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Games as a service

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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
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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
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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
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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
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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
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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,
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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
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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
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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.
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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
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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.
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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
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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
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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
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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
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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
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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.
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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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new content, there can be enough demand from a smaller population of players to support the service model. For example, for
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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
196: 102: 52: 1934: 1583: 1386: 585: 584:) represents providing video games or game content on a continuing revenue model, similar to 482: 285: 243: 181: 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" 1057: 1030: 993: 986: 921: 835: 774: 688: 379: 265: 255: 228: 117: 64: 8: 1908: 1051: 1026: 1025:
identified GaaS as a significant focus of their product lines in 2017, while others like
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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
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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: 424: 201: 171: 152: 1822: 1174: 1169:(2007; PC and Multiple Platforms): The Birth of Games as a Service". 927: 845: 840: 619: 457: 1850: 1812: 1807: 1640: 1260: 1204: 1110: 786: 778: 419: 208: 191: 16:
Providing video games or game content on a continuing revenue model
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cap, after which they are required to pay to continue to play.
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to a free-to-play title. Valve carried this principle over to
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The idea of games as a service began with the introduction of
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Dubois, Louis-Etienne; Weststar, Johanna (October 2022).
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use this season pass approach. A related concept is the
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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: 1720: 1633: 1280: 1130: 1128: 556: 542: 1562: 1510: 1482: 1380: 1378: 1350: 1197: 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 1736: 1729: 1722: 1713: 1712: 1706: 1705: 1703: 1702: 1687: 1681: 1680: 1678: 1676: 1659: 1653: 1652: 1650: 1648: 1631: 1625: 1624: 1622: 1620: 1603: 1597: 1596: 1578: 1569: 1568: 1566: 1536: 1530: 1529: 1527: 1525: 1508: 1502: 1501: 1499: 1497: 1480: 1474: 1473: 1471: 1469: 1452: 1446: 1445: 1419: 1410: 1404: 1403: 1401: 1399: 1382: 1373: 1372: 1354: 1320: 1309: 1308: 1306: 1304: 1287: 1278: 1277: 1275: 1273: 1264:. 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Index

Gallium arsenide

Video game industry
Development
Producer
Developer
Designer
Artist
Programmer
Design
Level design
Programming
Engine
AI
Creation system
Graphics
Music
Testing
Video game
Casual
Erotic
Indie
Interactive movie
Nonviolent
Serious
Art game
Edugame
Exergame
Non-game
Arcade cabinet

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