Today, you can go anywhere and find video games that are
available for free in some form or another. In fact, there are free versions of
almost all of the most popular titles, including Call of Duty, League of
Legends, Fortnite, PUBG, Dota 2, CS:GO, and Runescape. Even online casino games
can be played for free by using the
various promotional offers that are provided by iGaming brands in their
marketing - most pertinently, the no-deposit free spin offers that allow
players to try out the different games they have available on their
sites.
There has been a trend in recent years for video game
publishers to give more and more of their content away for free. This may seem
somewhat counterintuitive given that the creators of these titles need to earn
a living and their employers are accountable to their shareholders.
Yet, in reality, video game publishers have actually
managed to grow their businesses and the industry as a whole by adopting this
approach. On the surface, this makes no sense at all, but when you delve a
little deeper, the rationale behind this move begins to become clear.
A Brief History of Video Game Monetisation
It may not seem like it, but the way video game companies
generate revenue from their content has evolved several times over the history
of the industry.
It started out in the 1970s and 1980s with arcade machines
where players would feed giant boxes with coins to be allowed to play a game
for a short while. But as home computers and game consoles became more
affordable and accessible, arcades mostly fell out of favor and got turned
into devices we enjoyed occasionally when out with friends.
From the mid-1980s through to the 2010s, the main way to
monetize a video game was to charge for the entire thing up front. Even then,
exactly how the content was distributed and paid for changed several
times.
What started out as players handing over physical cash to
receive a cartridge in the 1980s became digital card payments being exchanged
for digital downloads, often without the need to leave the house.
But since the late 2000s and early 2010s, there has been a
gradual shift away from this model to the free-to-play one we know today.
Line Goes Up
While this trend has begun to reverse in recent months, in
line with wider market conditions, publicly traded video game publishers have
seen their stock prices trend upwards over the last decade.
This has been helped by an ever-increasing number of people
taking an interest in gaming, driven by diversified demographics, especially
more women and people from older age groups.
Between 2015 and 2022, the number of people playing video
games has increased by approximately 50%, rising from 1.99 billion
to 2.95 billion, coinciding with the period in which many big titles were
made available for free.
At the same time, major gaming companies have been reporting bigger and bigger financial results. For example, Electronic Arts grew its annual revenue from $3.53 billion in 2009 to $7.285 billion in 2022, an increase of more than 100%. Over that same period, the company’s gross profit rose by 237% while EBITA went from an $800 million loss to a $1.335 billion profit. To keep up with the growing gaming landscape, many companies are adopting responsible gaming technologies to ensure player safety and fair play in their expanding environments.
EA’s peers are in similar positions to this, while many
smaller businesses are also enjoying success.
Serving Everyone
The reason for the success of this seemingly unintuitive
approach is that while the games may be free, there are still plenty of ways
players can hand over their cash.
There are a few different approaches, but they mostly all
work by allowing those with disposable income and the interest in getting more
from their gaming sessions to buy additional content while also providing
access to those who aren’t yet able or prepared to pay.
These non-paying players are not “freeloaders” as they can
help to promote the game, both offline and through social media, as well as
generate revenue through ads and provide more opponents for those that do
pay.
Around 5.6% of gamers spend more than $1,000 a year on
in-game purchases, far more than most would have paid for full titles, while
the average is around $50-100 per player, meaning companies can earn more from
their IP than in the past.