‘Very sneaky tactics’: we asked gamers how they feel about monetisation in digital gaming (2024)

More than 40% of the world’s population play video games. But besides being entertaining, digital games are a product. The need to bring in money from players is integral to game design.

A popular method of monetising games is through microtransactions. These are repeated, uncapped in-game purchases: for example, extra content, or ways to make progress in the game easier. These transactions may be made with real money or in-game currency (which is paid for with real money).

Microtransactions are very profitable for the industry. As fewer and fewer mobile games opt for a one-time, upfront purchase model, free-to-play games, which make the majority of their revenue through microtransactions, are proliferating. The global free-to-play mobile games market was estimated at US$73.8 billion (roughly £55.4 billion) in 2020.

With the incentive to drive players to spend being a key facet of game design, it’s important to ask whether microtransactions are being incorporated into games in a way that might be unethical towards gamers.

Governments have been paying attention to microtransactions in digital gaming. One particular form, “loot boxes” (a mystery selection of random rewards), have already been banned or regulated in several countries because of their links to gambling. One large survey, for example, found the more gamers spent on loot boxes, the more likely they were to be problem gamblers.

Currently, in-game purchases are not subject to any specific regulation in the UK. The most relevant existing regulation that might apply to microtransactions is the Consumer Protection from Unfair Trading Regulations 2008, the aim of which is to protect consumers by prohibiting unfair, misleading and aggressive business practices.

Regulation is made harder by the fact that we don’t really know enough about the kinds of microtransactions which operate in digital gaming, and how they might affect players who interact with them.

Read more: How long will you keep playing? The game knows

We asked gamers about their experiences

We wanted to understand what types of microtransactions players encounter. So in our study, we surveyed 1,104 English-speaking adults who played any one or more of 50 different mobile and desktop games.

We asked them what monetisation features they had come across in these games, which they believed to have been unfair, misleading or aggressive (based on the wording of the UK Consumer Protection from Unfair Trading Regulations 2008). We analysed participants’ responses by searching for repeated concepts in the data, and identified 35 problematic in-game monetisation types, which we grouped into eight domains, or themes.

‘Very sneaky tactics’: we asked gamers how they feel about monetisation in digital gaming (1)

Some of these domains reflect practices which could contravene the 2008 regulations. For example, aspects of two of the domains – predatory advertising and product not meeting expectations – could be classified as misleading. These domains reflect perceptions among our participants that the information presented about a given in-game purchase is often incorrect, incomplete or skewed.

Another domain, in-game currency, could be seen as unfair, because it can make the implications of purchase decisions less clear for players. For example, two of the subcategories we identified under this domain included the perception that in-game currency disguises the actual price, and that multiple currency types within one game cause confusion – therefore making it harder to calculate the true cost.

Some of the subcategories we identified could be regarded as aggressive. For example, aggressive advertising (which falls under the predatory advertising domain) occurs when players are pestered to make purchases so often that it detracts from their enjoyment of the game.

In short, many types of microtransactions in digital games are likely to violate consumer protection regulations.

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Some domains are more subjective, yet many players still raised them as being problematic. For example, players dislike tactics such as pay to win because they create social division. “Anything that makes paying opponents stronger than nonpaying is unfair,” said one participant.

Players also value their freedom of choice as to whether to make a purchase. This is exemplified through the domain called monetisation of basic quality of life: when game elements which players think should be central to the game cannot be accessed without payment. As one participant explained:

Creating an event which has 20 stages, 18 stages of which you can fulfil for free (just spending loads of your time) and for the last two you have to pay in-game currency to get the final reward. This is very very sneaky tactics. Even if you’re notified at the start of the event you still feel like you’re being robbed in plain sight.

Ultimately, the general presence of microtransactions clashed with player ideas about what a game experience should be like – the so-called “magic circle” which is free from financial worries. As one participant said:

Great games ruined by greed, I can’t even think how could a virtual, nonexistent item could cost almost like a used car. Ironically or sadly, the same company who made my favourite game is also the one responsible to have brought in this system.

These issues would be harder to regulate than the more concrete features, such as multiple currency types or aggressive advertising, which could potentially be covered by consumer protection.

‘Very sneaky tactics’: we asked gamers how they feel about monetisation in digital gaming (2)

So what can be done?

