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

著者 : Brooklyn アップデート : Jan 07,2025

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では、米国ゲーマーの習慣、好み、支出傾向に関する興味深い洞察が明らかになりました。 「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。

フリーミアム ゲームとアプリ内購入の台頭

驚くべき調査結果は、昨年、米国のゲーマーのかなりの多数 (82%) がフリーミアム タイトルでゲーム内購入を行ったことです。 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、信じられないほど成功していることが証明されています。 原神 やリーグ オブ レジェンドのようなフリーミアム ゲームは、プレーヤーに無料のコア エクスペリエンスを提供すると同時に、仮想アイテムやブーストなどの追加コンテンツを購入する機会を提供します。

Freemium Games Prove Successful As 82% of Gamers Made In-Game Purchases

特にモバイル ゲームにおけるフリーミアム モデルの人気は否定できません。 2005 年に北米で発売されたメイプルストーリーは、このアプローチの先駆者としてよく引用されます。その成功により、Google、Apple、Microsoft などの開発者やプラットフォームによるゲーム内購入の広範な採用への道が開かれました。

コルヴィナス大学の研究によると、フリーミアム 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などの要素に由来していることが示唆されています。 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、新しいコンテンツにアクセスしたり、広告を避けたりするためにお金を費やすことを奨励します。

Freemium Games Prove Successful As 82% of Gamers Made In-Game Purchases

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、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価値を強調し、レポートの重要性を強調しています。 鉄拳の原田勝弘氏は、『鉄拳 8』のゲーム内購入がゲームの開発予算に直接貢献していると説明したように、ゲーム開発コストの増加も要因です。

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