Pay-to-Own with Expansions
Pay-to-Own with Expansions represents a traditional yet enduring monetization model in the gaming industry where players purchase a complete base game upfront and subsequently acquire additional content through paid expansions, downloadable content (DLC), or sequel releases 12. This model, often called the "premium" or "buy-to-play" approach, establishes a clear value exchange where consumers receive a fully functional gaming experience for their initial investment, with optional post-launch content extending gameplay longevity 3. The strategy matters significantly in contemporary game monetization because it offers an alternative to free-to-play models, appeals to players seeking complete experiences without ongoing financial pressure, and provides developers with predictable revenue streams while maintaining creative control over content delivery schedules and pricing structures 12.
Overview
The Pay-to-Own with Expansions model emerged from traditional retail distribution where physical media necessitated substantial content packages, creating a foundation for discrete transactions rather than continuous monetization 58. This approach evolved as a response to player demand for complete, polished experiences without the psychological friction associated with free-to-play mechanics and microtransactions 24. The fundamental challenge this model addresses is balancing developer revenue needs with player expectations for value, completeness, and respect for their time and financial investment 13.
Over time, the practice has evolved from purely physical expansion packs to digital distribution models that accommodate more flexible content delivery while maintaining the core principle of significant, discrete purchases 58. The digital era has enabled developers to release content more frequently and in varied formats—from major expansion packs to smaller DLC packages—while subscription services like Xbox Game Pass have created hybrid monetization scenarios where base games may be included but expansions remain separate purchases 24. This evolution reflects the gaming industry's ongoing diversification of monetization approaches, with Pay-to-Own serving as both a standalone strategy for premium titles and a complementary component in hybrid models 13.
Key Concepts
Base Game Foundation
The base game serves as the foundation of the Pay-to-Own model, requiring sufficient content depth and polish to justify the initial purchase price while establishing the game's core mechanics, narrative framework, and player engagement systems 15. This component must deliver a complete experience that satisfies players even without additional purchases, distinguishing it from "games as a service" that may feel incomplete without ongoing engagement 23.
Example: When FromSoftware released Elden Ring in 2022 at a $59.99 price point, the base game included over 100 hours of content across a massive open world with complete narrative arcs, diverse boss encounters, and fully developed character progression systems. Players could experience the entire story from beginning to end without any additional purchases, establishing the game's value proposition before the Shadow of the Erdtree expansion was even announced 15.
Expansion Packs
Expansion packs represent substantial content additions, typically priced between $19.99 and $39.99, offering 10-30+ hours of additional gameplay 59. These expansions traditionally include new storylines, geographical areas, character classes, gameplay mechanics, or campaign chapters that meaningfully extend the core experience rather than completing incomplete base content 910.
Example: CD Projekt Red's The Witcher 3: Blood and Wine expansion, priced at $19.99, added an entirely new region (Toussaint) with approximately 30 hours of gameplay, new character abilities, a separate storyline featuring new characters and antagonists, and additional gameplay systems like vineyard management. The expansion functioned almost as a standalone experience while building upon the base game's established mechanics and narrative universe 710.
Season Passes
Season passes bundle future content at discounted rates, typically offering 15-25% savings compared to individual DLC purchases 59. This component serves dual purposes: generating upfront revenue for post-launch development and securing player commitment to the game's ecosystem before specific content details are fully revealed 69.
Example: Borderlands 3 offered a season pass at launch for $49.99 that included four campaign DLC packs, each adding new storylines, environments, and loot. Players who purchased the season pass saved approximately $20 compared to buying each DLC individually at $14.99, while Gearbox Software secured revenue to fund post-launch development before the specific content was completed 59.
Complete Editions
Complete editions package the base game with all released expansions at a reduced total price, typically 12-24 months post-launch 710. This strategy captures late adopters who waited for all content to be available and extends the product's commercial viability into its legacy phase 810.
