always grab money from you. ”
Person 45:”Micro-transactions can detract from the fun of a game, as most actions will
charge you extra. Also, in-game advertising can detract from the experience of the game
79
by breaking immersion when products being advertised do not relate to the game world.
”
Person 46:”Dont know”
Person 47: Fall off
Person 48: Fall off
Person 49”Advertising games. But im sure you can also make them good.”
Person 50:”Well, advertisements are generally boring and worthless. Therefore I would
say that it lowers the quality of the game. ”
Person 51: Fall off
Person 52:”Probably the micro-transaction model, since this model requires you to
constantly buy things to "keep up" with your friends and gaining the same advantages as
them. ”
Person 53:”No”
Person 54: Fall off
Person 55:”only if you have a bad connection ”
Person 56:” I dont know”
Person 57: Fall off
Person 58:”I don´t know. ”
Person 59:”no, micro and play-player seems less safe (more people involved less
control) ”
Person 60:”All of the free solutions will lead to worse games, but since those games are
free, one is less inclined to care. If I'm playing a free game like an advertisement based
one, I wouldn't expect a game as good as retail, digital distributed and especially a
subscription based one. ”
Person 61:” No”
Person 62:”No”
Person 63: Fall off
Person 64: Fall off
Person 65:”Games that are financed by advertising. If youre playing a roleplaying game
and see ads for diapers it would feel a bit out of context. ”
80
Person 66:”The first that comes to mind is the advertisement model. Ads by their very
nature must steal our attention and that saboteurs the experience. ”
Person 67:”i dont know ”
Person 68:”I believe advertisment games and micro payment games generelly are less
fun to play. ”
Person 70:”I dont know”
Person 71:”player to player micro transaction and advert models are out of my own
experience less fun to play, for various reasons, the first two due to the fact that your
"real-life" economy determines how you experience the game, usually to such a degree
where it is impossible to compete with someone spending alot of money. wich in its
own ruins it for me. Advertising on the other hand is just annoying and in the way ”
Person 72:”The one from advertising becase the advertiser might have to much control ”
Person 73:”Advertising in games would reduce the experience unless it was a nice way.
”
Person 74:”No I dont. ”
Person 75:”Player to player trading, because the outcome might be that the developers
of the game/program doesn't recieve enough money for further development. ”
Person 76:”Lower quality: Advertising model. I think its beacuse its people how sits at
home and make these games. ”
Person 77:”Trading, dont want to spend money in the game to get fame ”
Person 78:”Microtransactions can result in some players getting an unfair advantage
over other players if not managed correctly. For instance, some games allow the players
to buy better weapons, which results in players that are not buying these weapons being
frustrated and quit playing. ”
Person 79: Fall off
Person 80:”No ”
Person 81:”Advertising model, same reason as question 6 ”
Person 82:”Player to player since its easy to scam players, and you dont have the same
moral and you cant hold players to laws and standards you can hold retailers ”
Person 83:”Thats really just about what you are intrested in, doesnt really have to do
with the business model. ”
Person 84: Fall off
81
Person 85: Fall off
Person 86:”Don't know ”
Person 87: ”Fall off ”
Person 88:”Fall off ”
Person 89:”No comment ”
Person 90:”I never play online and since most games except for retail games tend to be
online based, I prefer retail games. ”
Person 91:”Micro-Trans. Since it gives player with money an advantange, rather then
making the players experience/skill be the judge of that. ”
Person 93: Fall off
Person 94:” don´t know ”
Person 95: Fall off
Person 96: ”Not giving everyone the same experience!!! ”''
Person 97:”Generally, games that do not require you to pay will not be as good as
games that do just that. Without the resources to further improve the game, enjoyment
will quickly fade. Charging for providing the game gives the company incentives to
keep improving the game, and perhaps increases the acknowledgement and use of user
feedback. Subscription games may have an advantage here, since they have good
reasons for wanting their subscribers to keep playing. ”
Person 98:”monthly payments, why pay more for a game than its worth? ”
Person 99:”Micro and Advertising: I pay every "period" but have no proof that anything
happens, and / or that my money is being used for the benefit of my "joy". And
advertising is to sensitive to the market, bad economy, low income on advertising = low
quality game. ”
Person 100:”Advertising model. I really hate commercials and that. ”
Person 101: Fall off
Person 102:”none ”
Person 103:”No, different people like to play different types of games. Of course
advertisig games usually only offer a trial version which of course has a lower quality
and becomes less fun once you become good at it ”
Person 104:”no ”
82
Appendix 2 –Categorization of all the answers for
the open questions
Below are tables showing answers grouped into categories for the open questions. The
numbers next to every category are the number of comments that fitted into that
category of answer. Hence one comment can result in one or more categories for every
question.
Question 6: Which one of these business models do you prefer the most? (Explain with
your own words why your number one pick is your most favorable and your last pick is
you’re least favorable).
Digital Distribution
Why most favorable?
Easy and fast
24
Don’t like hard copies
Cheap
Accessibility
Environmental friendly
Wide variety of products
Money goes to developer
Easier to update
The future of gaming industry
7
5
4
3
3
1
1
1
Retail
Why most favorable?
