981:
there are critical bugs found post-release, this can also be costly to develop, test and distribute software updates to rectify. In developing games as a service, where consumer expectation is already set to expect continual updates to the game, the rigor on software testing in the early stages of release may be forgone as to get the title out to players faster, accepting that software bugs may be present but will be fixed when the next update is released. Further, games developed as a service are more commonly driven by player feedback, so initial iterations of a game's release may be lightweight to be used as a foundation to build upon based on the game's community. This can further shorten the initial development cycle of a game. However, games as a service also increased overall development effort as there are usually two or more concurrent tracks to support a game; one working to support the current available release, and others that are working on the future content that will be added to the game.
42:
996:(EULAs) to try to limit post-sale activities, but these have generally not been enforceable since they affect consumers' rights, leading to confusion in the area. Instead, by transitioning to games as a service, where there is a clear service being offered, publishers and developers can clearly establish their works as services rather than goods. This further gives publishers more control over the use of the software and what actions users can do through an enforceable EULA, such as preventing
965:(ARPU), that only 5% of the game's population paid 20 times more than the baseline ARPU, sufficient to continue ongoing development of the game. GaaS further represents a means by which games can improve their reputation to critics and players by continued improvements over time, using revenues earned from GaaS monetization to support the continued development and to draw in new sales for the product. Titles like
1060:
service games ultimately are shuttered by their developers and publishers for various reasons, such as waning player interest, shifting costs on the business, or moving away from aging technology. However, in the 2020s, the question of the sustainability of live service games was raised as many live-service games were terminated well ahead of anticipated lifecycles. An early example of such a game was
909:(NFTs). In contrast to microtransactions in which players can buy but not usually capable of trading items with other players, blockchain games encourage players to create value with blockchain items and trade and sell these, with the developer or publisher taking a small fee on each transaction. As blockchain items assure a singular owner, this can lead to high-selling items due to
723:(MMOs) use monthly subscription models. Revenue from these subscriptions pay for the computer servers used to run the game, the people that manage and oversee the game on a daily basis, and the introduction of new content into the game. Several MMOs offer an initial trial period that allow players to try the game for a limited amount of time, or until their character reaches an
1066:, released in 2019, which failed to meet sales expectations, and while long-term plans were made to improve the game, its development was ultimately cancelled by 2021. As more games switched towards live services, competition for players grew, making the prospect of live service games a risky one. A notable example was
980:
Games as a service also impacts the development process for games. When developing a game as a product, there is generally a linear flow of tasks to assure that the product shipped is free of software bugs and other problems that may exist, which can be both time-consuming and costly to test for. If
956:
The principal reason that many developers and publishers have adopted GaaS is financial, giving them the ability to capture more revenue from the market than with a single release title (otherwise known as "games as a product"). While not all players will be willing to spend additional money to gain
929:
Games may combine one or more of these forms. A common example are lifestyle games, which provide rotating daily content, which frequently reward the player with in-game currency to buy new equipment (otherwise purchasable with real-world funds), and extended by updates to the overall game. Examples
666:
released the first of several free updates in 2008, the "Gold Rush Update" which featured new weapons and cosmetic skins that could be unlocked through in-game achievements. Further updates added similar weapons which began to include monetization options, such as buying virtual keys to open in-game
749:
that requires an active account to play. New games are typically added to the service, and in some cases, games may leave the service, after which subscribers will be unable to play that title. Such services may offer the ability to purchase these titles to own and allow them to play outside of the
771:
on local devices, eliminating the need for specialized console hardware or powerful personal computers, outside of the necessary bandwidth for
Internet connectivity. These otherwise operate similar to game services, in that the library of available titles may be added to or removed from over time,
1059:
Developing for live service games can change the culture of video game development, since rather than developing towards a single release and moving on to the next game, developers have to plan for continued content beyond release as well as ongoing support for the game. Due to this cost, live
800:
that provide a random assortment of items and rewards. Players do not necessarily need to purchase these items with real-world funds to acquire them. However, a game that aims to provide ongoing service will gear its design and financial approach to assure that a small fraction of players will
1085:
as an example, criticized the lack of access when live service games go offline, especially for those who invest money in it. She also pointed out the oversaturation of the market with free-to-play live service games, and that many live service games struggle, leading to them shutting down.
843:
Games with season passes provide one or more large content updates over the course of about a year, or a "season" in these terms. Players must buy into a season pass to access this new content; the game remains playable if players do not purchase the season pass and do gain benefit of core
1055:
to $ 33 billion since 2012, while
Activision Blizzard saw its value rise from $ 20 billion to $ 60 billion in the same period, with both increases attributed in part to the use of the GaaS model in their games catalog. Electronic Arts had earned $ 2 billion from GaaS transactions in 2018.