Example: The Witcher 3: Wild Hunt Complete Edition, released in 2016 (one year after the base game), bundled the base game plus both major expansions (Hearts of Stone and Blood and Wine) along with all cosmetic DLC for $49.99—significantly less than the $79.97 combined original price. This edition introduced the game to new players on Nintendo Switch in 2019 and next-generation consoles in 2022, demonstrating how complete editions extend commercial viability 710.
Content Roadmaps
Content roadmaps communicate planned releases, managing player expectations and maintaining engagement between major content drops 36. These roadmaps balance transparency about future content with flexibility to adjust based on development realities and player feedback 46.
Example: Larian Studios maintained a detailed content roadmap for Divinity: Original Sin 2, communicating planned patches, quality-of-life improvements, and the Definitive Edition release timeline through regular developer updates. This transparency helped maintain community engagement during the 18-month period between initial release and the major Definitive Edition update, while carefully avoiding over-promising specific features or exact dates 610.
Deluxe and Collector's Editions
Deluxe and collector's editions target enthusiast segments willing to pay premium prices ($79.99-$99.99+) for additional content, physical collectibles, or early access privileges 59. This component enables developers to capture additional revenue from highly engaged players while offering standard editions at accessible price points 69.
Example: Elden Ring's Collector's Edition, priced at $229.99, included the base game, a 9-inch Malenia statue, a 40-page hardcover art book, a steelbook case, and a digital soundtrack. This edition sold out within hours of pre-orders opening, demonstrating how premium editions can generate significant revenue from dedicated fans while the standard $59.99 edition remained accessible to broader audiences 59.
DLC Pricing Tiers
Downloadable content encompasses smaller content packages ranging from cosmetic items to minor story additions, typically priced between $4.99 and $14.99 59. This component provides flexibility in content delivery and allows developers to monetize different player segments based on engagement levels and spending preferences 69.
Example: Monster Hunter: World implemented tiered DLC pricing with cosmetic gesture packs at $1.99, armor appearance sets at $3.99-$5.99, and the major Iceborne expansion at $39.99. This approach allowed players to support the developers with small purchases while reserving substantial spending for the expansion that added 40+ hours of gameplay, new monsters, and expanded endgame systems 79.
Applications in Game Development Contexts
AAA Single-Player Narrative Games
In AAA single-player narrative-focused games, Pay-to-Own with Expansions typically involves a $59.99-$69.99 base game followed by 1-2 major story expansions released 6-18 months post-launch 110. This application prioritizes narrative continuity and substantial content additions that feel like meaningful continuations of the base game's story arc 10.
The Last of Us Part II exemplifies this application, launching at $59.99 with a complete 25-30 hour narrative experience. While Naughty Dog ultimately chose not to release story DLC, the model was successfully applied to the original The Last of Us, which released the Left Behind expansion 8 months post-launch at $14.99, adding 3-4 hours of narrative content that enriched the main story without being essential to understanding the base game's complete arc 110.
Open-World RPGs with Extended Lifecycles
Open-world RPGs leverage Pay-to-Own with Expansions to extend commercial viability across 2-5 years through multiple expansion cycles 710. This application involves substantial base games ($49.99-$69.99) followed by major expansions that add new regions, storylines, and gameplay systems while maintaining the core mechanical framework 10.
The Elder Scrolls V: Skyrim demonstrates this application's potential, launching in 2011 at $59.99 and releasing three major expansions (Dawnguard, Hearthfire, and Dragonborn) between 2012-2013 at $19.99, $4.99, and $19.99 respectively. The game continued generating revenue through complete editions on new platforms through 2021, demonstrating how strategic expansion releases can maintain revenue streams for nearly a decade 710.
Competitive Multiplayer Games with Cosmetic Supplementation
In competitive multiplayer contexts, Pay-to-Own with Expansions often combines substantial gameplay expansions with optional cosmetic DLC to avoid fragmenting the player base or creating pay-to-win scenarios 49. This application requires careful balance between monetization and competitive integrity 34.
Rainbow Six Siege launched at $59.99 with a complete base game and subsequently released annual expansion passes ($29.99) that provided early access to new operators and cosmetic items, while making the actual gameplay content (new operators and maps) available to all players through in-game progression. This approach maintained competitive balance while monetizing engaged players willing to pay for convenience and cosmetics 49.
