In the Business of Games
summary
Review of 15 years of Australian indie revenue finds concrete shifts: early B2B dev‑for‑hire gives way to retail spikes, then DLC and freemium, then ads and microtransactions; claim that half of small businesses fail in three years (ABS 2017) motivates seeking recurrent income. Examples: Total Annihilation pioneering DLC, Steam (2003) as distribution/data source, Crossy Road integrating ads successfully, Kickstarter/early access peaking then fading. Recommendations: pursue B2B gamification deals, use Steam (2003) and Unity analytics, be first on new platforms (Switch, VR) to capture market.
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