864:
which provides new customization options that a player can earn by completing challenges in a game, but only if they have bought into the battle pass; content on a battle pass is typically only obtainable during a limited time. Battle passes can be seen in games such as
988:, specifically the concept of software ownership versus license. Case law for video games remains unclear whether retail and physical game products qualify as goods or services. If treated as goods, the purchaser gains several rights, in particular those related to the
744:
grant subscribers complete access to a large library of games offered digitally with no limitations. Users need to download these games to their local computer or console to play. However, users must remain subscribed to play these games; the games are protected by
697:, which had already had a microtransaction model in place, established a constant push of new content on a more frequent basis (in this case, the release of a new hero each week for several years straight) to compete, creating the concept of lifestyle games such as
640:, where the game's subscription model approach assured continued revenues to the developer and publisher to create new content. Over time, new forms of offering continued GaaS revenues have come about. A significant impact on the use of GaaS was the expansion of
607:
model. Games released under the GaaS model typically receive a long or indefinite stream of monetized new content over time to encourage players to continue paying to support the game. This often leads to games that work under a GaaS model to be called
1019:
estimated that by 2016, 25% of the revenue of games on personal computers resulted from one form or another of GaaS. The firm argued that this reflected on consumers that wanted more out of games that were otherwise offered at full price
992:, which allows them to resell or trade these games, and which can subsequently affect sales revenue to publishers. The industry has generally considered that physical games are a service, enforced through
651:
was one of the first companies to jump onto this around 2007 and 2008, establishing several different ways to monetize their products as a service to
Chinese players, who typically play on a phone or at
656:
rather than on consoles or computers, and since has become the world's largest video game publisher in terms of revenue. Another influential game establishing games as a service was
1744:
805:
to obtain it. These select "whales" providing sufficient revenue to support further development of new content. This approach is generally how free-to-play games like
1914:
321:
1266:
644:, which often includes a social element, such as playing or competing with friends, and with players wanting to buy into GaaS to continue to play with friends.
566:
844:
improvements to the game, but they are unable to access new maps, weapons, quests, game modes, or other gameplay elements without this content. Games like
913:. As of 2021, blockchain games have yet to catch on due to the stigmas associated with cryptocurrency and NFTs. Some notable blockchain games include
1024:
at the time of the report) or looking for discounts, thus making the market ripe for post-release monetization. Several major publishers, including
1072:, a multiplayer game released by Sony Interactive in August 2024 but shuttered for an indeterminate period due to low sales in a flooded market.
1048:, which frequently have a wider potential install base (across computer, consoles, and mobile devices) that they can draw service revenues from.
977:
are examples of games offering GaaS which initially launched with lukewarm reception but have been improved with continued service improvements.
1210:
261:
123:
1737:
1044:
recognized the importance of post-release support of a game to their financial bottom lines. GaaS is also seen as a developing avenue for
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1007:. Certain games can also be hosted in a cloud server, eliminating the need for installation in players' computers and consoles.
1940:
788:; new maps and levels for multiplayer games; new items, weapons, vehicles, clothing, or other gear for the player's character;
957:
new content, there can be enough demand from a smaller population of players to support the service model. For example, for
1592:
Dubois, Louis-Etienne; Chalk, Alex (May 2024). "Service withdrawal: The uncertain future of the games-as-a-service model".
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While the games as a service model is aimed to extend revenues, the model also aimed to eliminate legal issues related to
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Microtransactions represent low-cost purchases, compared to the cost of a full game or a large
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595:) represents providing video games or game content on a continuing revenue model, similar to
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31:
1552:"Games-as-a-service: Conflicted identities on the new front-line of video game development"
1336:"Games-as-a-service: Conflicted identities on the new front-line of video game development"
1803:
1033:
892:
768:
658:
331:
86:
1036:
identified GaaS as a significant focus of their product lines in 2017, while others like
1574:
1551:
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902:
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368:
1934:
1888:
1379:
1211:"The pressure to constantly update games is pushing the industry to a breaking point"
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support their ongoing development, as well as being used atop full-priced games like
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A study by DFC Intelligence in 2018 found
Electronic Arts' value rose from
1722:
1468:"The games as a service trend has "tripled" the industry's value – report"
1861:
1823:
1818:
1651:
1271:
1215:
1121:
797:
789:
667:
loot boxes. Valve began earning enough from these revenues to transition
430:
219:
202:
1444:
1303:"Top Video Game Companies Won't Stop Talking About 'Games As A Service'"
1029:
764:
737:
648:
1798:
1307:
1180:(2007; PC and Multiple Platforms): The Birth of Games as a Service".
