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Questions tagged [monetization]

The practice of earning money for games, often on a continuing or advance basis past the initial sale.

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I have read that players get in-game cryptocurrency tokens when they play a play-to-earn game and then they can use it to purchase in-game items or they can exchange the cryptocurrency tokens to real ...
John_Kub's user avatar
0 votes
1 answer
276 views

For my Destiny Garden project, which is a desktop game, I want to use freemium monetisation strategy, so I plan to publish both free demo version and a paid full version, and I'm wandering is there ...
AivanF.'s user avatar
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0 votes
1 answer
175 views

I'm looking for play to earn system to use, The idea in itself seems neat until one realize that it's all about NFTs and Crypto, and I don't want any of that. What are the alternative play to earn ...
User 89947's user avatar
-1 votes
1 answer
394 views

So, what I know is if I'm using Unity Personal Edition and start earning more than $100,000 I need to upgrade to Plus or Pro, but I have some questions: If revenue from the game reached more than $...
dawidsk12345's user avatar
4 votes
1 answer
203 views

We're creating a store and going to add an in game currency. We did a poll and Tokens & Sheep were the top options selected by the players. I personally think Sheep would be more fun like a barter ...
demiculus's user avatar
  • 143
0 votes
2 answers
2k views

I followed this tutorial https://www.youtube.com/watch?v=OElh7wda4Qc in Unity version 2019.3.1f.1 Personal Edition, but I got 6 errors like this in the console, also I updated to version 3.4.4 via the ...
Simple coder's user avatar
0 votes
1 answer
93 views

I just made a game with unity personal. And I want to publish/release it on sites like Getjar, Aptoide, Slideme etc. instead of Play Store. So I want to know if I can still get revenue from Google ...
user70027's user avatar
0 votes
1 answer
144 views

So I've recently noticed how great FreeTime Unlimited is for my daughter. There's no ads, no in-app purchases, etc. She can just play the games/apps and I don't have to worry about it. As a develop I ...
While-E's user avatar
  • 236
0 votes
1 answer
287 views

I have created a libGDX game with the AIDE IDE Android app. The game is working fine so I will be uploading it to the Play Store to make money. I'd like to use AdMob ads, how would I integrate it?
Indrajit's user avatar
3 votes
1 answer
254 views

I am looking for an alternative to premium currency and microtransactions as a monetization strategy for a persistent browser game. Subscriptions seem the straightforward solution, though I don't want ...
Rodrigo Borges's user avatar
2 votes
1 answer
813 views

I am in the design phase of a MMO game based around flying age-of-sail airships. Players will be able to captain their own ship (owned by their in-game nation or faction or themselves if they become ...
Monty Wild's user avatar
10 votes
2 answers
695 views

I've had an idea for a multiplayer game, and ideally, I'd absolutely love for it to be open source. However, I also want to make a profit from it so I can make more games and maybe even have a dev ...
robbie's user avatar
  • 203
2 votes
4 answers
428 views

"Reverse Season Pass" is a name I just made up and I want to know if something like this already exists with a better name. We all know regular season passes: you buy a pass for a game you already ...
user avatar
84 votes
3 answers
17k views

A few years ago, I watched a full playthrough of the first three Phoenix Wright games on Youtube. I enjoyed the story and characters a lot, hence why I pretty much binge-watched what is a series of ...
user avatar
1 vote
2 answers
780 views

Recently, this question popped up on here, and it made me wonder if there was a better way to earn money from one's game without using microtransactions. So, What are good alternatives to ...
Username's user avatar
47 votes
19 answers
13k views

In many games nowadays we see micro-transactions in the form of in-game purchases. The benefits of these purchases can be anything from disabling ads, cosmetic unlocks, or in-game currency. Here's an ...
Applekini's user avatar
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2 votes
1 answer
302 views

I was looking into development for the SNES in assembly, as programming in assembly is my hobby. I then had the thought: what if I could sell my native SNES games for modern use (on steam, bundled ...
pAllen's user avatar
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1 vote
0 answers
101 views

I am developing my first iOS game on Unity. I spent a lot of time creating beautiful artwork for the game (characters and scenery). I gave testflight access to my friends and advisors, and they loved ...
razer's user avatar
  • 11
2 votes
2 answers
1k views

I have been trying for like a month now to properly implement Google Play Services and Google Mobile Ads into my Unity Android Game. I have had success in getting Google Play Services to work but when ...
Sam R's user avatar
  • 127
1 vote
1 answer
848 views

If my country is listed as not supported as a developer country (for payments), this mean developer can upload app but no make any money with it. If I understood correctly, not even in app ads are ...
Hatoru Hansou's user avatar
18 votes
2 answers
9k views

I would like to add a "no ads" service to my game such that ads can be removed with a single payment. How can I implement this correctly? If I just save the fact that the service was paid for locally ...
user3807592's user avatar
0 votes
2 answers
366 views

Let's say it's a physics puzzle (Cut the Rope, Angry Birds) or a runner (Crossy Road, Subway Surfers) clone with some gameplay twists. Assume it puts text on some of the few controls: 'Play', 'Sound ...
Den's user avatar
  • 1,208
37 votes
7 answers
12k views

I beieve most MMOs with an in-game currency tied to a real-world currency (e.g. Guild Wars 2's gems or Eve's PLEX) do not allow in-game items to be traded back into real cash for a bunch of reasons—...
Ross Taylor-Turner's user avatar
10 votes
1 answer
940 views

I have some ads that take a very long time to load. I was wondering it it is possible to have them load while the use was in the splash screen. I have looked at this answer: https://stackoverflow.com/...
NullPointerException's user avatar
3 votes
0 answers
156 views

