Video Game Monetization (e.g., ‘Loot Boxes’): a Blueprint for Practical Social Responsibility Measures

@article{King2018VideoGM,
  title={Video Game Monetization (e.g., ‘Loot Boxes’): a Blueprint for Practical Social Responsibility Measures},
  author={Daniel L. King and Paul H. Delfabbro},
  journal={International Journal of Mental Health and Addiction},
  year={2018},
  volume={17},
  pages={166-179}
}
Video games are becoming increasingly monetized with the addition of in-game purchasing options, which has prompted some comparisons of these products to electronic gaming machines. The expansion and sophistication of ‘microtransaction’ options in online games (e.g., ‘loot boxes’) has also led to concerns about vulnerable users (e.g., adolescents) overspending on these schemes. Currently, there are limited regulatory and/or consumer protection frameworks for video game monetization schemes… Expand
Unfair play? Video games as exploitative monetized services: An examination of game patents from a consumer protection perspective
TLDR
Consumer protections related to in-game purchasing are examined by anticipating some of the potential design strategies that might contribute to higher risk consumer behavior, and revealed that some in- game purchasing systems could be characterized as unfair or exploitative. Expand
The ‘gambling turn’ in digital game monetization
This article examines how ‘gambling’ secured a central economic and cultural position in the development of modern digital games. We first trace how developers have monetized ‘games’ and ‘play’, fromExpand
The relationship of loot box purchases to problem video gaming and problem gambling.
TLDR
Insight is provided into the role of loot box purchasing in the transition from recreational engagement in video gaming and online gambling to problem videoGaming and/or problem gambling. Expand
The Games We Play: Relationships between game genre, business model and loot box opening
TLDR
It is concluded that loot boxes seem to be pervasive across games and there is no strong evidence that any business model of genre would clearly predict loot box opening activities and that players of all kinds of games probably encounter them in the gaming activities one way or the other. Expand
The Macro Problem of Microtransactions: The Self-Regulatory Challenges of Video Game Loot Boxes
The video game industry has ignited a global controversy surrounding microtransactions in gaming, especially the use of loot boxes: randomized rewards with potential real-world value. Consumers andExpand
Gamblified digital product offerings: an experimental study of loot box menu designs
TLDR
This research investigates gamblification in the form of loot box menu designs and the associated effects of uncertainty, loss experience and behavioral control on user purchase behavior and finds that platform providers can profit from offering loot boxes with certain (vs. uncertain) rewards in loot box menus. Expand
“Role” of the Dice: An Exploratory Analysis of Gamer Perceptions and Interpretations of Loot Box Advertising
Abstract Loot boxes in video games are increasingly becoming focal points in problematic gaming studies; however, few studies have addressed the potential impact on consumers of digital advertisingExpand
Towards an Ethical Game Design Solution to Loot Boxes: a Commentary on King and Delfabbro
King and Delfabbro ( 2019b ) proposed the adoption of social responsibility measures to combat predatory monetisation in video games, such as loot boxes. This paper rectifies a game exampleExpand
Beyond loot boxes: a variety of gambling-like practices in video games are linked to both problem gambling and disordered gaming
TLDR
A convergent ecosystem of practices that relate to both video games and gambling is suggested, where engagement in each of these activities is linked to problem gambling, however, it remains unclear whether engagement in these activities causes problem gambling. Expand
The convergence of play: interrelations of social casino gaming, gambling, and digital gaming in Finland
ABSTRACT This study provides an overview of the interactions between the playing of digital games, gambling activities and Social Casino Games (SCG) in the Finnish context. Earlier studies of SCGExpand
...
1
2
3
4
5
...

References

SHOWING 1-10 OF 97 REFERENCES
Gambling Vs. Gaming: A Commentary on the Role of Regulatory, Industry, and Community Stakeholders in the Loot Box Debate
The discussion on loot boxes has tempered somewhat from the height of the fever pitch that followed the release of Electronic Arts’ (EA) Star Wars Battlefront 2, but the fallout is far from over. TheExpand
An Exploratory Study of Interrelationships Between Social Casino Gaming, Gambling, and Problem Gambling
The expansion of simulated ‘free-to-play’ gambling-themed activities on social media sites such as Facebook is a topic of growing research interest, with some conjecture that these activities mayExpand
Creating play money for free-to-play and gambling games
TLDR
This paper analyzes the interview data of sixteen gamblers and free-to-play (F2P) gamers to show how players experience money before playing and how they create play money through money management practices. Expand
Who Pays to Play Freemium Games? The Profiles and Motivations of Players Who Make Purchases Within Social Casino Games
TLDR
It is suggested that paying players have some fundamental differences from non-paying players and high spenders are trying to maximize their enjoyment, while non-spenders are content with the game content they access. Expand
An Examination of the Relationship Between Social Casino Gaming and Gambling: The Bad, The Ugly, and The Good
Social casino games (i.e., free-to-play online gambling-themed games) are now ubiquitous on social network platforms such as Facebook. Their popularity and similarity to gambling games has raisedExpand
Game of chance elements in free-to-play mobile games. A freemium business model monetization tool in need of self-regulation?
This paper conceptualizes “Gacha”, a lottery mechanism to win virtual items, which was developed in Japan, as game of chance elements in mobile games which is used for monetization in freemiumExpand
Video game addiction and social responsibility
In recent years, several studies have demonstrated that at least a small group of gamers has trouble controlling their online video game playing. Excessive amounts of time spent on playing onlineExpand
Positioning of online gambling and gaming products from a consumer perspective: A blurring of perceived boundaries
TLDR
Consumer's perspectives of the online gaming and gambling market are retrieved and products encountering elements of skill, planning, consideration, and achievements over time were perceived differently from those that are more playful and less realistic with immediate outcomes. Expand
Investigating relationships between video gaming, spectating esports, and gambling
TLDR
The primary finding of this study is that contemporary video games are not, in themselves, associated with increased potential for problematic gambling, indeed, the position that problem gaming and problem gambling are fundamentally connected is questioned. Expand
Voluntary Limit Setting and Player Choice in Most Intense Online Gamblers: An Empirical Study of Gambling Behaviour
TLDR
The study demonstrated that voluntary limit setting had a specific and significant effect on the studied gamblers, and voluntary limits appear to show an appropriate effect in the desired target group (i.e., the most gaming intense players). Expand
...
1
2
3
4
5
...