867:
831:
679:
27:
Providing video games or game content on a continuing revenue model
1472:
1619:"70 percent of devs unsure of live-service games sustainability"
1726:
1402:
727:
cap, after which they are required to pay to continue to play.
671:
to a free-to-play title. Valve carried this principle over to
624:
The idea of games as a service began with the introduction of
1239:"Blockchain Games Twist The Fundamentals Of Online Gaming"
1647:"Sony takes Concord game offline two weeks after release"
1550:
Dubois, Louis-Etienne; Weststar, Johanna (October 2022).
1675:"Concord's Death Offers a Bleak Look at Gaming's Future"
860:
use this season pass approach. A related concept is the
1424:
Cai, Wei; Chen, Min; Leung, Victor CM (May–June 2014).
1267:"Rise of the Lifestyle Game: Gaming as Your Second Job"
1524:"EA and Activision's $ 79bn games-as-a-service growth"
1117:"How games as a service are changing the way we play"
616:" since they continually change with these updates.
1897:
1854:
1791:
1760:
1496:"Games as a Service: What does it mean for indies?"
30:"GaaS" redirects here. For the GaAs compound, see
1334:Dubois, Louis-Etienne; Weststar, Johanna (2021).
603:either after their initial sale, or to support a
1329:
1327:
1325:
1587:
1585:
801:purchase this content immediately rather than
1738:
1296:
1294:
560:
8:
767:allow players to play games that are run on
662:. To fight against a shrinking player-base,
169:Specialized / alternative-paradigmatic types
683:, the latter which was in competition with
1745:
1731:
1723:
1141:
1139:
567:
553:
36:
1573:
1391:
1389:
1361:
803:grinding through the game for a long time
1107:
53:
796:; in-game currency, and elements like
1645:Richardson, Tom (September 3, 2024).
1522:Batchelor, James (October 19, 2018).
1149:Emerging Trends In Games-as-a-Service
7:
897:Games which use technology based on
1703:"Live Service Games Are Exhausting"
1176:Bycer, Joshua (2018). "Chapter 12:
1146:Bagga, Atul (October 10–13, 2011).
961:, it was estimated on the basis of
1673:Morgan, Adam (September 6, 2024).
1494:Batchelor, James (March 3, 2014).
721:massively multiplayer online games
626:massively multiplayer online games
529:List of video game industry people
25:
1617:Carter, Justin (April 16, 2024).
1466:Saed, Sherif (October 11, 2017).
1265:Williams, Mike (August 1, 2014).
599:. Games as a service are ways to
1301:Schreier, Jason (May 30, 2017).
1209:Macgregor, Jody (July 9, 2019).
1015:In 2017, industry analysis firm
930:of such lifestyle games include
674:Counter-Strike: Global Offensive
322:Intellectual property protection
40:
1115:Cook, Adam (January 15, 2018).
974:Tom Clancy's Rainbow Six Siege
901:strategies, which can include
880:Tom Clancy's Rainbow Six Siege
1:
1237:Mozuch, Mo (April 29, 2021).
524:List of video game publishers
512:List of video game developers
1915:IP protection of video games
1701:Chung, Stella (2023-03-30).
1426:"Toward Gaming as a Service"
1396:Lane, Rick (March 2, 2012).
539:List of video game magazines
1182:20 Essential Games to Study
994:end-user license agreements
534:List of video game websites
1962:
1905:Advertising in video games
1155:Game Developers Conference
1075:Stella Chung, writing for
730:Game subscription services
458:Advertising in video games
29:
1910:Digital rights management
772:depending on the service.
747:digital rights management
706:Tom Clancy's The Division
591:) (also referred to as a
327:Digital rights management
1566:10.1177/1461444821995815
1354:10.1177/1461444821995815
963:average revenue per user
1754:Video game monetization
1604:10.1177/135485652412568
1557:New Media & Society
1433:IEEE Internet Computing
1341:New Media & Society
826:Grand Theft Auto Online
712:Some examples include:
49:Part of a series on the
1941:Video game terminology
942:and many MMORPGs like
886:Fortnite Battle Royale
1398:"To Protect or Serve"
998:class action lawsuits
750:subscription service.