Indie Games with Episodic Content
Indie developers often apply Pay-to-Own with Expansions through episodic content structures, with initial purchases ($14.99-$29.99) providing access to early episodes and subsequent episodes released periodically 58. This application reduces initial development costs and allows incorporation of player feedback into later episodes 8.
Hitman (2016) implemented this approach, initially releasing locations episodically while maintaining a cohesive overall experience. Players could purchase individual episodes at $9.99-$14.99 or the complete season at $59.99, with IO Interactive incorporating player feedback and telemetry data from early episodes to refine later content. This methodology proved successful enough that the studio continued it through Hitman 2 and Hitman 3 58.
Best Practices
Ensure Base Game Completeness
The base game must deliver a complete narrative arc and satisfying gameplay loop, with expansions adding genuinely new experiences rather than completing incomplete base content 910. This principle is critical because players who make upfront financial commitments expect complete, polished experiences commensurate with their investment 23.
Rationale: Players who purchase premium games establish different psychological relationships with the content compared to free-to-play alternatives, expecting quality and completeness that justifies the initial price point 24. Withholding obviously core content for DLC generates community backlash and accusations of "cutting content" to maximize revenue, damaging long-term brand reputation 9.
Implementation Example: When developing God of War (2018), Sony Santa Monica ensured the base game included a complete father-son journey with satisfying narrative resolution, character development arcs, and endgame content. The studio chose not to release story DLC, instead channeling resources into a complete sequel (God of War Ragnarök), demonstrating commitment to delivering complete experiences rather than fragmenting the narrative across paid expansions 110.
Time Expansion Releases to Player Progression Patterns
Expansion releases should coincide with player progression patterns, avoiding releases too early (which wastes potential engagement) or too late (which loses player interest to competing titles) 610. This timing optimization requires monitoring player progression data, completion rates, and engagement metrics 6.
Rationale: Players need sufficient time to complete and digest base game content before expansions arrive, but waiting too long risks losing community momentum and player attention to new releases 10. Optimal timing maintains engagement while respecting player progression pace 610.
Implementation Example: FromSoftware released Elden Ring: Shadow of the Erdtree in June 2024, approximately 28 months after the base game's February 2022 launch. This timing allowed the vast majority of engaged players to complete the extensive base game (average completion time: 50-100 hours), while the expansion's announcement 6 months prior re-engaged lapsed players and maintained community discussion during the development period 10.
Maintain Transparent Communication About Content Value
Developers should clearly communicate content scope, expected gameplay hours, and feature additions for each expansion or DLC package, managing expectations around release timing without over-promising specific features 69. This transparency builds trust and helps players make informed purchasing decisions 46.
Rationale: Clear value propositions enable players to assess whether content justifies the price point based on their personal interest and expected gameplay hours, reducing post-purchase dissatisfaction and refund requests 9. Transparency about development progress maintains community engagement during content gaps 6.
Implementation Example: When announcing The Witcher 3 expansions, CD Projekt Red specified that Hearts of Stone would add 10+ hours of gameplay for $9.99, while Blood and Wine would add 20+ hours for $19.99, including new regions, storylines, and gameplay systems. This specificity helped players understand the value proposition and contributed to both expansions achieving attach rates exceeding 30% among base game owners 79.
Implement Regional Pricing Strategies
Developers should utilize regional pricing to optimize accessibility across different markets while maintaining profitability, recognizing that PC markets often support lower price points than console markets and purchasing power varies significantly across regions 9. This practice maximizes total addressable market without devaluing the product in premium markets 69.
Rationale: Regional pricing acknowledges economic differences across markets, making premium games accessible to players in lower-income regions while maintaining standard pricing in markets with higher purchasing power 9. Digital distribution platforms provide infrastructure for regional pricing implementation 6.
