
The course Knowing video game market segments examines the video game market, focusing on gamer segments—hardcore, casual, and midcore—and the impact of the Free-to-Play (F2P) model. It highlights how F2P games like Fortnite and Genshin Impact monetize through in-game purchases while retaining players via updates and social engagement. The course also addresses challenges of market saturation, emphasizing differentiation through unique gameplay and strategic marketing. A practical analysis of successful F2P games reinforces these concepts.
Bibliography:
Chou, Y., & Zagal, J. P. (2021). Free-to-Play: The Gaming Revolution. Game Studies Review, 20(3), 112-130.
Clark, O. (2014). Games as a Service: How Free to Play Design Can Make Better Games. Focal Press.
Dillon, M. (2020). Gaming Industry Trends and Market Insights. Journal of Interactive Media, 45(2), 89-104.
Kumar, R., & Smith, A. (2023). Monetization Models in Digital Gaming: A Comparative Study of Free-to-Play and Premium Games. Game Business Journal, 32(1), 17-29.
Newzoo. (2021). Global Games Market Report. Newzoo Research.
Zhu, Y., & Wang, L. (2022). Gacha Mechanisms in Mobile Games: A Study of Player Engagement and Spending. Digital Gaming Journal, 12(4), 78-91.
