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Generating revenue from mobile games distributed for free

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What are the different possibilites for generating revenue from Mobile Games that are distributed for free? PS. In a manner that is not offendable. [Edited by - chand81 on May 18, 2007 1:00:18 AM]

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They are innumerable.

Some of the quickest possibilities that come to mind are:

* Embedded ads
* Web site ads
* Donations
* Shareware (it is distributed for free)
* Pay-per-content
* Serial content
* Spyware
* Theft of personal information on the handheld
* Trojans or other malware compromising of the machine for payment from the Bad Guys

I'm sure a few more minutes could triple the length of the list.

Of course, all of this presupposes that your game gets distributed at all. If people don't want it and won't download it, you won't get anything.

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how would pay-per-content and serial-content be applicable for freely distributed games.

The game itself is free. You pay for the additional game data.


There have been many online games where the client is freely available, but in-game accounts cost money. For non-online games, you might allow free download for two or three levels, but require payment for others. Several successful games have followed this mode.


Serial publications have new content added at a regular interval. Perhaps you offer a new download every two weeks. If they like the previous ones, you may be able to entice customers to buy the next two-week update. Customers who are hooked will end up buying every issue just to see what happens next.

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> The game itself is free. You pay for the additional game data.

This model is prevalent in China where piracy is rampant. You can unlock areas of the game or get better gear by buying those extras on your web site.


> What are the different possibilites for generating
> revenue from Mobile Games that are distributed for free?

India is different from other markets because it's the realm of incremental payments; people don't like to tie down a monetary investment for a long time (like buying shampoo sachets instead of buying bigger bottles that last 6 months). Pay-per-play is something you can consider for that market. An SMS unlocks the game for an hour for a tiny fee; game sessions that are less than 15 minutes are free. It's a matter of designing which areas of the game can be done in that time increment.

-cb

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Original post by cbenoi1
India is different from other markets because it's the realm of incremental payments; people don't like to tie down a monetary investment for a long time (like buying shampoo sachets instead of buying bigger bottles that last 6 months). Pay-per-play is something you can consider for that market. An SMS unlocks the game for an hour for a tiny fee; game sessions that are less than 15 minutes are free. It's a matter of designing which areas of the game can be done in that time increment.

-cb




Our team is going to mainly focus on 3d games (which would require high end devices), this I should have mentioned earlier. However I guess the pay-per-play model would still apply.

Btw, is the pay-per-play model dependent on operator?

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> Btw, is the pay-per-play model dependent on operator?

Pay-per-Play is more of a payment mechanism than an operator thingy. Gamers can log onto you web site to pay (using a debit or credit card) and they get an SMS with a game code in it in return.

Micro-payments is not developped in India compared to Korea and Japan, but I've been told it's going on the rise. Maybe there is an Indian operator that can offer you a micro-payment backend, which can save you a lot of hastle. Airtel, maybe? Don't know.

You should talk to the guys at HandyGo in Mumbai; they should know more on how to do this.

-cb

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