I recently released my first game - solitaire for ios. What the best way to monetize game? Options I have in mind: In-app purchase themes (cards, backgrounds etc...) Ads subscription (remove ads) ...
Dennis Liger's user avatar
2 votes
3 answers
1k views

Many phone games restrict the number of actions you can take in a given amount of time. I don't get what is the purpose of this limitation. Is it only to force the player to buy additional turns? Some ...
Eric's user avatar
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1 vote
0 answers
244 views

I want to add MoPub native ads in one of my unity project.So,is there any way to achieve this.Cause I found that it works with web and Android or iOS native apps. Is there any way around to make it ...
user3851588's user avatar
0 votes
2 answers
126 views

The idea of charging for my early releases doesn't sit well with me, but at some stage, I will want to devote more time to games dev activities, when I will need it to be rewarding. On the Play Store ...
John's user avatar
  • 113
3 votes
3 answers
538 views

I am just starting out in indie game development and one thing that seems clear to me is that in the mobile space at least, unless you are already a famous developer, have a well known brand/franchise ...
15 votes
10 answers
1k views

Facebook's strategy has been to Grow First, include Ads Later. For mobile games, is there any evidence that ads hinder popularity, or that people are more likely to share games without ads? Or as ...
John McDonald's user avatar
2 votes
2 answers
897 views

I was googling for this now for a while but didn't find any relevant data. Does someone know any statistics of the demographics of mobile gamers that actually spend money on their games? It's clear ...
-4 votes
1 answer
623 views

Why are money payments (by SMS, or VISA) sometimes called "donations", and not "payments" or "purchases"? Is it a legal part of monetization (some details will be appreciated in this case), or just a ...
Ralor's user avatar
  • 103
0 votes
1 answer
279 views

I'm just a hobbyist, who has some ideas, that would not fit on a mobile screen. I have searched for some method, to make a bit of money from them, but I've found just for mobile-optimized games. So ...
blakkmjoln's user avatar
1 vote
2 answers
611 views

I search this for a while now but could't find the answer. ARPDAU - the 'average revenue per daily active user' is a metric for the financial performance of a game/app. But what timeframe is the value ...
Mrbill's user avatar
  • 11
2 votes
2 answers
163 views

I am planning on trying to get my android game kickstarted. Of course, it's too early in development, and I will wait on until 60% done to do the kickstarter. Some of the rewards I am hoping to give ...
filya's user avatar
  • 61
18 votes
1 answer
4k views

I would like to know what best practices should I do for testing the functionality when a user buy an item/power-ups via Google Play and purchased with real money? For example, basically, creating a ...
David Dimalanta's user avatar
4 votes
1 answer
324 views

Im currently writing a turn based start game, which will be played in an MMO style (players download clients, central server handling the game logic etc.) and now I need to decide how I charge my ...
SkeletorFromEterenia's user avatar
9 votes
0 answers
1k views

This has been a week of stress in trying to get things done correctly. It's all tied with keeping things legal and making sure I don't lose out on benefits of any kid. I have just recently finished up ...
Andrew's user avatar
  • 198
0 votes
3 answers
1k views

We are a team of 3 (1 graphics designer, 2 developers). We're almost done with our first Android based indie game. Which monetization model will be suitable for us? We don't want to disturb users with ...
Jazib's user avatar
  • 203
17 votes
7 answers
3k views

I have seen many indie games making money for development using crowd funding (Kickstarter, IndieGoGo, et cetera). Some of the games will offer something back. For example, in an RPG game, you might ...
MartinTeeVarga's user avatar
5 votes
1 answer
3k views

I am using Unity and I developing an app for iOS. How do I implement in-app purchases that work world-wide?
Filip's user avatar
  • 53
-5 votes
1 answer
158 views

What mmo games do you know (play) with WoW-like monetization-subscribing (not play 4 free)? And how many active gamers playing them and what cost of each of them? Thank you!
Edward83's user avatar
  • 388
6 votes
2 answers
1k views

I'm trying to figure out how to build my virtual economy. It seems like some games have one currency and some of them have up to 3 and 4 different ones. The game is an action game which is currently ...
Sarah Simpson's user avatar
12 votes
2 answers
786 views

I'm trying to decide between a paid game and a free to play game. Is there research on the pros and cons of each one. I would really appreciate some concrete data on this and not just opinions. This ...
Lisa Howard's user avatar
4 votes
4 answers
923 views

I'm looking for a good way to store virtual goods and virtual currency balance in an Android game. Since these are "consumable" or "unmanaged" goods the balance is not backed up by Google and so there ...
Yaniv Nizan's user avatar
5 votes
3 answers
1k views

I'm considering writing a mobile game and looking at distribution. The game will have a server requirement, which means I will have to pay for bandwidth, hosting, processor time, etc. Because of ...
digitaljoel's user avatar
2 votes
1 answer
281 views

Are there any examples or case studies of social games, specifically on Facebook, where the developer has made drastic changes to the economy? I'm specifically interested in examples where the old ...
Zach's user avatar
  • 21
0 votes
1 answer
260 views

We are currently wrapping up a free-to-play game on iOS in which you can purchase non-consumable products. We have been discussing this case internally and are not quite sure what the best practices ...
Christian's user avatar
  • 265
1 vote
1 answer
427 views

I finally embarked upon my first "paid" game. What this means is that I will incorporate some sort of monetization strategy in my game. This may mean making the app pay-to-download, making it "...
ashes999's user avatar
  • 11.3k
11 votes
3 answers
4k views

I am in Latvia (which the Android market doesn't support as a country for selling apps from), and I am thinking about the best way of monetizing my app. So far I've come up with these options: Pretend ...
Roger Travis's user avatar