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10 Ways to Monetize a Game

Anton Slashcev

10 Ways to Monetize a Game

Here are 10 common game monetization models:

๐Ÿญ. ๐—ฃ๐—ฟ๐—ฒ๐—บ๐—ถ๐˜‚๐—บ โ€“ ๐—ฃ๐—น๐—ฎ๐˜†๐—ฒ๐—ฟ๐˜€ ๐—ฏ๐˜‚๐˜† ๐˜๐—ต๐—ฒ ๐—ด๐—ฎ๐—บ๐—ฒ ๐˜‚๐—ฝ๐—ณ๐—ฟ๐—ผ๐—ป๐˜ ๐—ณ๐—ผ๐—ฟ ๐—ณ๐˜‚๐—น๐—น ๐—ฎ๐—ฐ๐—ฐ๐—ฒ๐˜€๐˜€.
โ€ข Instant revenue, full experience
โ€ข High price can deter players

๐Ÿฎ. ๐—™๐—ฟ๐—ฒ๐—ฒ-๐˜๐—ผ-๐—ฃ๐—น๐—ฎ๐˜† (๐—™๐Ÿฎ๐—ฃ) โ€“ ๐—™๐—ฟ๐—ฒ๐—ฒ ๐˜๐—ผ ๐—ฑ๐—ผ๐˜„๐—ป๐—น๐—ผ๐—ฎ๐—ฑ, ๐—ฏ๐˜‚๐˜ ๐—บ๐—ผ๐—ป๐—ฒ๐˜๐—ถ๐˜‡๐—ฒ๐—ฑ ๐˜๐—ต๐—ฟ๐—ผ๐˜‚๐—ด๐—ต ๐—ถ๐—ป-๐—ด๐—ฎ๐—บ๐—ฒ ๐—ฝ๐˜‚๐—ฟ๐—ฐ๐—ต๐—ฎ๐˜€๐—ฒ๐˜€.
โ€ข Large player base, high revenue potential
โ€ข High competition, requires constant updates

๐Ÿฏ. ๐——๐—Ÿ๐—– (๐——๐—ผ๐˜„๐—ป๐—น๐—ผ๐—ฎ๐—ฑ๐—ฎ๐—ฏ๐—น๐—ฒ ๐—–๐—ผ๐—ป๐˜๐—ฒ๐—ป๐˜) โ€“ ๐—”๐—ฑ๐—ฑ๐—ถ๐˜๐—ถ๐—ผ๐—ป๐—ฎ๐—น ๐—ฝ๐—ฎ๐—ถ๐—ฑ ๐—ฐ๐—ผ๐—ป๐˜๐—ฒ๐—ป๐˜ ๐—ฝ๐—ผ๐˜€๐˜-๐—น๐—ฎ๐˜‚๐—ป๐—ฐ๐—ต.
โ€ข Extends game lifecycle, ongoing revenue
โ€ข Requires continuous development, balancing paid vs. free content

๐Ÿฐ. ๐—ฃ๐—น๐—ฎ๐˜†-๐˜๐—ผ-๐—˜๐—ฎ๐—ฟ๐—ป โ€“ ๐—ฃ๐—น๐—ฎ๐˜†๐—ฒ๐—ฟ๐˜€ ๐—ฒ๐—ฎ๐—ฟ๐—ป ๐—ฟ๐—ฒ๐—ฎ๐—น-๐˜„๐—ผ๐—ฟ๐—น๐—ฑ ๐˜ƒ๐—ฎ๐—น๐˜‚๐—ฒ ๐˜๐—ต๐—ฟ๐—ผ๐˜‚๐—ด๐—ต ๐—ถ๐—ป-๐—ด๐—ฎ๐—บ๐—ฒ ๐—ฎ๐—ฐ๐˜๐—ถ๐˜ƒ๐—ถ๐˜๐—ถ๐—ฒ๐˜€ (๐—ฐ๐—ฟ๐˜†๐—ฝ๐˜๐—ผ, ๐—ก๐—™๐—ง๐˜€).
โ€ข Attracts players with rewards, player-driven economy
โ€ข Security risks, regulatory challenges

๐Ÿฑ. ๐—ฅ๐—ฒ๐—ฎ๐—น ๐— ๐—ผ๐—ป๐—ฒ๐˜† ๐—š๐—ฎ๐—บ๐—ฏ๐—น๐—ถ๐—ป๐—ด โ€“ ๐—•๐—ฒ๐˜๐˜๐—ถ๐—ป๐—ด ๐—ฟ๐—ฒ๐—ฎ๐—น ๐—บ๐—ผ๐—ป๐—ฒ๐˜† ๐—ผ๐—ป ๐—ถ๐—ป-๐—ด๐—ฎ๐—บ๐—ฒ ๐—ผ๐˜‚๐˜๐—ฐ๐—ผ๐—บ๐—ฒ๐˜€.
โ€ข High revenue, strong player engagement
โ€ข Legal restrictions, ethical concerns

