Online videogames have increasingly adopted microtransactions as part of a free-to-play business model; microtransactions serve to generate additional revenues via optional purchases or advertising revenue streams sbobet.
Some researchers suggest that paid microtransactions take advantage of gamers with poor impulse control; others argue that frequent gaming itself causes this behaviour.
Gamer’s Impulsiveness
Many games generate revenue by encouraging players to spend small amounts of real-world money on in-game items, often known as microtransactions, that increase time spent playing and encourage impulsive behavior similar to gambling addiction. Such purchases have also been associated with gaming disorder (King & Delfabbro, 2020). Furthermore, influencers may help drive micro-transaction sales through social media promotion of financial gains in games (King & Delfabbro 2020).
These games typically employ a business model that rewards players for spending in-game currency or XPs on upgrades to characters, equipment and other game assets. Upgrades are often promoted as ways to enhance gameplay experience and increase chances of victory; leading players to spend excessively without thinking. Such purchases often become part of players’ impulsive buying behavior pkv.
These microtransactions are specifically tailored to be addictive by increasing physiological arousal during gameplay, for example by creating anticipation of rewards – this increases players’ likelihood of purchasing in-game currency or XPs.
One study that explored the relationship between gaming disorder symptoms and microtransaction purchases concluded that those who purchased loot boxes were more likely to meet criteria for gaming disorder than those who didn’t (King et al., 2020b). However, this contradicted Lelonek-Kuleta et al. who reported no relationship between micro-transaction obligations and gaming disorder criteria (Lelonek-Kuleta et al.).
Gamer’s Self-Control
Videogames often provide rewards in-game currency or experience points (XPs) to enhance player’s playing experience, much like digital gambling games do with sound effects such as spinning wheels to build anticipation, as well as bright bursts of colour when a player wins (King & Delfabbro, 2019). Such continuous rewards may lead to increasing videogame play time which increases risk factors associated with Internet Gaming Disorder.
Pay-to-win loot boxes have become synonymous with problematic gaming and gambling behavior. These transactions take the form of randomised events whereby a player pays to open a box containing items with differing values that reveal themselves when opened, creating the opportunity to see what might have been won and trigger psychological reinforcement that’s often found in gambling games.
Studies have demonstrated the relationship between an individual’s impulsivity and internet gaming disorder as well as their microtransaction purchasing frequency, as well as P2E gaming engagement, higher Introjected and External Regulation scores than non-P2E gamers, and their participation in monetised gameplay – but their intrinsic motivation levels do not vary among these two groups.
Gamer’s Addiction
Many video games rely on microtransactions as a source of income, with players spending small amounts each time they log on – this business model can become problematic for gamers with an addiction to video gaming – although technically you could still enjoy your gameplay without spending any money, purchasing items in-game can make gameplay faster and more enjoyable; some players also feel pressured into spending certain amounts in order to progress more quickly or unlock all features within a game.
Microtransactions include purchasing in-game currency or weapons to upgrade a character, unlock new abilities or increase the chance of certain events happening – upgrades that serve to keep gamers engaged in their gameplay and increase motivation to play – but their addictive nature may not always be fully appreciated.
Loot box microtransactions are another popular form of microtransaction. Players pay to open randomised events that offer in-game items of various values; similar to slot machines in that these events provide psychological reinforcement similar to a real world win; these events can be particularly addictive due to providing continuous reinforcement rather than the stop/start effect associated with gambling.
Gamer’s Retention
Microtransactions offer many videogame players another way to expand their gaming experience, such as unlocking features or levels or purchasing virtual items. Although microtransactions may seem minor at first, their cumulative effect over time can generate substantial revenues for videogame developers.
Studies have revealed the importance of player retention to online game success. Gamers who spend more time playing are more likely to recommend and purchase additional copies, yet not all gamers are able to stick with one videogame for very long; various psychological factors could impact player engagement with certain titles; these could include motivation levels and levels of self-control.
Studies have demonstrated a correlation between videogame microtransactions and problematic gaming and gambling behaviors and speed of reward reinforcement process in certain videogames – such as multiplayer online battle arena (MOBA) style titles with shorter rounds compared to others – and micro-transaction occurrence. The latter factor can help explain why these links exist between videogame micro-transactions and problematic gaming and gambling behaviors, especially problematic gambling habits. One potential explanation could be related to how quickly reward reinforcement takes place within some MOBA titles for instance – especially those which feature fast reward reinforcement processes through quick reward reinforcement processes during short rounds than other types of videogames which provides rewards between micro-transaction occurrence and micro-transaction occurrence much quicker!
Microtransaction frequency may also play a factor in creating problematic behavior. For instance, frequent buyers might find their purchases rewarded more frequently and thus perceive their purchases to increase in value over time.