Implementation Example: CD Projekt Red implemented regional pricing for Cyberpunk 2077 and its Phantom Liberty expansion, pricing the base game at $59.99 in North America, £49.99 in the UK, €59.99 in the EU, and ₽1,999 (approximately $27) in Russia at launch. This strategy expanded the total addressable market while maintaining premium positioning in high-income markets, contributing to over 20 million units sold across all regions 9.
Implementation Considerations
Platform and Distribution Infrastructure
Implementing Pay-to-Own with Expansions requires robust content delivery systems, version management across different content configurations (base game only, base plus various DLC combinations), and save file compatibility across content additions 69. Platform choice significantly impacts revenue share, pricing flexibility, and technical requirements 46.
Digital storefronts like Steam, PlayStation Store, and Xbox Marketplace take 20-30% revenue shares, affecting pricing strategies and profit margins 4. Steam's Steamworks SDK and console platform SDKs offer DLC delivery infrastructure, but require proper implementation and testing to ensure stability across all content combinations 6. Unity and Unreal Engine provide built-in DLC management systems that simplify version control and content packaging 6.
Example: When Destiny 2 transitioned from Battle.net to Steam in 2019, Bungie had to migrate player accounts, purchased expansions, and save data while maintaining compatibility across multiple expansion configurations (Forsaken, Shadowkeep, Beyond Light). The technical complexity required extensive testing and a multi-week migration period, demonstrating the infrastructure challenges of managing Pay-to-Own content across platforms 46.
Audience Segmentation and Pricing Tiers
Effective implementation requires understanding different player segments and their spending preferences, offering multiple entry points from standard editions to deluxe versions and season passes 59. Audience-specific customization involves analyzing player behavior data to identify which segments prefer complete experiences upfront versus incremental content purchases 69.
Indie titles typically price between $14.99-$29.99 while AAA titles command $59.99-$69.99, reflecting production values, content scope, and target audience expectations 19. Analytics platforms such as GameDiscoverCo help developers optimize pricing across different markets by providing competitive analysis and sales projections 9.
Example: Hades launched at $24.99 on PC (Epic Games Store exclusive) and later Nintendo Switch, targeting indie game enthusiasts willing to pay premium prices for polished roguelike experiences. Supergiant Games analyzed wishlist data, competitor pricing, and player surveys to determine this price point would maximize revenue while remaining accessible to their core audience. The game sold over 1 million copies in its first year, validating the pricing strategy for their specific audience segment 19.
Development Pipeline and Resource Allocation
Production management expertise is critical for coordinating parallel development streams—maintaining the base game while simultaneously developing expansion content 610. This requires resource allocation decisions about which team members should focus on post-launch content versus new projects, and managing development pipelines that deliver quality content on predictable schedules 10.
Teams must balance creating sufficient base game content to justify initial pricing while reserving compelling features for expansions, a challenge that differs from games-as-a-service models where content flows continuously based on player engagement metrics 36. The relationship between base game and expansion content requires careful management—expansions must feel substantial enough to warrant additional purchases without making the base game feel incomplete 910.
Example: After The Witcher 3's launch, CD Projekt Red split their development team, with approximately 60% focusing on the two major expansions while 40% began pre-production on Cyberpunk 2077. This resource allocation enabled the studio to deliver high-quality expansions (Hearts of Stone and Blood and Wine) on schedule while advancing their next major project, demonstrating effective pipeline management for Pay-to-Own models 10.
Community Management During Content Gaps
Maintaining player engagement between content releases requires strategic community management, including free updates, community events, or user-generated content support 610. Organizational maturity in community management determines whether developers can sustain player interest during the 6-18 month gaps typical between major expansion releases 10.
Successful developers maintain regular communication about development progress and content plans without over-promising specific features or dates, using platforms like Reddit, Discord, and official forums to foster engaged communities 6. Monitoring metrics like expansion attach rates, player retention curves, and community sentiment provides actionable data for optimizing content strategies 69.
Example: Between Hollow Knight's 2017 launch and its final free content update (Godmaster) in 2018, Team Cherry maintained community engagement through regular development blog posts, community art showcases, and transparency about development challenges. This communication strategy kept the community active and positive during content gaps, contributing to the game selling over 3 million copies and maintaining strong player retention through multiple free content updates before the paid Silksong sequel 610.
