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  2. 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".

  3. Freemium - Wikipedia

    en.wikipedia.org/wiki/Freemium

    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.

  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. 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.

  6. Revenue recognition - Wikipedia

    en.wikipedia.org/wiki/Revenue_recognition

    In accounting, the revenue recognition principle states that revenues are earned and recognized when they are realized or realizable, no matter when cash is received. It is a cornerstone of accrual accounting together with the matching principle. Together, they determine the accounting period in which revenues and expenses are recognized. [1]

  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. Matching principle - Wikipedia

    en.wikipedia.org/wiki/Matching_principle

    The revenue recognition principle states that revenues should be recorded in the period in which they are earned, regardless of when the cash is transferred. By recognising costs in the period they are incurred, a business can determine how much was spent to generate revenue, thereby reducing discrepancies between when costs are incurred and ...

  9. Revenue equivalence - Wikipedia

    en.wikipedia.org/wiki/Revenue_equivalence

    The revenue-equivalence theorem breaks in some important cases: [1]: 238–239 When the players are risk-averse rather than risk-neutral as assumed above. In this case, it is known that first-price auctions generate more revenue than second-price auctions.