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This paper aims at exploration of revenue models and recognition of revenue streams currently exploited by video game developers. The fact that the monetisation models are fast changing and expanding in business practice, but fragmentary researched in management science makes them worth consideration. Therefore, different revenue models have been identified and discussed in the light of the results of desk (literature and industry reports review supported by analysis of evidence from global business practice) and field research (semi-structured interviews with Polish video game developers). Using triangulated data it was possible to identify: (1) four revenue models aimed at selling paid games: paid game for order, premium, paid mobile, and subscription; (2) one revenue model aimed at selling free games: freemium; and (3) one revenue model aimed at selling intellectual property rights: licensing. In a more detailed perspective, six different revenue models and nine different revenue streams exploited under these revenue models have been revealed and discussed. The main contribution of the article is the recognition of a wide portfolio of revenue streams and revenue models possible to consider by video game developers during decision making process on the structure of their revenue logic. Additional, theoretical and managerial implications are as follows: development of general framework of the revenue logic being integral part of business models, identification of currently used revenue models by video game developers which have been overlooked in prior literature (e.g. selling customised games for order or licensing parts of game content or game components). JEL Codes: D22; L11, L21, L24, M21
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