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Pay-to-win
Free-to-play (F2P or FtP) video games are games that give players access to a significant portion of their content without paying or do not require paying to continue playing. Free-to-play is distinct from traditional commercial software, which requires a payment before using the game or service. It is also separate from freeware games, which are entirely costless. Free-to-play's model is sometimes derisively referred to as free-to-start due to not being entirely free. Free to play games have also been widely criticized as “pay-to-win”— that is, that players can generally pay to obtain competitive or power advantages over other players. There are several kinds of free-to-play business models. The most common is based on the freemium software model, in which users are granted access to a fully functional game but are incentivised to pay microtransactions to access additional content. Sometimes the content is entirely blocked without payment; other times it requires immense ...
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Microtransaction
Microtransactions, often abbreviated as mtx, are a business model where users can purchase virtual goods with micropayments. Microtransactions are often used in free-to-play games to provide a revenue source for the developers. While microtransactions are a staple of the mobile app market, they are also seen on PC software such as Valve's Steam digital distribution platform, as well as console gaming. Free-to-play games that include a microtransaction model are sometimes referred to as "freemium". Another term, "pay-to-win", is sometimes used pejoratively to refer to games where buying items in-game can give a player a disproportionate advantage over other players, particularly if the items cannot be obtained through free means. The objective with a free-to-play microtransaction model is to involve more players in the game by providing desirable items or features that players can purchase if they lack the skill or available time to earn these through regular game play. Also, presum ...
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Freemium
Freemium, a portmanteau of the words "free" and "premium," is a pricing strategy by which a basic product or service is provided free of charge, but money (a premium) is charged for additional features, services, or virtual (online) or physical (offline) goods that expand the functionality of the free version of the software. This business model has been used in the software industry since the 1980s. A subset of this model used by the video game industry is called free-to-play. Origin The business model has been in use for software since the 1980s. The term ''freemium'' to describe this model appears to have been created only much later, in response to a 2006 blog post by venture capitalist Fred Wilson summarizing the model:Give your service away for free, possibly ad supported but maybe not, acquire a lot of customers very efficiently through word of mouth, referral networks, organic search marketing, etc., then offer premium-priced value-added services or an enhanced version o ...
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Freemium
Freemium, a portmanteau of the words "free" and "premium," is a pricing strategy by which a basic product or service is provided free of charge, but money (a premium) is charged for additional features, services, or virtual (online) or physical (offline) goods that expand the functionality of the free version of the software. This business model has been used in the software industry since the 1980s. A subset of this model used by the video game industry is called free-to-play. Origin The business model has been in use for software since the 1980s. The term ''freemium'' to describe this model appears to have been created only much later, in response to a 2006 blog post by venture capitalist Fred Wilson summarizing the model:Give your service away for free, possibly ad supported but maybe not, acquire a lot of customers very efficiently through word of mouth, referral networks, organic search marketing, etc., then offer premium-priced value-added services or an enhanced version o ...
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Video Game
Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedback mostly commonly is shown on a video display device, such as a TV set, monitor, touchscreen, or virtual reality headset. Some computer games do not always depend on a graphics display, for example text adventure games and computer chess can be played through teletype printers. Video games are often augmented with audio feedback delivered through speakers or headphones, and sometimes with other types of feedback, including haptic technology. Video games are defined based on their platform, which include arcade video games, console games, and personal computer (PC) games. More recently, the industry has expanded onto mobile gaming through smartphones and tablet computers, virtual and augmented reality systems, and remote c ...
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Edmund McMillen
Edmund Charles McMillen (born March 2, 1980) is an American video game designer and artist known for his Flash game visual style. His most notable works include 2010's side-scroller '' Super Meat Boy'' and 2011's roguelike game '' The Binding of Isaac'' and its 2014 remake. Early life McMillen was born on March 2, 1980, to a family of "born-again Christians" of Mexican descent. A lifelong resident of Watsonville, in Santa Cruz, California, he attended Soquel High School. He is fond of drawing, his favorite subject being monsters. McMillen spent most of his childhood with his grandmother, whom he considers to be the greatest source of support in his creative endeavors. Later in his life, McMillen received a box from his grandmother that contained all of his drawings as a child. Many of these drawings can be seen by unlocking The Box in one of his games, '' The Basement Collection''. His childhood represents his own game creations, more specifically '' The Binding of Isaac: Rebirth' ...
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Referral Marketing
Referral marketing is a word-of-mouth initiative designed by a company to incentivize existing customers to introduce their family, friends and contacts to become new customers. Different to pure word-of-mouth strategies which are primarily customer directed with the company unable to track, influence and measure message content; referral marketing encourages and rewards the referrer for allowing a company to do so. Different to multi-level marketing, there is no incentive for the original existing customer to drive or influence the subsequent referrals of the new customer – only the conversion of the initial, primary customer is rewarded. Overview Referral marketing is a tool used by various businesses and corporations across a wide variety of different industries to grow and build customer bases. In the past, referral marketing was purely focused on spreading information through verbal interaction with a close network. Modern-day referral marketing now heavily relies on socia ...
