Video Game Microtransactions & Loot Boxes - An Empirical Study on the Effectiveness of Social Responsibility Measures
Research output: Contributions to collected editions/works › Contributions to collected editions/anthologies › Research › peer-review
Authors
The business model of video games has undergone radical change in recent years. Many of today’s video game companies no longer earn their money with the game itself, but rather with the sale of game content within the game. One of the most popular forms of these so-called microtransactions are loot boxes, packages with game content of random value. Apart from paving the way for gambling, many researchers also see the danger of overspending as a result of impulsive purchases, especially for young people. This led to the demand for more consumer and youth protection, both through legislation and social responsibility action taken by video game developers. By conducting an online experiment with 267 participants, two proposals for potential measures of responsible action were examined for their effectiveness: the price display in a real currency instead of the display in a virtual currency, and a two-step purchase process. With that, this study represents one of the first experimental approaches to investigate the psychological aspects of video game microtransactions. The results show that the price display in a real currency leads to a higher spending awareness, but also higher spending in comparison to the price display in a virtual currency.
Translated title of the contribution | Mikrotransaktionen und Beutekisten in Videospielen - eine empirische Studie über die Wirksamkeit von Maßnahmen zur sozialen Verantwortung |
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Original language | English |
Title of host publication | Gamification and Social Networks : in Education |
Editors | Ugur Bakan, Sheri Berkeley |
Number of pages | 34 |
Place of Publication | London |
Publisher | Macro World Publishing |
Publication date | 2021 |
Pages | 19-52 |
ISBN (print) | 978-625-00-0106-6 |
DOIs | |
Publication status | Published - 2021 |
- Business psychology - Learning Environments, Education, Social Responsibility, Computer Gaming and Animation