970:
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.
31:
985:(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
954:(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
1049:
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
898:(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
712:(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
1055:, 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
969:
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
945:
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
918:
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
655:
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
738:
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
760:
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,
1048:
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
789:
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
1074:
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.
832:
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
1044:
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.
853:
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
977:, 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
733:
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
686:, 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
629:, 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
596:
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
1008:
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
981:, 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
640:
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
645:
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
794:
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
1255:
633:, 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.
833:
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
902:. As of 2021, blockchain games have yet to catch on due to the stigmas associated with cryptocurrency and NFTs. Some notable blockchain games include
1733:
1013:
at the time of the report) or looking for discounts, thus making the market ripe for post-release monetization. Several major publishers, including
1903:
1061:, a multiplayer game released by Sony Interactive in August 2024 but shuttered for an indeterminate period due to low sales in a flooded market.
1037:, which frequently have a wider potential install base (across computer, consoles, and mobile devices) that they can draw service revenues from.
966:
are examples of games offering GaaS which initially launched with lukewarm reception but have been improved with continued service improvements.
310:
1199:
555:
1033:
recognized the importance of post-release support of a game to their financial bottom lines. GaaS is also seen as a developing avenue for
1607:
1512:
1456:
996:. Certain games can also be hosted in a cloud server, eliminating the need for installation in players' computers and consoles.
777:; new maps and levels for multiplayer games; new items, weapons, vehicles, clothing, or other gear for the player's character;
250:
112:
1726:
946:
new content, there can be enough demand from a smaller population of players to support the service model. For example, for
1581:
Dubois, Louis-Etienne; Chalk, Alex (May 2024). "Service withdrawal: The uncertain future of the games-as-a-service model".
973:
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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773:, that provide some form of additional content to the purchaser. The type of content can vary from additional
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Microtransactions represent low-cost purchases, compared to the cost of a full game or a large
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102:
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584:) represents providing video games or game content on a continuing revenue model, similar to
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285:
243:
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80:
1761:
1756:
1541:"Games-as-a-service: Conflicted identities on the new front-line of video game development"
1325:"Games-as-a-service: Conflicted identities on the new front-line of video game development"
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identified GaaS as a significant focus of their product lines in 2017, while others like
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1200:"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
742:
593:
477:
402:
392:
369:
186:
134:
1711:
1457:"The games as a service trend has "tripled" the industry's value – report"
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1832:
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1070:
1014:
899:
850:
656:
loot boxes. Valve began earning enough from these revenues to transition
436:
347:
161:
107:
1433:
1292:"Top Video Game Companies Won't Stop Talking About 'Games As A Service'"
1855:
956:
887:
679:
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171:
152:
1822:
1174:
1169:(2007; PC and Multiple Platforms): The Birth of Games as a Service".
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16:
Providing video games or game content on a continuing revenue model
1018:
753:
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637:
1608:"70 percent of devs unsure of live-service games sustainability"
1787:
1296:
856:
820:
668:
716:
cap, after which they are required to pay to continue to play.
660:
to a free-to-play title. Valve carried this principle over to
613:
The idea of games as a service began with the introduction of
1461:
1228:"Blockchain Games Twist The Fundamentals Of Online Gaming"
1636:"Sony takes Concord game offline two weeks after release"
1539:
Dubois, Louis-Etienne; Weststar, Johanna (October 2022).
1391:
1664:"Concord's Death Offers a Bleak Look at Gaming's Future"
849:
use this season pass approach. A related concept is the
1413:
Cai, Wei; Chen, Min; Leung, Victor CM (May–June 2014).
1256:"Rise of the Lifestyle Game: Gaming as Your Second Job"
1219:
1513:"EA and Activision's $ 79bn games-as-a-service growth"
1106:"How games as a service are changing the way we play"
605:" since they continually change with these updates.
1485:"Games as a Service: What does it mean for indies?"
19:"GaaS" redirects here. For the GaAs compound, see
1323:Dubois, Louis-Etienne; Weststar, Johanna (2021).
592:either after their initial sale, or to support a
1921:
1318:
1316:
1314:
1576:
1574:
1538:
1322:
790:purchase this content immediately rather than
1727:
1311:
1285:
1283:
549:
1571:
1412:
756:allow players to play games that are run on
651:. To fight against a shrinking player-base,
158:Specialized / alternative-paradigmatic types
1741:
1580:
672:, the latter which was in competition with
1734:
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1128:
556:
542:
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1510:
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792:grinding through the game for a long time
1289:
1253:
1125:
1922:
1661:
1605:
1375:
1225:
785:; in-game currency, and elements like
1715:
1689:
1634:Richardson, Tom (September 3, 2024).
1511:Batchelor, James (October 19, 2018).
1164:
1138:Emerging Trends In Games-as-a-Service
1134:
1454:
1384:
1103:
886:Games which use technology based on
608:
1692:"Live Service Games Are Exhausting"
1165:Bycer, Joshua (2018). "Chapter 12:
1135:Bagga, Atul (October 10–13, 2011).
950:, it was estimated on the basis of
13:
1662:Morgan, Adam (September 6, 2024).
1483:Batchelor, James (March 3, 2014).
710:massively multiplayer online games
615:massively multiplayer online games
518:List of video game industry people
14:
1946:
1606:Carter, Justin (April 16, 2024).
1455:Saed, Sherif (October 11, 2017).
1254:Williams, Mike (August 1, 2014).
588:. Games as a service are ways to
1290:Schreier, Jason (May 30, 2017).
1198:Macgregor, Jody (July 9, 2019).
1004:In 2017, industry analysis firm
919:of such lifestyle games include
663:Counter-Strike: Global Offensive
311:Intellectual property protection
29:
1683:
1655:
1627:
1599:
1532:
1504:
1476:
1448:
1406:
1104:Cook, Adam (January 15, 2018).