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Quake Live
''Quake Live'' is a first-person arena shooter video game by id Software. It is an updated version of ''Quake III Arena'' that was originally designed as a free-to-play game launched via a web browser plug-in. On September 17, 2014, the game was re-launched as a standalone title on Steam. ''Quake Live'' was previously a free to play game, with subscription options offering additional arenas, game types and game server options. The game is no longer free to play after October 27, 2015 and subscription options were removed. Gameplay The gameplay of ''Quake Live'' consists of players attempting to kill more of their opponents than any other player or team in a given match. This is achieved by navigating a 3D environment and shooting other players with a variety of weapons, while collecting health, armor, weapons, ammo and various power-ups. As players get more advanced, they use other tricks and techniques such as rocket and strafe jumping. ''Quake Live'' was released as a fre ...
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Electronic Arts
Electronic Arts Inc. (EA) is an American video game company headquartered in Redwood City, California. Founded in May 1982 by Apple employee Trip Hawkins, the company was a pioneer of the early home computer game industry and promoted the designers and programmers responsible for its games as "software artists." EA published numerous games and some productivity software for personal computers, all of which were developed by external individuals or groups until 1987's ''Skate or Die!''. The company shifted toward internal game studios, often through acquisitions, such as Distinctive Software becoming EA Canada in 1991. Currently, EA develops and publishes games of established franchises, including ''Battlefield'', ''Need for Speed'', ''The Sims'', ''Medal of Honor'', ''Command & Conquer'', ''Dead Space'', ''Mass Effect'', ''Dragon Age'', ''Army of Two'', ''Apex Legends'', and '' Star Wars'', as well as the EA Sports titles '' FIFA'', ''Madden NFL'', ''NBA Live'', ''NHL'', an ...
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Massive Incorporated
Massive Incorporated was an American advertising company that provided software and services to dynamically host advertisements within video games. Massive Incorporated was purchased by Microsoft in May 2006 for approximately $200 million to $400 million. The company closed down at the end of 2010. Service The service, collectively known as The Massive Network, allows game developers to place advertisements within video games by providing a software development kit (SDK) and servers to host advertisements to be streamed to clients when the game is played. The streaming of advertisements allows old advertisements to be removed and more contextual ones applied in their place. Where games such as '' Need For Speed: Most Wanted'' had static advertisements for Cingular AT&T Mobility LLC, also known as AT&T Wireless and marketed as simply AT&T, is an American telecommunications company. It is a wholly owned subsidiary of AT&T Inc. and provides wireless services in the United St ...
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Matt Mihaly
Matthew ("Matt") Mihaly (born June 21, 1972) is an American CEO/founder of Iron Realms Entertainment, a game designer, investor, executive, entrepreneur, and prominent member of the Burning Man community as creator and operator of the website Burn.Life. He is the founder and former CEO of Sparkplay Media, and COO of ZipZap Inc. He is known for pioneering the sale of virtual assets and virtual currency in online games, dating to the late 1990s. His MUD pseudonym is Sarapis. Biography Mihaly attended Cornell University in Ithaca, New York, receiving a bachelor's degree in political science in 1994. During college, he became involved with MUDs, especially '' Avalon: The Legend Lives'', where he was a god, as well as ''BatMUD''. In 1996, Mihaly founded Iron Realms Entertainment and served as lead designer and producer on ''Achaea''. In 1997, he pioneered the Virtual Asset Sales (VAS) model, holding auctions for virtual weapons and armor in ''Achaea'', the first business to use this bu ...
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Title Screen
A title sequence (also called an opening sequence or intro) is the method by which films or television show, television programmes present their title and key filmmaking, production and cast members, utilizing conceptual visuals and sound (often a opening theme song with visuals, akin to a brief music video). It typically includes (or begins) the text of the opening credits, and helps establish the setting and tone of the program. It may consist of live action, animation, music, still images, and/or graphics. In some films, the title sequence is preceded by a cold open. History Since the invention of the cinematograph, simple title cards were used to begin and end silent film presentations in order to identify both the film and the production company involved, and to act as a signal to viewers that the film had started and then finished. In silent cinema, title cards or intertitles were used throughout to convey dialogue and plot, and it is in some of these early short films tha ...
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Micropayment
A micropayment is a financial transaction involving a very small sum of money and usually one that occurs online. A number of micropayment systems were proposed and developed in the mid-to-late 1990s, all of which were ultimately unsuccessful. A second generation of micropayment systems emerged in the 2010s. While micropayments were originally envisioned to involve very small sums of money, practical systems to allow transactions of less than 1 have seen little success. One problem that has prevented the emergence of micropayment systems is a need to keep costs for individual transactions low, which is impractical when transacting such small sums even if the transaction fee is just a few cents. Definition There are a number of different definitions of what constitutes a micropayment. PayPal defines a micropayment as a transaction of less than £5 while Visa defines it as a transaction under 20 Australian dollars. History The term was coined by Ted Nelson, long before the inventi ...
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