As our research is based on self-reporting, we must acknowledge that it may be affected by biases. More research into how microtransactions affect players and their gaming experience is needed to design appropriate regulations. In the meantime, we can offer suggestions for how games companies can incorporate microtransactions ethically. Fundamentally, game play should be the same with and without payment – players must retain their choice.

Further, developers should not include game elements which are solely designed to get players to spend money. The value of a product must match the amount paid for it. If game designers work with researchers and players to monetise ethically, we can create a gaming industry that works for everyone.

‘Very sneaky tactics’: we asked gamers how they feel about monetisation in digital gaming (2024)

FAQs

‘Very sneaky tactics’: we asked gamers how they feel about monetisation in digital gaming? ›

'Very sneaky tactics': we asked gamers how they feel about monetisation in digital gaming. We surveyed more than 1,000 digital gamers. Our findings suggest in-game purchases detract from many players' enjoyment of their favourite games – and may not be fair or ethical.

How do gamers feel about microtransactions? ›

Onto the results, out of the roughly 1,200 gamers that participated in the poll, about 32.9% of them said they have at a favorable opinion of microtransactions while 39.3% of them said they have a unfavorable one with a sizeable 27.8% of them having a unsure or neutral position.

What is predatory monetization of video games? ›

Predatory monetisation schemes typically involve in-game purchasing systems that disguise or withhold the true long-term cost of the activity until players are already financially and psychologically committed.

Why microtransactions are ruining games? ›

Are Microtransactions Good for Gaming? While microtransactions may be good for gaming companies due to the revenue they generate, many gamers don't like them because they intrude on gameplay and/or cost a lot (which is especially annoying when games are purchased, not free).

What is monetization in gaming? ›

In-app purchases, rewarded video ads, standard display ads, and game sponsorships are all powerful opportunities for monetization. In-game advertising is one of the most popular game monetization methods because it offers a number of advantages for game developers, advertisers, and the players themselves.

What game has made the most money from microtransactions? ›

According to the game's publisher, Take-Two Interactive, GTA V Online has reportedly made over $7 billion since its release, with most of this figure made up through microtransactions.

What are the negative effects of microtransactions in video games? ›

Microtransaction engagement is associated with gaming and gambling disorder. Loot boxes appear to pose greater risk for addiction than other microtransactions. Greater in-game expenditure increased with risk of gambling disorder. Prevalence rates of gaming and gambling disorder varied significantly.

Are pay to win games bad? ›

The addition of P2W to any game usually disappoints many players since it usually creates a very unbalanced and unfair overall experience. Players willing to pay real money to gain an advantage usually create a massive power difference between them and players who just want to play the game to earn what they want.

Why video games are a waste? ›

But consider the trade-offs of these activities, including gaming: you're neglecting your friends, family, your mental and physical health, as well as your career. If that's the case for you, then gaming is a waste of time – just like any other activity with the same trade-offs would be to this extent.

Are microtransactions unethical? ›

Are microtransactions in game design unethical? Not inherently, no. The first few microtransactions which existed were pretty reasonable, actually. For example, the first case I saw of microtransactions was in Mechwarrior 4; the base game was fully playable, but what they had were mini-expansion packs.

What is wrong with the gaming industry? ›

Sales are slumping: Game sales shot up during the pandemic. But since then, after factoring in inflation, game revenues have been falling off. In 2023, US gaming revenue fell 2.3% over the previous year. Gaming usage is down, too: In 2021, the average gamer was spending 16.5 hours a week on games.

Is the rise of microtransactions in gaming? ›

The Business Research Company reported that the global online microtransaction market size is predicted to grow from $67.94 billion in 2022 to $76.66 billion in 2023. There are now some games, an example being FIFA, that make more money from microtransactions than the initial purchase of the game.

Why are microtransactions addictive? ›

Since the goal of microtransactions is to have a continuous revenue stream in-game purchases can become addicting because of limited time scarcity.

What percentage of video game revenue is microtransactions? ›

Microtransactions account for nearly 30% of the entire gaming industry. But the average gamer loses hundreds in microtransactions when they stop playing a game or switch to another one.

What do gamers think about gaming? ›

Those who play video games themselves are more likely than non-game players to think positively about gaming: 25% of those who play games (and 39% of self-identified gamers) think most video games help develop good problem solving and strategic thinking skills, compared with just 8% of those who do not play games.

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