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Tytuł artykułu

Micropayments in games using the FIFA series as an example – fun or e-gambling accessible to children? Discussion around controversy and regulation

Treść / Zawartość
Identyfikatory
Warianty tytułu
Języki publikacji
EN
Abstrakty
EN
Purpose: The study's main objective was to identify the risks associated with game developers' mechanisms to define the micropayment system, using the example of EA Sports' practices in the FIFA series of games. The specific objectives were: to define the form in which micropayments occur in games of the FIFA series, to determine the factors that affect the attractiveness of micropayments to players, and to define the similarities between loot boxes and gambling games. Design/methodology/approach: The authors highlighted the payments used by game developers available from within the app, their characteristics and the juxtaposition of these mechanisms with those used in gambling. Then, using desk research analysis, the financial benefits of using this system for the developers of the FIFA series were analyzed, as well as the identified potential risks of these practices. The authors based their considerations on Polish and foreign literature, studying academic articles, books, reports, and chapters from monographs and electronic sources. The following professional, scientific databases were used to gather scientific literature: Google Scholar, ResearchGate and ScienceDirect. Findings: Micropayments are an essential source of additional revenue for game developers. Not only do they effectively engage players, but the value of additional in-game purchases often exceeds the product's original price (i.e. the full-priced game). The term micropayments, in this case, is already used conventionally - it is widespread for some in-game purchases to be as much as hundreds of zlotys. Because of their apparent similarities to gambling, loot boxes, or boxes with randomized prizes, are controversial - so much so that countries such as Belgium are considered gambling and do not allow for young people. Typical users of micropayments in games are minors, who are more easily influenced by the persuasion practised by game developers, especially in multiplayer games, where a competitive element and additional content can improve a player's performance. Social implications: Due to mechanisms using microtransactions, companies can profit significantly from selling complementary content after the revenue from product sales has already been generated. Loot boxes engage players, but they also raise a lot of controversy and doubts due to their disturbing resemblance to gambling. Originality/value: The treatment of issues treating the phenomenon of micropayments in online games is based on the literature on the subject, Polish and foreign, enriching the existing body of scientific work on the gaming industry, signalling the authors' contribution to the development of the discipline of management and quality sciences. The article is primarily addressed to researchers and scholars dealing with e-gaming in the context of its various dimensions. The work may also interest students of marketing, psychology and pedagogy. In addition, the article is valuable for parents and guardians of children and adolescents who spend time on online games to outline the problem of micropayments in games. The article's value is a comprehensive discussion of gambling, micropayments and "loot box" mechanics about the controversies and regulations surrounding them.
Słowa kluczowe
Rocznik
Tom
Strony
133--149
Opis fizyczny
Bibliogr. 41 poz.
Twórcy
Bibliografia
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Typ dokumentu
Bibliografia
Identyfikator YADDA
bwmeta1.element.baztech-2afc8b0a-e289-46da-b624-58896af4e522
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