When winning comes at a price: The business of pay-to-win add-ons

Pay-to-win (P2W) add-ons are controversial in the gaming industry. New research by Mushegh Harutyunyan and Esma Koca reveals when a game developer should introduce a P2W add-on and how to design and price it.

5 minute read
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The video game industry is booming. According to Statista, more than three billion people played video games worldwide in 2024. As per PwC’s Global Entertainment and Media Outlook 2022-26, the gaming industry is tipped to maintain its recent rapid growth, and could be worth $321 billion by 2026. A big slice of that — $82 billion in 2024 — came from in-game purchases such as cosmetic “skins”, virtual currency, map packs, and more. In the UK, a recent Censuswide poll revealed that gamers, on average, spend £540 a year on in-game purchases (£22 a month) and subscriptions (£23 a month).

One of the most debated forms of in-game spending is the pay-to-win add-on, a digital item that gives players a clear advantage in player-versus-player games. A special weapon in Call of Duty: Warzone, a premium camouflage in Escape from Tarkov, or unique cards in Hearthstone can tilt the odds decisively in favor of paying players. For the buyer, these items boost the chance of winning; for everyone else, they create a frustrating disadvantage. One gamer described their game experience bluntly: “It was absurd and halfway to unplayable if you didn’t drain your wallet.”

The developer’s dilemma

At first glance, offering P2W add-ons seems like easy money. They cost little to produce and appeal directly to players’ powerful motivations: the desire to win and the dread of losing. Yet our research shows that the business case is more nuanced.

Unlike traditional add-ons (like hotel WiFi or an extended warranty), the value of P2W items is shaped by network effects. Their appeal grows when few players own them, because they confer an advantage over many others. But as adoption of P2W items spreads, their edge diminishes.

Players who do not spend on P2W may abandon the game entirely as they face a daunting competitive disadvantage against the large number of P2W owners. The fewer non-buyers remain, the smaller is the pool of players against whom P2W will bring an advantage, further eroding the add-on’s value. This negative network effect created by the P2W add-ons calls for a careful assessment of market conditions before introducing them. We find that ironically, when a large share of players is willing to buy, introducing P2W can reduce profits, leaving developers better off without it.

The psychology of competition makes this balance even trickier. Players who are highly motivated by winning make the add-on more lucrative: the thrill of victory increases their willingness to pay. But the story is different with loss sensitivity. If defeats sting only mildly, add-ons hold little attraction. If they sting too much, non-buyers disengage altogether. Developers can influence these sensitivities through design choices — making victories more rewarding while keeping defeats painful but not unbearable.

Design and pricing

One might assume that the stronger the add-on, the better for profits. Yet our findings suggest otherwise. Making the add-on too powerful discourages non-buyers from playing at all, shrinking the competitive field and eroding the add-on’s value. In highly competitive genres, developers may actually benefit from deliberately limiting the power of pay-to-win items, ensuring the game remains engaging for all.

The introduction of P2W items forces developers to lower the base game price to keep P2W-non-buyers in the fold, compensating their disadvantage against P2W-buyers. In some cases, this means shifting to a freemium model, or even — in theory — setting a negative price, paying players to participate because their presence sustains the market for add-ons. And while lower prices might seem to discourage investment in quality, the opposite can happen: when losses feel especially painful for non-buyers, developers are pushed to raise quality to keep them engaged.

Perhaps most surprising is what this means for players themselves. P2W is often accused of undermining fairness and reducing enjoyment. Yet under the right conditions, our analysis shows it can actually increase player surplus. By broadening the player base and motivating higher investment in quality, the system can leave players better off than in a world without P2W.

Keeping the pond healthy

Players are often categorised into "whales" (big spenders), "dolphins" (moderate spenders) and "minnows" (low or non-spenders). For developers, pay-to-win add-ons are a tempting way to extract more profits from the less price-sensitive whales and dolphins. Yet their very success depends on the participation of the more price-sensitive minnows. These players may never spend much, but their presence ensures that competitive advantages remain meaningful for others. If minnows abandon the game, the pond dries up — and the value of P2W erodes with it.

The lesson is clear: introducing P2W is not simply about monetizing the biggest spenders. It is about keeping the entire ecosystem in balance. Developers who want sustainable profits must design their games so that whales, dolphins, and minnows can all swim in the same pond — even if not on equal terms.

Meet the authors

  • Mushegh Harutyunyan

    About Mushegh Harutyunyan

    Associate Professor of Marketing
    Mushegh Harutyunyan is an Associate Professor of Marketing. He obtained his Ph.D. from Washington University in St. Louis. Prior to joining Imperial Business School, Professor Harutyunyan was an Assistant Professor of Marketing at Nazarbayev University Graduate School of Business and was hosted as a Visiting Scholar by the Fuqua School of Business at Duke University multiple times.

    His research uses quantitative analytical methods to explore firms' strategic behaviour and the resulting market outcomes. His research also integrates experimental findings about consumer behaviour into the traditional game-theoretic models, investigating how consumers' behavioural traits (such as fairness concerns, temptation and lack of self-control) influence the firms' optimal strategies.

    Read Mushegh's Imperial Profile for more information and publications.
  • Esma Koca

    About Esma Koca

    Lecturer in Analytics and Operations, Deputy Academic Director, Full-Time and Weekend MBA
    Esma Koca is a researcher and lecturer at Imperial Business School, affiliated with both the Analytics, Marketing and Operations Department and the Economics & Public Policy Department. She teaches across the MSc Business Analytics, undergraduate and MBA programmes. She currently serves as Deputy Academic Director for both the Full-Time and Weekend MBA programmes. She is also connected with the Centre for Health Economics & Policy Innovation and the Gandhi Centre for Inclusive Innovation. A Senior Fellow of the Higher Education Academy, her research sits at the intersection of analytics, marketing, and operations, with a particular focus on the economics of digitisation.

    Read Esma's Imperial Profile for more information and publications.