In the 2000s, as broadband Internet spread around the world, new models began to emerge ( King & Delfabbro, 2019a, 2019b). Player access to gaming features or levels was predominantly based on natural game progression and playing skill. There was usually a single (often larger initial financial outlay), but then all games and game options were largely owned. In P2O, consumers would outlay money for consoles, handheld devices or computer software (e.g., CDs) that could be installed. In the 1990s through to the 2000s most gaming was based on a ‘pay-to-own’ (P2O) model. Over the last two decades, there has been a significant transformation in the nature of commercial gaming.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |