The Freemium Economy: An Analysis of Consumer Spending in Free-to-Play Gaming
DOI:
https://doi.org/10.26821/IJSRC.13.12.2025.131203Keywords:
Free-to-Play (F2P) games, behavioural economics, microtransactions, consumer psychology.Abstract
This paper examines the psychological and economic determinants of spending in free-to-play (F2P) games, focusing on high-school students in Mumbai. Drawing on 49 survey responses, the study investigates how behavioural biases, such as impulsivity, social pressure, instant gratification, and sunk-cost effects, influence microtransaction purchases despite limited financial independence. The findings reveal strong links between gaming engagement and expenditure, with higher playtime and PC/console use associated with substantially greater spending. Results support existing literature on the freemium model’s reliance on cognitive biases and reward mechanisms. The study highlights how F2P game design effectively converts non-paying players into paying users, even among youth with constrained resources.
References
Evans, E. (2016). The economics of free: Freemium games, branding and the impatience economy. The International of Research into New Media Technologies, 22(6), 563-580.
Imbert, D. (2023). What makes videogames engaging? A deep dive into the design, mechanics and psychology of games, Bachelor’s thesis.
Kovsca, V., Vincek, L.Z., Atnun, T. (2023). The impact of microtransactions on the development of computer game business models, Economy and Market Communication Review, 13(2), 462-474
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