Working Draft · Revision 4
Consortium Partners · An Opinion & Working Paper

First
Playable.

Business-Model Origination · Attention Economics
Games · Consumer Internet · The AI Stack

The games industry built the business model of the modern internet, and gave it away for free.

They wrote the playbook, printed it, and left it on the table.

By Dougan Milne, MP, Consortium Partners.
Read the perspective
01Consortium House Perspective

Thesis:

Between 2008 and 2013, the casual and mobile games business invented the operating model of the modern consumer internet: the free tier, the virtual currency, live ops, the retention loop, the soft launch, the cohort table. Then it handed every piece of it to finance, education, retail, media and, most recently, AI. No patents. Nothing to claim.

Today, those same models are how nearly every consumer segment has pulled, or shifted away, the focus, the time, and the money that used to go to games. The should-be gamers are still getting their daily dose of gamification – a dopamine drip. The difference today is that they're getting it from a language app, a brokerage app, a polling app, a sports app, and an addiction-designed social feed instead of their Xbox.

I had a front-row seat for the entire lifecycle of this, starting back in '08/'09 – I ran funding and exit sessions within the casual games industry, presenting on the Casual Connect circuit (Seattle, Beijing, Singapore, Los Angeles, Amsterdam), with research that went out to thousands of entrepreneurs and investors looking to catch the wave. In July 2010 I tried to explain the new games business to an audience of investors who were grasping at what was happening:

The games are free to play… but in order to get the better gun, or train a stronger dragon, or acquire more farmland, you need to make small in-game purchases. Maybe 25¢, or $1 for a bigger sword. It's a HUGE business. Ask Zynga.

Dougan Milne · July 2010

Around that same time, the panels I put together had CEOs and heads of CorpDev from Activision, THQ, Playdom, Zynga, Kongregate and Big Fish. Back then, we all thought we were telling stories about games. But we weren't. Sixteen years later, enterprise software is selling AI credits.

Take a look at Duolingo. It took its design cues from Angry Birds and Clash Royale, hired its first revenue executive out of Google Play Games, and built a business worth roughly $15bn on streaks, XP and a streak freeze you buy with gems. Its CEO doesn't hide any of that. He'll also tell you exactly who he's up against:

The way we see it is we compete for time. Our competitors are Instagram, TikTok, et cetera… By the way, we're losing.

Luis von Ahn · CEO, Duolingo · Acquired, 2024

If anything, that's the best proof of the thesis you could ask for. Nothing gets copied that blatantly unless it really works.

So the useful move is to treat it like a forecast. The games business has run roughly five years ahead of every other consumer category for most of two decades, and it still does. If you want to see your category's next business model, look at what a games studio is shipping this quarter.

The manifest below is a list of what was harvested from the games industry, and where it went. It ends where consumer and enterprise spend has been vacuumed up over the last 36 months: AI credits. That's a two-currency free-to-play economy, copy/pasted, with a new name on the box.

02The Manifest

Eight Exports:
You'll recognize these.

Each row is a mechanic invented or first proven inside a game, next to where it lives now.

Mechanic
Origin
Where it went next
Free-to-play & virtual goods
Nexon, Seoul · Oct 1999QuizQuiz sells costumes
The free tier in every category of software. Freemium SaaS. Pretty much the entire app economy.
In-app purchase at scale
Apple opens IAP to free apps · 15 Oct 2009Apple built the pipe. Games are why it opened.
Creator tipping, social gifting, coin economies. Now a $15bn-a-year line item for social platforms alone.
Live operations
F2P studios · c. 2010Launch day becomes day one
Continuous deployment as a business practice. Streaming "seasons." Retail drops. The SaaS release calendar.
Cohort economics
Mobile studios · 2009–2013D1/D7/D30, ARPDAU, LTV:CAC, whales
The default board pack for every consumer subscription business out there. Ask anyone at the board meeting where D30 came from.
The retention loop
Social & mobile games · 2009–2012Streaks, dailies, energy meters
Duolingo, Strava, every wellness app on your phone. The most-copied growth device in consumer software.
Variable-ratio reward
Gacha, Japan · c. 2010, then loot boxesAdvertised rare prizes, low real odds
Brokerage reward reveals, mystery-box retail, prediction markets. Also the first of these mechanics to get legally prosecuted.
Soft launch
Geo-testing · Canada, NZ, PhilippinesBreak it somewhere small first
Staged regional rollouts. The "research preview." Paid early access.
Two-currency economies
Soft currency earned, hard currency boughtBuilt to make the real price hard to see
AI credits. The pricing people write about credits constantly and never once mention where they came from. See House View iii.
Origins are the earliest well-documented commercial deployment, not the earliest known instance. Each one is expanded in the full paper.
03The Engine

Nothing leaves the games industry with a label on it.

Six stages. By my count the loop has closed at least four times since 2008, and the lag from invention to adoption to regulator is surprisingly consistent. Pick a stage.

T+0
The Export Loop
04Market Overview

Revenue is rising.
Attention is not.

The revenue numbers say the games business is healthy. The engagement numbers say it's getting outcompeted for the same finite hours, and more and more often by categories running a business model that games invented.

