Following a surprising announcement by the World Health Organization (WHO) to classify gaming disorder under the International Classification of Diseases, a new study emerges to quantify financial impacts of gaming. Major gaming companies are essentially using sleazy tactics to improve profits and take advantage of a vulnerable population. The study coins the term ‘predatory monetization’ which intends to “disguise or withhold the long‐term cost of the activity until players are already financially and psychologically committed.” The monetization being referred to comes in the form of in game purchases. A popular form of in game purchase is what is known as the ‘loot box’. Popular title games such as ‘Fortnite’ use ‘V-bucks’ as a form of currency that can be purchased using a credit card then used to buy in additional in-game items and other functions. The researchers consider using these in-game purchases as a form of psychological entrapment, leading players to feel too invested to quit buying. Limited regulations exist to limit microtransactions systems and to protect consumers, especially those who are vulnerable i.e. young players, older players, and those classified with gaming disorder. The type of tactics employed by gaming publishers is scarily similar to those employed in the gambling industry, but gaming is much less regulated. "Players hoping to win a particular item may end up repeatedly buying loot boxes at significant personal expense," says Dr King. "Because loot boxes require no player skill and have a randomly determined outcome or prize, they function similarly to scratch tickets or gambling slot machines." However, not all games are utilizing these features in a sense of pure profit, the game ‘Rocket league’ recently started offering shells that can be earned for each match, the shells can then be used to purchase ‘keys’ that unlock loot boxes. Although, ‘lootboxes’ and ‘keys’ can be purchased separately, at least they offer an alternative to spending money for additional in-game items.
Originally posted on my site here: http://scitoday.net/blurred-lines-gaming-and-in-game-purchases/
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https://www.sciencedaily.com/releases/2018/06/180628105014.htm
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Eh, not really because ScienceDaily just copy and pastes' public releases and posts..
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