Multi-player online games : pricing strategies of high-tech network goods

The rapid growth of broadband internet access around the world has lead to the emergence of Multiplayer Online Games (MPOGs). MPOGs are computer games where players interact socially online. Most firms providing these games traditionally followed a two-part tariff pricing model; this is due to the l...

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Main Author: Ek Chanbora
Other Authors: Teo Gin Swee Ernie
Format: Final Year Project
Language:English
Published: 2011
Subjects:
Online Access:http://hdl.handle.net/10356/44458
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Institution: Nanyang Technological University
Language: English
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spelling sg-ntu-dr.10356-444582019-12-10T12:22:22Z Multi-player online games : pricing strategies of high-tech network goods Ek Chanbora Teo Gin Swee Ernie School of Humanities and Social Sciences DRNTU::Social sciences::Economic theory The rapid growth of broadband internet access around the world has lead to the emergence of Multiplayer Online Games (MPOGs). MPOGs are computer games where players interact socially online. Most firms providing these games traditionally followed a two-part tariff pricing model; this is due to the large network externalities involved. Recently, we observed many new games abandoning this traditional model in favour of the "free to play" model and selling optional credit points for players who want to buy virtual items. Virtual items are add-on items which gamers can buy to enhance their gaming experience. The purchase of virtual items is not compulsory; gamers can in fact play the game for free without purchasing any items. In this paper, we examine the credit-point (or virtual-item) pricing model by a monopolistic firm with an economic theory framework. We first ask the questions: “Is this credit-point model profitable? And which pricing model is more profitable?” We found that the opportunity costs for gamers must be sufficiently low for such a free-to-play pricing model to be profitable to the firm, and that choice of credit-point or two-part tariff model depends on the magnitude of its marginal cost of producing the game. Next, we investigated how the choice of advertising influences market decisions. We found that firm should choose a positive amount of advertisement when the cost of advertisement is low enough, and that the expensive-to-produce game is more likely to get advertised than the cheap-to-produce game. Bachelor of Arts 2011-06-01T09:06:30Z 2011-06-01T09:06:30Z 2011 2011 Final Year Project (FYP) http://hdl.handle.net/10356/44458 en Nanyang Technological University 43 p. application/pdf
institution Nanyang Technological University
building NTU Library
country Singapore
collection DR-NTU
language English
topic DRNTU::Social sciences::Economic theory
spellingShingle DRNTU::Social sciences::Economic theory
Ek Chanbora
Multi-player online games : pricing strategies of high-tech network goods
description The rapid growth of broadband internet access around the world has lead to the emergence of Multiplayer Online Games (MPOGs). MPOGs are computer games where players interact socially online. Most firms providing these games traditionally followed a two-part tariff pricing model; this is due to the large network externalities involved. Recently, we observed many new games abandoning this traditional model in favour of the "free to play" model and selling optional credit points for players who want to buy virtual items. Virtual items are add-on items which gamers can buy to enhance their gaming experience. The purchase of virtual items is not compulsory; gamers can in fact play the game for free without purchasing any items. In this paper, we examine the credit-point (or virtual-item) pricing model by a monopolistic firm with an economic theory framework. We first ask the questions: “Is this credit-point model profitable? And which pricing model is more profitable?” We found that the opportunity costs for gamers must be sufficiently low for such a free-to-play pricing model to be profitable to the firm, and that choice of credit-point or two-part tariff model depends on the magnitude of its marginal cost of producing the game. Next, we investigated how the choice of advertising influences market decisions. We found that firm should choose a positive amount of advertisement when the cost of advertisement is low enough, and that the expensive-to-produce game is more likely to get advertised than the cheap-to-produce game.
author2 Teo Gin Swee Ernie
author_facet Teo Gin Swee Ernie
Ek Chanbora
format Final Year Project
author Ek Chanbora
author_sort Ek Chanbora
title Multi-player online games : pricing strategies of high-tech network goods
title_short Multi-player online games : pricing strategies of high-tech network goods
title_full Multi-player online games : pricing strategies of high-tech network goods
title_fullStr Multi-player online games : pricing strategies of high-tech network goods
title_full_unstemmed Multi-player online games : pricing strategies of high-tech network goods
title_sort multi-player online games : pricing strategies of high-tech network goods
publishDate 2011
url http://hdl.handle.net/10356/44458
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