◆ Global content sales, 2025
$195.6bn
Up 5.3% on the year across mobile, PC and console. More revenue and cultural weight than the industry has ever had.
Ball / Epyllion · 8-source consensus
◆ Share of mobile time
60%+
Social media and messaging now own most of the time people spend on their phones. Games fight for shorter sessions in whatever is left.
State of Mobile 2026
◆ Social in-app purchase
$15bn
Up 16%. The mechanic Nexon shipped in 1999 to sell costumes is now a fifteen-billion-dollar line item for the platforms eating gaming's time budget.
State of Mobile 2026
◆ Measured UK tech spillover
£1.3bn
Output from non-games sectors in the UK adopting games technology. Nobody has tried to measure the business-model side at all.
Ukie / FTI Consulting, 2025
06Case Files

Six Exports:
Very real examples.

Each file is in the full paper. It's worth reading.

1999

Nexon · QuizQuiz

Free-to-play · Microtransaction

Seoul, October 1999. A free trivia game that sold costumes and power-ups, built by Lee Seungchan, who went on to make MapleStory. Nexon America brought the model West in 2005. The iPhone showed up two years later.

Every free tier you've ever clicked descends from a Korean trivia game that sold hats.
2002
2012

Stewart Butterfield

Twice · By accident

Game Neverending failed, and its photo-sharing feature became Flickr. Ten years later (same guy) Glitch failed, and the team's internal chat tool became Slack: roughly 8,000 companies signed up in the first 24 hours, and Salesforce paid $27.7bn for it in 2021.

Enterprise software's defining product is the chat channel from a cancelled MMO.
2016

Duolingo

Mechanic · Person · Metric

Design cues from Angry Birds and Clash Royale. First revenue executive hired out of Google Play Games. Streaks, XP, leaderboards, and a streak freeze, which is an insurance policy you buy with gems. Now worth about $15bn, and also listed on deceptive.design.

The whole loop, invention to reckoning, inside one company.
2024

Robinhood

Mechanic · Regulated

Confetti on your first trade. Free-stock rewards that advertised Microsoft, Visa or Apple, at low actual odds. A $7.5m consent order from Massachusetts and a required overhaul of its digital engagement practices.

A random reward with advertised rare prizes is a loot box. Massachusetts called it a securities violation.
2018
2026

Belgium, then Brussels

Provenance · Notarized

Belgium ruled paid loot boxes illegal gambling in 2018. Eight years later the same vocabulary (loot boxes, virtual currencies, reward loops, addictive design) is being drafted into the Digital Fairness Act, a consumer law for the whole European digital economy.

You don't have to argue the lineage. The regulator is drafting it into law.
2026

AI Credits

Unclaimed · House View iii

A soft allowance you get, a hard currency you buy, an exchange rate the vendor sets, rollover designed to stop you churning, and a cap that works like a paywall. The AI pricing crowd writes about credits constantly and never mentions where they came from.

If you've ever bought gems, you've already seen this pricing page.
09Consortium House View

Three views we are prepared to defend.

Send a message if you have a solid counter-example.

i

Gaming did not lose the attention war. It armed both sides.

The consensus says in 2026 that games are losing time and money to short-form video, iGaming and the rest of interactive entertainment. That's right, as far as we can tell. What it leaves out is that every one of those competitors runs on mechanics that were invented and proven inside games.

Name a major consumer engagement mechanic from the last fifteen years that didn't come through a game studio. We'll wait.
ii

Studios got paid for the games. The business model itself was free-to-play.

Unreal and Unity still collect a toll on what's built with them. Valve/Steam dominate PC distribution. But, for everything the studios and micro-publishers contributed during that era – free-to-play, live ops or the cohort table – there's nothing being collected, because you can't patent a business model. And back then, nobody was even trying.

The obvious counter: the industry defended its engines, and did it well. True. That's sort of the point.
iii

AI credits are a two-currency F2P economy. The AI industry just hasn't noticed.

Metering charges you for what you use. A credit charges you in a unit the seller invents, which is exactly what a premium currency is for. Rollover credits, the fix for use-it-or-lose-it churn, came straight out of the free-to-play handbook. I could be wrong about how deliberate any of this is. I don't think I'm wrong about where it came from.

The fair objection: usage-based billing is older than games. It is. Two-currency systems built to disguise the real price are not.
08Strategic Implications

What to do about it.

i

Read the source.

Whatever shows up in your category in 2031 is shipping in a games company this quarter. It's worked that way for eighteen years, and I don't see the lag closing.

ii

Price your credits like an economy.

If your product runs on credits, you're running a virtual economy, whether or not anyone on your team has done it before. The people who built that model in the first place, the ones who've been doing it since 1999… most of them are currently available to do it again.

iii

Assume the regulator comes for games first.

Belgium ruled paid loot boxes illegal gambling in 2018. That vocabulary is now being drafted into a consumer law for the entire European digital economy. If you want to know what your compliance team will be dealing with in 2030, look at what games studios are dealing with now.

Read the full
perspective.

Roughly twenty pages: the eight exports in full, the 2008–2013 window, the lag data, the complete case files, and the House Views. First Playable, from Consortium Partners.

The full paper

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Roughly twenty pages.