๐Ÿฒ. ๐—ฆ๐˜‚๐—ฏ๐˜€๐—ฐ๐—ฟ๐—ถ๐—ฝ๐˜๐—ถ๐—ผ๐—ป โ€“ ๐—ฅ๐—ฒ๐—ฐ๐˜‚๐—ฟ๐—ฟ๐—ถ๐—ป๐—ด ๐—ฝ๐—ฎ๐˜†๐—บ๐—ฒ๐—ป๐˜๐˜€ ๐—ณ๐—ผ๐—ฟ ๐—ฎ๐—ฐ๐—ฐ๐—ฒ๐˜€๐˜€ ๐˜๐—ผ ๐—ฎ ๐—ด๐—ฎ๐—บ๐—ฒ ๐—ผ๐—ฟ ๐—ด๐—ฎ๐—บ๐—ฒ ๐—น๐—ถ๐—ฏ๐—ฟ๐—ฎ๐—ฟ๐˜†.
โ€ข Predictable revenue, long-term engagement
โ€ข Requires constant high-quality content

๐Ÿณ. ๐—”๐—ฑ๐˜€-๐—•๐—ฎ๐˜€๐—ฒ๐—ฑ โ€“ ๐—ฅ๐—ฒ๐˜ƒ๐—ฒ๐—ป๐˜‚๐—ฒ ๐—ณ๐—ฟ๐—ผ๐—บ ๐—ถ๐—ป-๐—ด๐—ฎ๐—บ๐—ฒ ๐—ฎ๐—ฑ๐˜€.
โ€ข Free for players, quick monetization
โ€ข Poor user experience, short attention span

๐Ÿด. ๐—ฆ๐—ฝ๐—ผ๐—ป๐˜€๐—ผ๐—ฟ๐˜€๐—ต๐—ถ๐—ฝ โ€“ ๐—•๐—ฟ๐—ฎ๐—ป๐—ฑ๐˜€ ๐—ฝ๐—ฎ๐˜† ๐˜๐—ผ ๐—ฏ๐—ฒ ๐—ณ๐—ฒ๐—ฎ๐˜๐˜‚๐—ฟ๐—ฒ๐—ฑ ๐—ถ๐—ป ๐˜๐—ต๐—ฒ ๐—ด๐—ฎ๐—บ๐—ฒ.
โ€ข No cost to players, attracts high-profile partnerships
โ€ข Can disrupt gameplay, hard to secure sponsors

๐Ÿต. ๐—–๐—ฟ๐—ผ๐˜„๐—ฑ๐—ณ๐˜‚๐—ป๐—ฑ๐—ถ๐—ป๐—ด โ€“ ๐—ฅ๐—ฎ๐—ถ๐˜€๐—ถ๐—ป๐—ด ๐—ณ๐˜‚๐—ป๐—ฑ๐˜€ ๐˜๐—ต๐—ฟ๐—ผ๐˜‚๐—ด๐—ต ๐—ฝ๐—น๐—ฎ๐˜๐—ณ๐—ผ๐—ฟ๐—บ๐˜€ ๐—น๐—ถ๐—ธ๐—ฒ ๐—ž๐—ถ๐—ฐ๐—ธ๐˜€๐˜๐—ฎ๐—ฟ๐˜๐—ฒ๐—ฟ.
โ€ข Upfront funding, invested community
โ€ข High expectations, risk of backlash for delays

๐Ÿญ๐Ÿฌ. ๐—›๐˜†๐—ฏ๐—ฟ๐—ถ๐—ฑ โ€“ ๐—–๐—ผ๐—บ๐—ฏ๐—ถ๐—ป๐—ถ๐—ป๐—ด ๐—บ๐˜‚๐—น๐˜๐—ถ๐—ฝ๐—น๐—ฒ ๐—บ๐—ผ๐—ฑ๐—ฒ๐—น๐˜€ ๐—ณ๐—ผ๐—ฟ ๐—ฟ๐—ฒ๐˜ƒ๐—ฒ๐—ป๐˜‚๐—ฒ ๐—ฑ๐—ถ๐˜ƒ๐—ฒ๐—ฟ๐˜€๐—ถ๐˜๐˜†.
โ€ข Flexibility, multiple income streams
โ€ข Can overwhelm players if not balanced well

Each model has pros and cons.
The key is finding the right mix for your game and audience.

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