Online Gaming Revenue Model - Not Subscription but Virtual Items sale!
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According to a report by Parks Associates Playing games is still a more popular online activity in the US than watching short video clips or visiting social networking websites. According to the findings, 34 per cent of US adult Internet users play online games on a weekly basis, compared with 29 per cent who watch short online videos and 19 per cent who visit social networking sites with the same frequency.
Online gaming has had revenue models that web-based and in-game advertising, try-before-you-buy, subscriptions, and micro-transactions. But according to this article in business standard the revenue models for online gaming is soon to shift from subscriptions to sale of virtual items.
“Currently, the sale of virtual items accounts for less than 5 per cent of the total subscription sales. However, by the end of financial year 2007-08, there will be a substantial shift from the subscription model to sale of virtual items,” says Suryadev Goswami, assistant manager, Communication Research, IDC India.
Industry players expect the change in model to work also because there is a shift towards MMPORG (Massive Multiplayer Online Role-Playing Games) Games and an explosivee growth happening in that segment. Players like Sify, Zapak and Levelupgames are all gunning for the MMPORG Market.
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Level Up is planning to launch three more MMORPGs/ MMOGs over the next 3-6 months while Sify is introducing Nostale next month also newest entrant Kreeda Games is going to introduce another MMOG title. Zapak.com too plans to launch two MMOGs in the next 3-6 months and Mobile2Win is planning to launch City Racer, a MMOG, soon. So it seems that the growth of MMPORG alongwith a revenue model of vitual sale of items is where the online gaming industry is headed. It would be interesting to see what kind of revenue models besides for advertising really take off for online gaming companies |
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