FEASIBILITY ANALYSIS OF TOP UP GAME BUSINESS USING BUSINESS MODEL CANVAS

Authors

  • Whydiantoro Universitas Majalengka, Indonesia
  • Rofi Taufiqur Rohman Universitas Majalengka, Indonesia

DOI:

https://doi.org/10.31949/jmm.v5i1.13011

Abstract

The gaming industry in Indonesia has experienced rapid growth, driven by increased mobile device accessibility and the rising popularity of digital games. One of the key aspects supporting this industry is the top-up game business, which allows players to purchase in-game items to enhance their gaming experience. This study aims to analyze the feasibility of the top-up game business using the Business Model Canvas (BMC) approach. The research employs a qualitative descriptive method through literature review and observation of top-up game platforms in Indonesia. The findings indicate that BMC helps in understanding key business elements, including customer segments, value propositions, distribution channels, and revenue streams. The study reveals that ease of access, secure transactions, and effective marketing strategies are crucial factors for the success of this business model. By comprehending these elements, game developers and service providers can optimize their strategies to enhance competitiveness in an ever-evolving market.

Keywords:

Business Model Canvas, Game Top-ups, Business Models, Gaming Industry

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References

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Published

12-10-2025

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Section

Articles