FREE-TO-PLAY MOBILE GAME BUSINESS MAPPING WITH BUSINESS MODEL CANVAS

Free-to-play’ games do not need any initial payment in order to play it, but they have an in-game feature which lets the player to buy contents within the game by using real money. This is where ‘free-to-play’ mobile game gets their revenue from. Nowadays, despite being ‘free-to-playÂÂ...

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Main Author: ADRIATAMA (NIM 19014005), IRSHAD
Format: Final Project
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/22626
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Institution: Institut Teknologi Bandung
Language: Indonesia
id id-itb.:22626
spelling id-itb.:226262017-09-25T11:00:26ZFREE-TO-PLAY MOBILE GAME BUSINESS MAPPING WITH BUSINESS MODEL CANVAS ADRIATAMA (NIM 19014005), IRSHAD Indonesia Final Project INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/22626 Free-to-play’ games do not need any initial payment in order to play it, but they have an in-game feature which lets the player to buy contents within the game by using real money. This is where ‘free-to-play’ mobile game gets their revenue from. Nowadays, despite being ‘free-to-play’, many people had paid for the in-game contents, even though the content are not something that has actual physique. This research is conducted by asking ‘free-to-play’ mobile game players about how they feel. An approach using the business model canvas is used in order to give more detailed insight about the business as a whole, since this industry is not a common industry that everyone might have known before. Through this <br /> <br /> paper, a brief description about the ‘free-to-play’ mobile game industry had been able to be described, followed by the viewpoints from the ‘freeto-play’ mobile game player and the developer’s side. The approach used onthis paper is by using qualitative and quantitative approach, by doing interviews as well as distributing questionnaire. The method used to gain <br /> <br /> the data is by doing interview, questionnaire, and content analysis. The player profile in general had also been able to be summarized so that the developer can know more about the players who played their games by <br /> <br /> using the questionnaire. By the research result, it is found that most playerplay the game for the game’s own intrinsic appeal rather than factors such as developer’s brands, franchises being brought, or even positive word ofmouth. They are seeing the game as an outlet of made for self-satisfaction, they are looking for a source of entertainment, they are looking for something to fill a spare time with. As long as the players perceive the <br /> <br /> game to be ‘fun’, the players are most likely keep going to play it. Once a factor hits the sweet spot of appeal, the player will be willing to spend money for the game. For the majority of the games in the survey, that factor <br /> <br /> seems to be the game’s creative resources, such as character designs. text
institution Institut Teknologi Bandung
building Institut Teknologi Bandung Library
continent Asia
country Indonesia
Indonesia
content_provider Institut Teknologi Bandung
collection Digital ITB
language Indonesia
description Free-to-play’ games do not need any initial payment in order to play it, but they have an in-game feature which lets the player to buy contents within the game by using real money. This is where ‘free-to-play’ mobile game gets their revenue from. Nowadays, despite being ‘free-to-play’, many people had paid for the in-game contents, even though the content are not something that has actual physique. This research is conducted by asking ‘free-to-play’ mobile game players about how they feel. An approach using the business model canvas is used in order to give more detailed insight about the business as a whole, since this industry is not a common industry that everyone might have known before. Through this <br /> <br /> paper, a brief description about the ‘free-to-play’ mobile game industry had been able to be described, followed by the viewpoints from the ‘freeto-play’ mobile game player and the developer’s side. The approach used onthis paper is by using qualitative and quantitative approach, by doing interviews as well as distributing questionnaire. The method used to gain <br /> <br /> the data is by doing interview, questionnaire, and content analysis. The player profile in general had also been able to be summarized so that the developer can know more about the players who played their games by <br /> <br /> using the questionnaire. By the research result, it is found that most playerplay the game for the game’s own intrinsic appeal rather than factors such as developer’s brands, franchises being brought, or even positive word ofmouth. They are seeing the game as an outlet of made for self-satisfaction, they are looking for a source of entertainment, they are looking for something to fill a spare time with. As long as the players perceive the <br /> <br /> game to be ‘fun’, the players are most likely keep going to play it. Once a factor hits the sweet spot of appeal, the player will be willing to spend money for the game. For the majority of the games in the survey, that factor <br /> <br /> seems to be the game’s creative resources, such as character designs.
format Final Project
author ADRIATAMA (NIM 19014005), IRSHAD
spellingShingle ADRIATAMA (NIM 19014005), IRSHAD
FREE-TO-PLAY MOBILE GAME BUSINESS MAPPING WITH BUSINESS MODEL CANVAS
author_facet ADRIATAMA (NIM 19014005), IRSHAD
author_sort ADRIATAMA (NIM 19014005), IRSHAD
title FREE-TO-PLAY MOBILE GAME BUSINESS MAPPING WITH BUSINESS MODEL CANVAS
title_short FREE-TO-PLAY MOBILE GAME BUSINESS MAPPING WITH BUSINESS MODEL CANVAS
title_full FREE-TO-PLAY MOBILE GAME BUSINESS MAPPING WITH BUSINESS MODEL CANVAS
title_fullStr FREE-TO-PLAY MOBILE GAME BUSINESS MAPPING WITH BUSINESS MODEL CANVAS
title_full_unstemmed FREE-TO-PLAY MOBILE GAME BUSINESS MAPPING WITH BUSINESS MODEL CANVAS
title_sort free-to-play mobile game business mapping with business model canvas
url https://digilib.itb.ac.id/gdl/view/22626
_version_ 1821120828990816256