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  2. Freemium - Wikipedia

    en.wikipedia.org/wiki/Freemium

    In the freemium business model, business tiers start with a "free" tier. Freemium, a portmanteau of the words "free" and "premium", is a pricing strategy by which a basic product or service is provided free of charge, but money (a premium) is charged for additional features, services, or virtual (online) or physical (offline) goods that expand the functionality of the free version of the software.

  3. Pricing strategies - Wikipedia

    en.wikipedia.org/wiki/Pricing_strategies

    Freemium is a revenue model that works by offering a product or service free of charge (typically digital offerings such as software) while charging a premium for advanced features, functionality, or related products and services. The word "freemium" is a portmanteau combining the two aspects of the business model: "free" and "premium".

  4. Free-to-play - Wikipedia

    en.wikipedia.org/wiki/Free-to-play

    In 2011, revenue from free-to-play games overtook revenue from premium games in the top 100 games in Apple's App Store. [25] The percentage of people that spend money on in-game items in these games ranges from 0.5% to 6%, depending on a game's quality and mechanics .

  5. Average revenue per user - Wikipedia

    en.wikipedia.org/wiki/Average_revenue_per_user

    That yields a figure that is significantly larger than ARPU. For example, in the case of a subscription game that has a free to play version, the ARPPU, measured by accounts, is the subscription price, diluted slightly by free trials. A related measure is the ARPDAU (Average Revenue Per Daily Active User).

  6. Free (Anderson book) - Wikipedia

    en.wikipedia.org/wiki/Free_(Anderson_book)

    Free: The Future of a Radical Price is the second book written by Chris Anderson, editor-in-chief of Wired magazine. The book was published on July 7, 2009, by Hyperion . Free is Anderson's follow-up to his book The Long Tail , published in 2006.

  7. Video game monetization - Wikipedia

    en.wikipedia.org/wiki/Video_game_monetization

    The pricing of video games historically has not be set by any fixed price point though the markets will tend to average to a common price for a top-end game made by a first-party studio or a "triple-A" (AAA) developer, with games of lesser quality ("bargain-bin games"), or those made by smaller developers, such as indie games, sold under this ...

  8. Fixed Expenses vs. Variable Expenses: What’s the Difference?

    www.aol.com/fixed-expenses-vs-variable-expenses...

    Final Take To GO. Budgeting can be easier when you breakdown your expenses into three categories — needs, wants and savings. 50% goes to necessities, 30% to wants and 20% to the savings category ...

  9. Cost-plus pricing - Wikipedia

    en.wikipedia.org/wiki/Cost-plus_pricing

    Markup price = (unit cost * markup percentage) Markup price = $450 * 0.12 Markup price = $54 Sales Price = unit cost + markup price. Sales Price= $450 + $54 Sales Price = $504 Ultimately, the $54 markup price is the shop's margin of profit. Cost-plus pricing is common and there are many examples where the margin is transparent to buyers. [4]