Common Challenges and Solutions
Challenge: Content Scoping and Value Perception
Determining what content belongs in the base game versus expansions frequently generates community backlash when players perceive that obviously core content was withheld for DLC to maximize revenue 9. Mass Effect 3's "From Ashes" DLC exemplifies this challenge—the DLC included a Prothean squad member that many players felt was integral to the main story, generating significant negative community sentiment and accusations that BioWare had cut essential content to sell separately 9.
This challenge is particularly acute in narrative-driven games where story completeness is subjective, and in competitive multiplayer games where new content might create balance issues or fragment the player base 34. Developers must navigate the tension between maximizing base game value and reserving compelling content for post-launch monetization 910.
Solution:
Establish clear content scoping principles during pre-production that prioritize base game completeness, ensuring the initial purchase delivers a satisfying narrative arc and complete gameplay loop 910. Implement internal review processes where team members evaluate whether planned DLC content feels like genuine additions versus withheld core content 10.
For narrative games, ensure the base game's story reaches satisfying resolution with complete character arcs, while expansions explore side stories, prequels, or epilogues that enhance but don't complete the main narrative 10. For multiplayer games, make gameplay-affecting content (maps, modes, characters) available to all players through free updates or in-game progression, while monetizing cosmetic items and convenience features 49.
Example: Spider-Man (2018) included a complete story arc where Peter Parker defeats the main antagonist and resolves major character relationships in the base game. The three DLC chapters (The City That Never Sleeps) explored side stories featuring different villains and supporting characters, enhancing the game world without being necessary to understand the main story's resolution. This approach avoided the perception of withheld content while providing meaningful post-launch content for engaged players 910.
Challenge: Pricing Strategy and Market Positioning
Setting prices too high limits market penetration and may price out potential customers, while pricing too low may signal lower quality, fail to cover development costs, or leave revenue on the table 9. This challenge is complicated by regional economic differences, platform-specific pricing expectations (PC vs. console), and competitive positioning within specific genres 9.
Developers must also navigate the psychological pricing thresholds where small price differences significantly impact purchase decisions—for example, $29.99 versus $34.99 may seem minor in absolute terms but crosses a psychological barrier for many players 9. Additionally, expansion pricing must balance perceived value (content hours, production quality) against the base game price to avoid seeming overpriced relative to the initial purchase 9.
Solution:
Conduct comprehensive competitive analysis within specific genres and platforms, examining successful comparable titles' pricing strategies and sales performance 9. Utilize Steam's regional pricing recommendations and analytics platforms such as GameDiscoverCo to optimize pricing across different markets based on purchasing power and competitive landscape 9.
Implement psychological pricing strategies, using .99 price points and creating clear value tiers (standard edition, deluxe edition, season pass) that guide players toward preferred purchase options 59. For expansions, maintain proportional pricing relative to content scope—if an expansion offers 30% of the base game's content, pricing it at approximately 30% of the base game price creates clear value perception 9.
Example: When pricing Hades, Supergiant Games analyzed comparable roguelike titles (Dead Cells at $24.99, Slay the Spire at $24.99, Enter the Gungeon at $14.99) and determined $24.99 positioned the game as premium within the genre while remaining accessible to their target audience. They monitored wishlist conversion rates during Early Access and adjusted regional pricing to optimize sales across markets, ultimately achieving over 1 million sales in the first year at this price point 9.
Challenge: Technical Infrastructure and Version Management
Managing multiple content configurations (base game only, base plus various DLC combinations) creates technical complexity in save file compatibility, version control, and quality assurance 6. Players may own different combinations of DLC packages, requiring robust systems to handle all possible configurations without bugs or compatibility issues 6.
Platform-specific technical requirements add complexity—Steam, PlayStation, and Xbox each have different DLC delivery systems, certification processes, and technical specifications 6. Updates and patches must work correctly across all content combinations, and save files must remain compatible when players purchase additional DLC mid-playthrough 6.