Likes hard copies/box/manuals
Person to person contact is important
More trustworthy
Don’t need login/password
High quality games
A feeling of ownership of the game
Good support
Likes to browse in shops
Advertising
Why most favorable?
A free games is a good game
Easiest to play online
Why least favorable?
Waiting in line to purchase
game
1
Why least favorable?
20
2
2
1
1
1
1
1
3
1
Subscription
Why most favorable?
Fast and simple
2
Good support and lots of updates for the
game
1
Why least favorable?
Annoying with adds
Why least favorable?
Don’t like to pay on regular
basis
4
9
4
Expensive
Addictive
1
83
Micro-transactions
Why most favorable?
Money goes to developer
Player to player trading
Why most favorable?
2
Why least favorable?
Want to know that the money
spent go to the benefit of the
players
Just don’t like it for any
particular reason
Gives players with more money
an unfair advantage in the game
Don’t know about it and that’s
why they don’t trust it
Expensive and not fun
Easier to scam
Why least favorable?
Gives people with more money
an unfair advantage in the game
Are reluctant to buy virtual
artifacts for real money.
Tried it didn’t like it
Addictive
You need to play allot to be
able to have fun and earn
something
Includes no real game elements
Game economy should not be
tied to real economy
Games should be an escape
from reality not a simulation of
reality
Don’t know about it and that’s
why they don’t trust it
Easier to be scammed
3
3
2
2
2
1
3
3
2
1
1
1
1
1
1
1
84
Question 8A: What are your main reasons for purchasing products and/or services on
the Internet?
Easy and fast
Cheaper
Wide and sometimes unique variety of products
Availability (Comfortable and always open)
Smooth delivery
Social reasons (feels good to shop online, part of lifestyle)
Easy to find products and compare prices
Online customer service better than what many physical retailers have to offer
Good way to avoid sales persons
Environmental friendly
52
36
21
18
4
2
1
1
1
1
Question 8B: When you purchase on the Internet what types of products/services do you
buy?
Games /add-ons for games
Electronics
Clothing
Books / Magazines
Tickets
Music
Movies
Software
Stocks
Food
52
30
21
16
13
9
8
3
2
1
85
Question 8C: Are you concerned by the possible risks (such as fraud or misuse of
personal information) when (if) playing/purchasing video games online?
Why concerned?
Yes, if company is not well known
4
Yes, because they have experienced
frauds in the past
3
Yes, you don’t know what you get until
you have it in your hands
3
Proof of ownership more muddy
therefore more concerned when buying
online
Yes, concerned for their personal
information, privacy
Yes, don’t trust people on the Internet
It depends but always check with
friends and looks up vendors before
purchasing
Computer expert, therefore aware of
the risks and are concerned
1
1
Why not concerned?
No, not if vendor is a well
known large company
Not concerned but for no
specific reason
Not concerned because they
have enough knowledge not to
get fooled (aware of risks)
No but comments and reviews
are important
No, trusts their credit card
company / bank
33
15
10
4
4
1
1
1
86
Question 8D: Do you consider the risks to be the same for the different business
models? If not which business models do you perceive is less secure and why?
General
Same risk for all business models
Not concerned by any model because they have enough knowledge to avoid risks
All models who use credit cards are more risky
More risky if you must pay before getting the product
Retail model
Retail model less risky because it feels safer to have a hard copy of your product
All online sources more risky
Retail model less risky sense you can return to the vendor and get help
Advertising model
Advertising model totally safe since no money is transferred
Advertising model most risky since they sell user information
Advertising model most risky because of misleading ads
Subscription model
Subscription model feels safer because you pay every month for the service
Micro transaction model
Micro transaction model more risky for no specific reason
Micro transaction model more risky because of a higher amount of transactions
Micro transaction model more risky since you lose control of money spent
Player to player model
Player to player model more risky when you deal with transaction with other
players
Player to player model more risky because they don’t know much about it
Player to player model more risky because of a higher amount of transactions
13
6
3
1
7
5
2
2
1
1
2
4
3
2
11
2
1
87
Question 8E: Is there any business model that, you believe, results in lower quality/less
fun games?
General
The business model does not influence the game experience
Advertising model
These games are of lower quality
These games are destroyed by ads/product placement
These games are less fun for no particular reason
These games are worse since players cant influence the game to make it better (it
is controlled by advertisers)
Micro Transactions model
These games are less fun because they give players with more money an unfair
advantage in the game
These games are less fun for no particular reason
These games are of lower quality
These games are only out to grab your money hence they are less fun
These games requires you to buy things to be fun hence they are less fun
Player to player model
These games are less fun because they give players with more money an unfair
advantage in the game
These games are less fun for no particular reason
These games are less fun because other people can scam you
11
11
5
5
3
10
4
2
2
1
4
1
1
88
Appendix 3 – Survey layout
Since a digital survey was used it is hard to make it justice in paper format. This is only
to be regarded as a representation of the survey layout.
89
90
91
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