734:Subscription services
597:software as a service
1773:Downloadable content
1768:Digital distribution
1042:Take-Two Interactive
1005:unauthorized copying
808:Puzzle & Dragons
786:downloadable content
601:monetize video games
391:Downloadable content
1920:Video game industry
1445:10.1109/MIC.2014.22
1279:on December 1, 2022
1038:Activision Blizzard
990:first-sale doctrine
907:non-fungible tokens
581:video game industry
374:Episodic video game
55:Video game industry
1839:Subscription-based
1778:Games as a service
911:speculative buyers
756:/ gaming on demand
716:Game subscriptions
647:Chinese publisher
585:games as a service
399:Games as a service
1928:
1927:
1799:Advertising-based
1783:Microtransactions
1529:GamesIndustry.biz
1348:(10): 2332–2353.
1046:indie video games
986:software licenses
959:World of Warcraft
945:World of Warcraft
820:League of Legends
776:Microtransactions
695:League of Legends
686:League of Legends
637:World of Warcraft
620:History and forms
593:live service game
577:
576:
419:Microtransactions
188:Interactive movie
18:Game as a service
16:(Redirected from
1953:
1761:General concepts
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1275:. Archived from
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1003:GaaS can reduce
814:Candy Crush Saga
761:PlayStation Plus
725:experience level
569:
562:
555:
424:In-game currency
44:
37:
32:Gallium arsenide
21:
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1178:Team Fortress 2
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1109:
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1034:Electronic Arts
1021:
1013:
954:
893:Blockchain game
669:Team Fortress 2
659:Team Fortress 2
622:
573:
544:
543:
507:
499:
498:
494:Game journalism
484:
476:
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410:
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340:
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332:Copy protection
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129:Creation system
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1195:978-0429802072
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903:cryptocurrency
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792:and temporary
782:expansion pack
778:
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769:remote servers
759:Services like
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742:Xbox Game Pass
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728:
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654:internet cafés
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1946:As a service
1867:
1814:Free-to-play
1777:
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1706:
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1277:the original
1270:
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1120:
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628:(MMOs) like
623:
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609:
605:free-to-play
592:
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489:Game studies
414:Free-to-play
404:Cloud gaming
398:
386:Crowdfunding
381:Early access
352:monetization
348:Distribution
292:Localization
168:
107:Level design
1882:Battle pass
1877:Season pass
1844:Pay-to-play
1809:Buy-to-play
1595:Convergence
1535:October 19,
1409:December 3,
1283:February 1,
1250:November 4,
1222:February 6,
1082:MultiVersus
1026:Square Enix
862:battle pass
448:Battle pass
443:Season pass
359:Buy-to-play
282:South Korea
114:Programming
64:Development
1935:Categories
1855:Approaches
1712:2023-07-24
1102:References
1079:and using
968:Diablo III
899:blockchain
852:its sequel
798:loot boxes
691:Riot Games
614:live games
297:Censorship
255:Publishing
193:Nonviolent
164:Video game
92:Programmer
1834:Shareware
1380:233842311
1186:CRC Press
952:Rationale
939:Destiny 2
857:Anno 1800
790:power-ups
631:RuneScape
469:Advergame
240:Accessory
76:Developer
1862:Loot box
1824:Freeware
1819:Freemium
1652:BBC News
1372:36052017
1272:US Gamer
1216:PC Gamer
1122:Red Bull
1090:See also
431:Loot box
364:AAA game
220:Non-game
213:Exergame
203:Art game
158:Products
136:Graphics
82:Designer
71:Producer
1829:Premium
1575:9420891
1453:8946530
1363:9420891
1244:Inverse
1069:Concord
1030:Ubisoft
933:Destiny
847:Destiny
765:GameFly
738:EA Play
700:Destiny
677:and to
649:Tencent
579:In the
483:Related
464:in-game
262:Markets
235:Console
208:Edugame
198:Serious
146:Testing
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1063:Anthem
1022:US$ 60
1011:Impact
868:Dota 2
832:NBA 2K
817:, and
680:Dota 2
612:" or "
312:Piracy
178:Erotic
173:Casual
119:Engine
102:Design
87:Artist
1870:games
1868:Gacha
1792:Types
1680:Wired
1473:VG247
1449:S2CID
1429:(PDF)
1376:S2CID
794:buffs
763:, or
736:like
719:Many
664:Valve
517:Indie
506:Lists
436:gacha
317:Clone
277:Japan
267:China
183:Indie
141:Music
1688:2024
1660:2024
1632:2024
1537:2018
1509:2018
1481:2018
1411:2017
1368:PMID
1316:2018
1285:2018
1252:2021
1224:2020
1190:ISBN
1163:2018
1130:2018
1040:and
1032:and
971:and
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1600:doi
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1562:doi
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