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Mapping the Monetization Challenge of Gaming in Various Domains

Markopoulos, E; Markopoulos, P; Liumila, M; Almufti, Y; Aggarwal, V; (2019) Mapping the Monetization Challenge of Gaming in Various Domains. In: Ahram, T, (ed.) Advances in Human Factors in Wearable Technologies and Game Design: Proceedings of the AHFE 2019 International Conference on Human Factors and Wearable Technologies, and the AHFE International Conference on Game Design and Virtual Environments. (pp. pp. 389-400). Springer: Cham, Switzerland. Green open access

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Abstract

The cost of developing successful games for either entertainment or business purposes is a high-risk investment but mandatory due to the nature of the sector. However, there are discrete and innovative ways that minimize the investments risk and assure profitability without losing the player’s engagement. Gaming monetization can be approached from direct or indirect financial charges based on the scope of the game and its target group. As of today, no monetization practice can be considered as a silver bullet as they are all affected by geographical, cultural, social, economic and other factors. This paper attempts to define the major monetization elements in the gaming industry. It also attempts to define the major gaming categories and subcategories and associate on them the monetization elements and techniques. Furthermore, it creates a map for the development of gamification monetization approaches per case which can contribute towards effective gaming investments management.

Type: Proceedings paper
Title: Mapping the Monetization Challenge of Gaming in Various Domains
Event: AHFE 2019 International Conference on Human Factors and Wearable Technologies, and the AHFE International Conference on Game Design and Virtual Environments
Location: Washington, DC
Dates: 24 July 2019 - 28 July 2019
ISBN-13: 978-3-030-20475-4
Open access status: An open access version is available from UCL Discovery
DOI: 10.1007/978-3-030-20476-1_39
Publisher version: https://doi.org/10.1007/978-3-030-20476-1_39
Language: English
Additional information: This version is the author accepted manuscript. For information on re-use, please refer to the publisher’s terms and conditions.
Keywords: Gaming, Gamification, Serious games, Investment management, Entertainment games, Monetization, Ethics, Management
UCL classification: UCL
UCL > Provost and Vice Provost Offices > UCL BEAMS
UCL > Provost and Vice Provost Offices > UCL BEAMS > Faculty of Engineering Science
UCL > Provost and Vice Provost Offices > UCL BEAMS > Faculty of Engineering Science > UCL School of Management
URI: https://discovery.ucl.ac.uk/id/eprint/10120905
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