1247:
1191:
1158:
1097:
963:Tom Clancy's Rainbow Six Siege
890:strategies, which can include
869:Tom Clancy's Rainbow Six Siege
1:
1226:Mozuch, Mo (April 29, 2021).
1090:
513:List of video game publishers
501:List of video game developers
1904:IP protection of video games
1690:Chung, Stella (2023-03-30).
1415:"Toward Gaming as a Service"
1385:Lane, Rick (March 2, 2012).
940:
528:List of video game magazines
7:
1171:20 Essential Games to Study
1078:
983:end-user license agreements
523:List of video game websites
10:
1951:
1894:Advertising in video games
1144:Game Developers Conference
1064:Stella Chung, writing for
719:Game subscription services
447:Advertising in video games
18:
1899:Digital rights management
1886:
1843:
1780:
1749:
999:
761:depending on the service.
736:digital rights management
695:Tom Clancy's The Division
580:) (also referred to as a
316:Digital rights management
1555:10.1177/1461444821995815
1343:10.1177/1461444821995815
952:average revenue per user
1743:Video game monetization
1593:10.1177/135485652412568
1546:New Media & Society
1422:IEEE Internet Computing
1330:New Media & Society
815:Grand Theft Auto Online
701:Some examples include:
38:Part of a series on the
1930:Video game terminology
931:and many MMORPGs like
875:Fortnite Battle Royale
1387:"To Protect or Serve"
987:class action lawsuits
739:subscription service.
723:Subscription services
586:software as a service
1762:Downloadable content
1757:Digital distribution
1031:Take-Two Interactive
994:unauthorized copying
797:Puzzle & Dragons
775:downloadable content
590:monetize video games
380:Downloadable content
1909:Video game industry
1434:10.1109/MIC.2014.22
1268:on December 1, 2022
1027:Activision Blizzard
979:first-sale doctrine
896:non-fungible tokens
570:video game industry
363:Episodic video game
44:Video game industry
1828:Subscription-based
1767:Games as a service
900:speculative buyers
745:/ gaming on demand
705:Game subscriptions
636:Chinese publisher
574:games as a service
388:Games as a service
1917:
1916:
1788:Advertising-based
1772:Microtransactions
1518:GamesIndustry.biz
1337:(10): 2332–2353.
1035:indie video games
975:software licenses
948:World of Warcraft
934:World of Warcraft
809:League of Legends
765:Microtransactions
684:League of Legends
675:League of Legends
626:World of Warcraft
609:History and forms
582:live service game
566:
565:
408:Microtransactions
177:Interactive movie
1942:
1750:General concepts
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1264:. Archived from
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992:GaaS can reduce
803:Candy Crush Saga
750:PlayStation Plus
714:experience level
558:
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413:In-game currency
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21:Gallium arsenide
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1793:Blockchain game
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1167:Team Fortress 2
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1102:
1098:
1093:
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1023:Electronic Arts
1010:
1002:
943:
882:Blockchain game
658:Team Fortress 2
648:Team Fortress 2
611:
562:
533:
532:
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483:Game journalism
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449:
343:
329:
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321:Copy protection
246:
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118:Creation system
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24:
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1613:Game Developer
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1184:978-0429802072
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892:cryptocurrency
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781:and temporary
771:expansion pack
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758:remote servers
748:Services like
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731:Xbox Game Pass
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706:
643:internet cafés
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1935:As a service
1856:
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478:Game studies
403:Free-to-play
393:Cloud gaming
387:
375:Crowdfunding
370:Early access
341:monetization
337:Distribution
281:Localization
157:
96:Level design
1871:Battle pass
1866:Season pass
1833:Pay-to-play
1798:Buy-to-play
1584:Convergence
1524:October 19,
1398:December 3,
1272:February 1,
1239:November 4,
1211:February 6,
1071:MultiVersus
1015:Square Enix
851:battle pass
437:Battle pass
432:Season pass
348:Buy-to-play
271:South Korea
103:Programming
53:Development
1924:Categories
1844:Approaches
1701:2023-07-24
1091:References
1068:and using
957:Diablo III
888:blockchain
841:its sequel
787:loot boxes
680:Riot Games
603:live games
286:Censorship
244:Publishing
182:Nonviolent
153:Video game
81:Programmer
1823:Shareware
1369:233842311
1175:CRC Press
941:Rationale
928:Destiny 2
846:Anno 1800
779:power-ups
620:RuneScape
458:Advergame
229:Accessory
65:Developer
1851:Loot box
1813:Freeware
1808:Freemium
1641:BBC News
1361:36052017
1261:US Gamer
1205:PC Gamer
1111:Red Bull
1079:See also
420:Loot box
353:AAA game
209:Non-game
202:Exergame
192:Art game
147:Products
125:Graphics
71:Designer
60:Producer
1818:Premium
1564:9420891
1442:8946530
1352:9420891
1233:Inverse
1058:Concord
1019:Ubisoft
922:Destiny
836:Destiny
754:GameFly
727:EA Play
689:Destiny
666:and to
638:Tencent
568:In the
472:Related
453:in-game
251:Markets
224:Console
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187:Serious
135:Testing
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669:Dota 2
601:" or "
301:Piracy
167:Erotic
162:Casual
108:Engine
91:Design
76:Artist
1859:games
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1438:S2CID
1418:(PDF)
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783:buffs
752:, or
725:like
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506:Indie
495:Lists
425:gacha
306:Clone
266:Japan
256:China
172:Indie
130:Music
1677:2024
1649:2024
1621:2024
1526:2018
1498:2018
1470:2018
1400:2017
1357:PMID
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1274:2018
1241:2021
1213:2020
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