Solution:
Implement comprehensive version management systems using engine-provided DLC frameworks (Unity's Addressables system or Unreal Engine's DLC packaging tools) that handle content loading and compatibility automatically 6. Establish rigorous QA protocols that test all possible content combinations, not just the "complete edition" configuration 6.
Design save file systems with forward compatibility, storing DLC ownership flags and content states that gracefully handle players purchasing additional content mid-playthrough 6. Create automated testing pipelines that verify compatibility across all content configurations with each update or patch 6.
Example: The Witcher 3 implemented a modular save system that tracked which DLC packages players owned and adjusted available content accordingly. When players purchased Blood and Wine mid-playthrough, the save system seamlessly integrated the new region and quests without requiring a new game. CD Projekt Red's QA team tested all possible DLC combinations (base only, base + Hearts of Stone, base + Blood and Wine, complete edition) across multiple platforms, identifying and fixing compatibility issues before release 6.
Challenge: Maintaining Engagement During Content Gaps
The 6-18 month gaps typical between major expansion releases risk losing player engagement to competing titles, particularly in crowded release calendars 10. Unlike live service games with continuous content updates, Pay-to-Own models must maintain community interest through extended periods without new paid content 610.
This challenge is particularly acute for multiplayer games where active player populations are essential for matchmaking and community health, and for single-player games competing with constant new releases for player attention 10. Developers must balance resource allocation between expansion development and community engagement activities 610.
Solution:
Implement strategic free content updates between paid expansions, including quality-of-life improvements, balance adjustments, seasonal events, or minor content additions that maintain engagement without cannibalizing expansion sales 610. Develop content roadmaps that communicate planned releases while maintaining flexibility to adjust based on development realities 6.
Foster community engagement through user-generated content support (modding tools, level editors), community showcases, developer livestreams, and social media interaction that keeps the game visible and discussed during content gaps 610. Monitor engagement metrics (daily active users, forum activity, social media mentions) to identify when community interest is waning and deploy engagement activities accordingly 6.
Example: Between Divinity: Original Sin 2's September 2017 launch and August 2018 Definitive Edition release, Larian Studios maintained engagement through regular patches addressing community feedback, a modding toolkit that enabled user-generated content, weekly community content showcases on social media, and transparent developer updates about Definitive Edition progress. This strategy maintained active community discussion and player retention, contributing to the Definitive Edition attracting both existing players and new purchasers 610.
Challenge: Balancing Early Adopter Value with Complete Edition Pricing
Complete editions that bundle base game plus all expansions at reduced total prices create tension with early adopters who paid full price for individual components 710. Players who purchased the base game at $59.99 and expansions at $19.99 each may feel penalized when a complete edition releases at $49.99 total, generating community resentment 10.
This challenge affects long-term brand loyalty and can discourage players from purchasing future titles at launch if they expect better value by waiting for complete editions 710. Developers must balance maximizing lifetime revenue through complete editions against maintaining positive relationships with their most engaged, early-adopting customers 10.
Solution:
Implement loyalty rewards or exclusive content for early adopters that acknowledge their support and provide value beyond the monetary savings of waiting 710. Time complete edition releases appropriately (typically 12-24 months post-launch) to ensure early adopters have enjoyed substantial exclusive access before late adopters receive bundled pricing 10.
Communicate complete edition plans transparently during the base game's lifecycle, managing expectations about eventual bundled releases while emphasizing the value of immediate access and community participation 610. Consider offering upgrade paths or discounts for existing owners when complete editions release, acknowledging their previous purchases 7.
Example: When The Witcher 3: Wild Hunt Complete Edition released in 2016 at $49.99 (compared to $79.97 for base game plus both expansions purchased separately), CD Projekt Red offered existing owners a free next-generation upgrade in 2022, providing enhanced graphics and performance at no additional cost. This gesture acknowledged early adopters' support while the complete edition captured late adopters, balancing both customer segments' interests and maintaining positive brand sentiment 710.
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