Literature DB >> 32379808

The changing face of desktop video game monetisation: An exploration of exposure to loot boxes, pay to win, and cosmetic microtransactions in the most-played Steam games of 2010-2019.

David Zendle1, Rachel Meyer1, Nick Ballou2.   

Abstract

It is now common practice for video game companies to not just sell copies of games themselves, but to also sell in-game bonuses or items for a small real-world fee. These purchases may be purely aesthetic (cosmetic microtransactions) or confer in-game advantages (pay to win microtransactions), and may also contain these items as randomised contents of uncertain value (loot boxes). The growth of microtransactions has attracted substantial interest from both gamers, academics, and policymakers. However, it is not clear either how frequently exposed players are to these features in desktop games, or when any growth in exposure occurred. In order to address this, we analysed the play history of the 463 most-played Steam desktop games from 2010 to 2019. Results of exploratory joinpoint analyses suggested that cosmetic microtransactions and loot boxes experienced rapid growth during 2012-2014, leading to high levels of exposure by April 2019: 71.2% of the sample played games with loot boxes at this point, and 85.89% played games with cosmetic microtransactions. By contrast, pay to win microtransactions did not appear to experience similar growth in desktop games during the period, rising gradually to an exposure rate of 17.3% by November 2015, at which point growth decelerated significantly (p<0.001) to the point where it was not significantly different from zero (p = 0.32).

Entities:  

Year:  2020        PMID: 32379808     DOI: 10.1371/journal.pone.0232780

Source DB:  PubMed          Journal:  PLoS One        ISSN: 1932-6203            Impact factor:   3.240


  9 in total

1.  Skin Gambling Contributes to Gambling Problems and Harm After Controlling for Other Forms of Traditional Gambling.

Authors:  Nancy Greer; Matthew Rockloff; Nerilee Hing; Matthew Browne; Daniel L King
Journal:  J Gambl Stud       Date:  2022-02-25

2.  Loot box engagement: A scoping review of primary studies on prevalence and association with problematic gaming and gambling.

Authors:  Irene Montiel; Aránzazu Basterra-González; Juan M Machimbarrena; Jéssica Ortega-Barón; Joaquín González-Cabrera
Journal:  PLoS One       Date:  2022-01-27       Impact factor: 3.240

3.  What's in the box? Exploring UK players' experiences of loot boxes in games; the conceptualisation and parallels with gambling.

Authors:  Sarah E Hodge; Max Vykoukal; John McAlaney; Reece D Bush-Evans; Ruijie Wang; Raian Ali
Journal:  PLoS One       Date:  2022-02-09       Impact factor: 3.240

4.  Response to the Regulation of Video Games under the Youth Media Protection Act: A Public Health Perspective.

Authors:  Suzanne Lischer; Emilien Jeannot; Lukas Brülisauer; Niels Weber; Yasser Khazaal; Samuel Bendahan; Olivier Simon
Journal:  Int J Environ Res Public Health       Date:  2022-07-29       Impact factor: 4.614

Review 5.  Loot boxes use, video gaming, and gambling in adolescents: Results from a path analysis before and during COVID-19-pandemic-related lockdown in Italy.

Authors:  Caterina Primi; Francesco Sanson; Marta Vecchiato; Emilia Serra; Maria Anna Donati
Journal:  Front Psychol       Date:  2022-09-27

6.  Adolescents Who Play and Spend Money in Simulated Gambling Games Are at Heightened Risk of Gambling Problems.

Authors:  Nerilee Hing; Cassandra K Dittman; Alex M T Russell; Daniel L King; Matthew Rockloff; Matthew Browne; Philip Newall; Nancy Greer
Journal:  Int J Environ Res Public Health       Date:  2022-08-26       Impact factor: 4.614

7.  No effect of short term exposure to gambling like reward systems on post game risk taking.

Authors:  Nicholas J D'Amico; Aaron Drummond; Kristy de Salas; Ian Lewis; Callan Waugh; Breanna Bannister; James D Sauer
Journal:  Sci Rep       Date:  2022-10-06       Impact factor: 4.996

8.  Pay-to-Win Gaming and its Interrelation with Gambling: Findings from a Representative Population Sample.

Authors:  Fred Steinmetz; Ingo Fiedler; Marc von Meduna; Lennart Ante
Journal:  J Gambl Stud       Date:  2021-06-09

9.  Loot Boxes, Gambling, and Problem Gambling Among Young People: Results from a Cross-Sectional Online Survey.

Authors:  Heather Wardle; David Zendle
Journal:  Cyberpsychol Behav Soc Netw       Date:  2020-10-27
  9 in total

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