Ethics And The Freemium Business Model - Case Social Games

Earlier this week we covered the Games Developer Conference Europe 2010 (GDCE) session on Monetizing Social Games. Continuing on the same topic from a different angle, in another GDCE session, Teut Weidemann, lead designer of Settlers Online at a Ubisoft studio, provided further guidance on how to actually maximize the games' monetization by game design. He presented, as reported by Gamasutra, that in order to succeed with the freemium business model, one should "exploit human weaknesses", i.e. design the game so that it psychologically resonates with the deepest human feelings - so look into the seven deadly sins...

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Making Money From Social Games

Games Developer Conference Europe 2010 (GDCE) took place last week in Cologne, Germany. Social gaming was naturally one of the key topics, covered in many presentations. As most, if not all, of the games on social networks use the freemium business model (i.e. it is free to install and start playing the games), of particular interest for developers is how to generate revenue from the games.

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