About the author
Antti Kananen
Seasoned entrepreneur, executive, director, general manager & project/product lead bringing innovation, technology, startups and games to life!
Journal 8 Antti Kananen January 27
Social group monetization is a powerful and nuanced approach to player engagement, which leverages the dynamics of group behavior and interaction to create monetization opportunities that feel rewarding and intrinsic.
This strategy goes beyond individual spending to focus on how collective engagement can drive revenue while fostering community satisfaction. I explore the underlying principles in this article and provide actionable examples for various genres, from RPGs to casual games.
Note: The topics and pointers here I’m introducing are something that I’ve learned also by studying economists and their writings on the field, and some of the credits should go to them on putting my head towards rightly tuned channels around these things on top of my existing understanding and know-how. You can find some of these directly from my Recommendations section here: https://gamesalchemy.substack.com/recommendations — from where I would suggest you checking some of the things they are also writing about social mechanisms and monetization methods. Some of the topics may be very theoretical or tightly discussed with certain opinions, where reader judgement over them is something I’m always advising everyone for (same by the way applies to my readers as well).
At its core, social monetization relies on creating a game environment that emphasizes (the more of these, the better):
When these characteristics reinforce each other, they create a positive compounding feedback loop where players feel valued, invested, and motivated to spend — both for individual benefits and to support their social groups. This all of course needs to go hand-to-hand with a great execution over the game you’re building — from core gameplay to core loops to meta and how social systems, mechanics, and meta as well as other layers on top of that such as community activities and social phenomena ties into all of this. You cannot succeed when something is missing from this equation.
Side Note: Interested to learn more about social games and something I call about Social 2.0? Want to learn more about psychological and physiological point of view to game design? You should check these articles written by me:
When we’re looking into the monetization theory of social / group monetization a bit more (yet still on high level), we need to look into the collective spending capacity of groups (and, on some cases, depending of the design approach, spending capacity of players within the group) and how group systems and other social systems tie together to groups in the game. This should reflect not just the sum of individual players’ theoretical / practical spending budgets (/willingness) added together but also reflect e.g., the incentives created by the game’s systems for players to pool resources and/or invest collaboratively. A game with high collective spending capacity typically have the defined characteristics listed above in this article (points 1. to 6. under The Theory of Social Monetization section) — with weighting over social dynamics, co-op systems, inclusive systems, and similar mechanics promoting e.g., participation — and, furthermore, with tie-ins to well executed game (as described above in this article).
In addition to the collective spending capacity, we need to count in the group’s collective capacity that the game successfully monetizes, or to call it differently; group’s / groups’ monetizeable collective capacity. High monetizeable collective capacity indicates that the game has effectively tapped into the group’s collective spending potential, often through e.g., well-designed social and group monetization.
Overall you kind of need both / all of these combined in an equation, collective spending capacity of groups (and in same cases individuals’ inside the group counted in) and how much you can capture it. These compound together with a great game to successful business case, where everything matters — from onboarding players to group mechanics as well as retaining them there, towards a point where you have enough spending volume whilst making sure simultaneously that whatever volume or capacity there is you capture most of it in connection with all things counted together. It’s not easy and straight-forward to ‘crack’ everything together in a second and most often time needs to be spend on both thorough systems design approach with iterative development and testing methods. And, whilst this sounds expensive, I don’t think it in all cases will be, the more you understand what’s your MVP for all of these, on top of which you can build things — but the less you understand or the more you need to explore these depths over innovating lots of systems, the more time and money it then definitely requires, as well as domain expert understanding.
There are also some further things you can drive success through, e.g., from physiological perspective tribe behavior and tribe vs. tribe behavior on e.g., a PvP or Guild vs. Guild setting, which can act as strong driver for group monetization as well as monetization through groups vs. group thinking (when executed right and in positively perceived manner) for further increasing collective spending capacity and monetizeable collective spending capacity.
When in general we talk about e.g., physiology and psychology, I believe group monetization aligns seamlessly with the intrinsic monetization framework and strategy.
Both, group and intrinsic monetization, emphasize creating value and emotional satisfaction rather than relying on external pressures like artificial scarcity. By focusing on what players genuinely enjoy — whether it’s achieving mastery, expressing creativity, or strengthening social bonds — developers can design systems that drive spending in meaningful and enjoyable ways; and, when done right, in compounding ways for the game’s business case itself.
Side Note: Interested about Intrinsic Monetization in general or how e.g., intrinsic means could be used for product marketing? Find more from my articles below:
Continuing my side note here, I do also recommend checking the article I’m suggesting above, about use of physiology and psychology in game design as well as the article about social multiplayer games, which also includes some really good pointers relating to this section of this article.
So, how this all comes together into a gaming experience?
I’m giving here some high level solutions over some systems or features, where I focus on giving direct examples of a group monetization mechanism tied to a feature — without going too much on how overall everything compounds to the collective spending capacity and the capture rate of that.
Note: The latter part from above point is something I’ll leave for readers to think and solve on those cases over how everything compounds together, as opening each topic and case kind of would require breaking down total social features / systems for each genre-specific example by me here, which is something I’ll save for myself and my future endeavors in the industry where I’ll be having dedication and possibility focus on contributing things to an actual releasable game project (this said, I’m actually currently open to work, so if you’re looking to build something I’m writing here about, let’s connect one or another way!).
So, to dive to the point; let’s explore some practical applications and examples of group monetization on high level tied to larger systems (as being part of larger social systems) and specific features — more below!
Side Note: Interested of learning more about the future of MMORPGs inside the RPG space? Read my article about the future of mobile MMORPGs here (https://gamesalchemy.substack.com/p/mobile-mmos-innovation-opportunities):
Side Note: Interested of new trends for 4X Games? Read my article about them here (https://gamesalchemy.substack.com/p/11-the-next-frontier-in-4x-pure-hybrid):
Side Note: Casual Puzzle games could, in addition to group systems, benefit more from use of Power and Equity in their design; which would compound further to larger scale of success with proper group monetization. Interested how I perceive Power and Equity in casual puzzle games? See my article about this topic here (https://gamesalchemy.substack.com/p/22-revolutionizing-casual-puzzle):
Additional posts about Puzzle Games by me, which also covers and touches some of the points I write about in this article:
When implementing social group monetization, consider the following principles on top of what I’ve written in this article (see first section):
By thoughtfully integrating these strategies, developers can create games that not only drive revenue but also foster vibrant, engaged communities that players are proud to be part of. Social group monetization, when executed well, transforms games into collaborative experiences where spending feels like a natural and rewarding part of the journey — as they speak to us to our core also from psychological and physiological perspective.
About the author
Seasoned entrepreneur, executive, director, general manager & project/product lead bringing innovation, technology, startups and games to life!
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