Operations ยท Pricing
How to Price Games in Your Gaming Lounge
Pricing isn't only about money. In a PS lounge it's a culture decision โ and the right model is what makes your lounge the one gamers talk about.
Most owners treat pricing as an admin choice: pick a number, charge it. But in a console lounge, how you charge shapes how the room feels โ and how far word of it travels. There are two ways to price a game, and the right one depends on how the game is actually played.
The loser-pays game: where the energy comes from
The heart of a Kenyan PS lounge is the 1v1. EAFC (FC26), NBA2K โ two players, one screen, and a rule everyone agrees on without being told: loser pays. Whoever loses the match pays for it. The winner stays on.
That small rule does something no marketing budget can. It makes players talk. They brag. A crowd gathers to watch โ and gamers love nothing more than playing while others watch. A late comeback on Bay 2 becomes the thing people tell their friends about. That is your gaming lounge travelling by word of mouth, for free, every evening.
For these games, charge per game (price-based). A match of FC26 with 5โ6 minute halves for around Ksh 50, the loser pays, the next pair steps up. The pricing matches the culture, and the culture fills the room.

The long game: charge for the time
Other games aren't 1v1 at all. GTA, Call of Duty โ open worlds and missions a player sinks into for an hour or two. There's no loser to hand the controller to. So you charge for the time: around Ksh 200 an hour. Time-based pricing fits how the game is played, and the meter simply runs while they play.

Why most lounges only charge by time โ and what they lose
Here's the quiet problem. Most gaming lounges price everything by time, even the 1v1 games. Not because it's better โ because it's easier to track. Counting matches by hand, remembering who won and who paid for which game, on a notebook that's chaos. So owners give up the per-game model and put FC26 on the clock too.
But when you put a loser-pays game on a timer, you flatten the very thing that made it social. The bragging, the watching, the "one more game" โ it loses its rhythm. You've made tracking easier and made your console lounge a little more forgettable.
How PsTally lets you price the way the culture wants
This is the whole point. You shouldn't have to choose between the pricing that builds word of mouth and the pricing you can actually track. PsTally makes both work.
Per game, by tap. Start a session, pick the game, choose Per Game. Each match is one tap โ the count and the money are kept for you. No notebook, no trying to remember who paid for game four.
Time-based, with a live timer. For GTA or Call of Duty, the session runs on a clock you can see โ the bay, the game, the minutes, the running total. End it and it's recorded to the shift.
Console monitoring underneath both. Because PsTally sees the consoles on your WiFi, a screen that's on with no session โ per-game or timed โ gets flagged. The pricing stays accurate because the playing can't hide.
So you can run FC26 as loser-pays per game โ the social, word-of-mouth model that fits the gaming culture โ and still have every match counted and every shilling accounted for. The culture and the books, finally on the same side.
Which model for which game
Questions gaming lounge owners ask
Should a gaming lounge charge per game or per hour?
Per game for 1v1 loser-pays games like FC26 and NBA2K (~Ksh 50 a match); per hour for long games like GTA and Call of Duty (~Ksh 200/hr). Match the model to how the game is played.
How do you price FC26 (EAFC) in a lounge?
Per match, not per hour โ around Ksh 50 for 5โ6 minute halves, played loser-pays so the loser settles the game and the winner stays on.
How do you track per-game pricing without a notebook?
By counting each match as a tap. PsTally records every per-game match and every timed session, with console monitoring flagging any screen on with no session.