![]() ![]() Game makers were, as ever, early adopters, providing downloadable content to users for a fee.ĭownloadable content became commonplace as broadband availability and smartphone adoption grew. This shift is often described as a move from offering a “product” to offering a “service”. People were now less inclined to pay for a one-off, single piece of static content, and more inclined to invest in an evolving library of content accessible at any time. The free-to-play business model emerged in the late 1990s as the internet drove a social and cultural shift in how we view and use entertainment. ![]()
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