rising costs, stagnant prices: how video game companies

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University of Rhode Island University of Rhode Island DigitalCommons@URI DigitalCommons@URI Senior Honors Projects Honors Program at the University of Rhode Island 5-2021 Rising Costs, Stagnant Prices: How Video Game Companies Truly Rising Costs, Stagnant Prices: How Video Game Companies Truly Earn Profit Earn Profit Lucas McCulloch [email protected] Follow this and additional works at: https://digitalcommons.uri.edu/srhonorsprog Part of the Behavioral Economics Commons, and the Industrial Organization Commons Creative Commons License This work is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 4.0 License. Recommended Citation Recommended Citation McCulloch, Lucas, "Rising Costs, Stagnant Prices: How Video Game Companies Truly Earn Profit" (2021). Senior Honors Projects. Paper 902. https://digitalcommons.uri.edu/srhonorsprog/902https://digitalcommons.uri.edu/srhonorsprog/902 This Article is brought to you for free and open access by the Honors Program at the University of Rhode Island at DigitalCommons@URI. It has been accepted for inclusion in Senior Honors Projects by an authorized administrator of DigitalCommons@URI. For more information, please contact [email protected].

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Page 1: Rising Costs, Stagnant Prices: How Video Game Companies

University of Rhode Island University of Rhode Island

DigitalCommons@URI DigitalCommons@URI

Senior Honors Projects Honors Program at the University of Rhode Island

5-2021

Rising Costs, Stagnant Prices: How Video Game Companies Truly Rising Costs, Stagnant Prices: How Video Game Companies Truly

Earn Profit Earn Profit

Lucas McCulloch [email protected]

Follow this and additional works at: https://digitalcommons.uri.edu/srhonorsprog

Part of the Behavioral Economics Commons, and the Industrial Organization Commons

Creative Commons License

This work is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 4.0

License.

Recommended Citation Recommended Citation McCulloch, Lucas, "Rising Costs, Stagnant Prices: How Video Game Companies Truly Earn Profit" (2021). Senior Honors Projects. Paper 902. https://digitalcommons.uri.edu/srhonorsprog/902https://digitalcommons.uri.edu/srhonorsprog/902

This Article is brought to you for free and open access by the Honors Program at the University of Rhode Island at DigitalCommons@URI. It has been accepted for inclusion in Senior Honors Projects by an authorized administrator of DigitalCommons@URI. For more information, please contact [email protected].

Page 2: Rising Costs, Stagnant Prices: How Video Game Companies

Rising Costs, Stagnant Prices: How Video Game Companies Truly Earn Profit Lucas McCulloch - Economics/Mathematics

Sponsor: Liam Malloy - Economics

IntroductionVideo games are one of the youngest forms of media, as well as the most lucrative. The global video game industry is almost double the size of the film industry. Both industries have seen budgets for major projects rise as available technology improves, with blockbuster films and AAA games frequently costing several hundred million dollars to produce. However, unlike television and film, where the price of tickets and subscriptions have increased to compensate for inflation and higher production costs, the average price of a video game has failed to do so. In fact, when inflation is taken into account, the list price of games has actually fallen significantly over time. The majority of game consumers respond very poorly to increases in the base price of a game. As such, developers have had to increase their revenue streams through other methods. One of the most common and successful has been the addition of optional and repeatable purchases within the games themselves, a practice known as microtransactions.

The gaming industry has experienced massive growth,fueled in part by the rise of microtransactions Ø Behavioral economics can help explain

why microtransactions are so profitable

Ø Microtransactions can be extremely profitable but must be utilized carefully.

Literature Cited• Harradence, M. (2021, February 03). Sony confirms PS Plus Has 47.4 million Subscribers Worldwide. Retrieved April

18, 2021, from https://www.psu.com/news/sony-confirms-ps-plus-has-47-4-million-subscribers-worldwide/• Koster, R. (2018, January 17). The cost of games. Retrieved April 18, 2021, from

https://www.raphkoster.com/2018/01/17/the-cost-of-games/• Nintendo Co., Ltd. (2020, September 16). Fiscal Year Ending March 2021: Corporate Management Policy Brief.

Retrieved April 17, 2021, from https://www.nintendo.co.jp/ir/pdf/2020/200916e.pdf• Smithers, P. (2020, November 13). 2020 Gaming Industry Statistics, Trends & Data. Retrieved April 18, 2021,

from https://www.gamingscan.com/gaming-statistics/• SuperData. (2021). Superdata: 2020 Year In Review. Retrieved April 17, 2021, from

https://www.digitalmusicnews.com/wp-content/uploads/2021/01/SuperData2020YearinReview.pdf

Acknowledgements

Thanks to my sponsor, Liam Malloy, as well as to Rami Ismail, without whose help this project would not have been possible

Subscription services have steadily risen in popularity

Title Publisher RevenueCall of Duty: Modern Warfare Activision Blizzard $1,913M

FIFA 20 Electronic Arts $1,083M

Grand Theft Auto V Take-Two Interactive $911M

NBA 2K21 Take-Two Interactive $889M

NBA 2K20 Take-Two Interactive $771M

Call of Duty: Black Ops Cold War Activision Blizzard $678M

Animal Crossing: New Horizons Nintendo $654M

Cyberpunk 2077 CD Projekt $609MSims 4 Electronic Arts $462M

DOOM Eternal Bethesda Softworks $454M

Title Publisher(s) RevenueHonor of Kings Tencent $2.45B

Peacekeeper Elite Tencent $2.32B

Roblox Roblox Corporation $2.29B

Free Fire Garena $2.13B

Pokémon GO Niantic, Nintendo $1.92B

League of Legends Riot Games, Tencent $1.75B

Candy Crush Saga King, Activision Blizzard $1.66B

AFK Arena Lilith Games $1.45BGardenscapes –New Acres Playrix Games $1.43B

Dungeon Fighter Online Nexon $1.41B

Top 10 Premium* Titles by Revenue, 2020 Top 10 Free-to-Play Titles by Revenue, 2020

*Shaded titles are those without any form of paid add-on content

Free-to-play revenue significantly higher than premiumThe gap between what it costs to make a game and what consumers actually pay for it is widening. Games become more expensive to make as the amount of content in them increases, but list prices have failed to rise accordingly.

Source: Raph Koster

Nintendo Switch Online Members Over Time

Over 15 Million members as of January 2020Over 26 Million members as of September 2020

Source: Nintendo

Source: Superdata

Pros• Fund other games• Cheaper to make than an entirely new

game• Continuous• Positive network effects• Customers pay as much as they are willing

Cons• Manipulative• Link to gambling and addiction• Market saturation• Negative reputation• Can give “unfair advantages” to certain

players

Heuristic Effect

Default Effect• Once signed up, consumers are unlikely

to cancel an automatically recurring subscription

Gambler’s Fallacy• After repeated failures in a game of

chance, players expect the odds of success to rise.

Hedonic Adaptation

• People tend to return to a base level of happiness. Even if customers initially satisfied with a purchase, they will likely later want more.

Reference Dependence

• Both games and add-ons frequently go on sale. Consumers see the sale price as a gain when compared to the reference point of the original price.

Scarcity Heuristic

• In-game items (and recently, entire games) are often only available for a limited time, creating demand by creating a perception of scarcity.

Zero Price Effect• The perceived value of a good is

greater when free than when it has a cost of slightly more than free.

*2020-2022 are projected estimates