ニュース ゲーマーの 82% がゲーム内購入を行い、フリーミアム ゲームが成功していることが判明

ゲーマーの 82% がゲーム内購入を行い、フリーミアム ゲームが成功していることが判明

Dec 30,2024 著者: Hazel

Freemium Games Prove Successful As 82% of Gamers Made In-Game PurchasesComscore と Anzu による新しい共同レポートは、米国ゲーマーの習慣、好み、支出傾向に関する重要な洞察を明らかにします。 「Comscore の 2024 年のゲーム状況レポート」と題されたこの調査では、さまざまなプラットフォームやジャンルにわたるゲームの行動が調査されています。

米国のゲーマーはアプリ内購入を採用

フリーミアム ゲームの人気が高まっている

Freemium Games Prove Successful As 82% of Gamers Made In-Game Purchasesこのレポートは、昨年、米国のゲーマーの 82% という驚くべきことにフリーミアム ゲームでアプリ内購入を行ったという、フリーミアム モデルの目覚ましい成功を強調しています。 無料のアクセスとオプションの有料機能を組み合わせたこのビジネス モデルは、非常に効果的であることが証明されています。 原神 や League of Legends などの人気タイトルは、この傾向を例示しています。

フリーミアム モデルが特にモバイル ゲームで広く採用されたのは、Nexon Korea の Maplestory のような初期のパイオニアにまで遡ります。 仮想アイテムのリアルマネー購入の導入は、現在業界標準となっている前例を設定しました。

Freemium Games Prove Successful As 82% of Gamers Made In-Game Purchasesフリーミアム ゲームの継続的な成功は、開発者や、Google、Apple、Microsoft などの大手テクノロジー企業に利益をもたらしてきました。コルヴィナス大学の研究では、このモデルの魅力は実用性、自己表現、社会的交流、競争力のあるゲームプレイから生じていることが指摘されています。これらの要素は、プレーヤーがエクスペリエンスを向上させたり、広告などの中断を回避したりするために支出する動機を与えます。

コムスコアの最高商業責任者であるスティーブ・バグダサリアン氏は、レポートの調査結果を強調し、ゲームの文化的影響とブランドにとってゲーマーの行動を理解することの重要性を強調した。 ゲーム開発コストの上昇は、鉄拳の原田勝弘氏のような人物によってもゲーム内購入の正当化の理由として引用されており、鉄拳 8 で導入された有料アイテムに見られるように、将来のゲーム開発資金への貢献が強調されています。

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