Monday, April 22, 2019

3rd Academic Article

King, Daniel L., and Paul H. Delfabbro. “Predatory Monetization Schemes in Video Games (E.g. ‘Loot Boxes’) and Internet Gaming Disorder.” Addiction, vol. 113, no. 11, 2018, pp. 1967–1969., doi:10.1111/add.14286. -(Found in the Auraria Library database)

My search into the schemes of microtransactions led me to find this article in a addiction journal. Written by Daniel and Paul in 2018 they go over the predatory monetization schemes within video games like microtransactions. The quote that caught my eye was the first thing I saw saying," Predatory monetization schemes in video games are purchasing systems that disguise or withhold the long‐term cost of the activity until players are already financially and psychologically committed." This quote really sums up what loot boxes and the rest of microtransactions are. For a short term gain whether it would be a cosmetic or a game play changing item they withhold information regarding the long term cost. Once the player has become committed to the game, this leds to the concept of entrapment. Which the article sums up very well," The belief that one has invested too much to quit. In situations of this nature, players will often spend an escalating amount of money that begets further spending on the game." Companies seek to make players psychologically and financially addicted to their game in the hopes they spend even more increasing sums of money. Typically these people are called "whales" in the gaming community, spending vast sums of money on in game items. This is disastrous for the players and if it continues more and more people (including children) will become affected.  But this is not the end, as time goes on more and more time and effort is put into developing new ways to take money out of gamers wallets. One of the worse companies to try this is Activison trying to get a patent to further the schemes of psychologically manipulating players.

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