
If a game is completely free to download, where exactly does the money come from?
Is the person spending the most money on a free game the most dedicated fan, or the most vulnerable player?
When a game gives you a reward right at the moment you are about to quit, is that good design or manipulation?
Could the psychological tricks used to keep you inside a game also be used to keep you inside a supermarket, a casino, or a meeting?
Why did the old model of paying upfront for a game almost completely disappear, and who really won when that happened?
For our Watch & Talk sessions, this video sparks discussion around business models, behavioural psychology, consumer manipulation, and digital monetisation.
Ready to find out how free actually works?
Watch the video here (but it’s always more interesting to talk about it 😉):