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Microtransactions in Video Games

Category: Arts & Education Paper Type: Report Writing Reference: IEEE Words: 2500

        Video games are equally popular in children and adults. In accordance with the opinion of Marshall McLuhan, games are basically popular social reactions, collective, and art to the action of a culture. Video games enable the person to complete the meaning of their life to lead a happy life. Games are basically translator of various kinds of experiences. Video games also support the players to get the better adjustment in the society through following the rules. [3]

        In accordance with the views of Jay David Bolter and Richard Grusin, computer games are not limited to some specific types of games only. in fact, such games cover various kind of games that includes card games, narrative games, puzzles, action games, frankly pornographic apps, games related to Role Playing, skill testing exercise related games, erotic games, and educational software [3]. Video games as an important form of games draw an impact on the mind of game players. Video games have a huge industry of games. As the popularity of video games is increasing with time, the industry is also facing new issues and criticism. People also claim that video games are encouraging fascination and imagination in the children that can take away their mind far from reality.

        However, video games are rapidly adopting innovation and modern technology that causes to make new changes in the video games industry. Now because of cryptocurrency and online purchasing systems through cards etc. game players are able to purchase extra features, next levels and unlocks in the games [4]. Making people enable to purchase unlocks, extra features, advanced game levels, benefits, and lives is known as the phenomena of microtransactions in video games. EA star war battlefront and Grand theft auto 5 are the fine examples of the video games that offer the option of microtransactions for their users to sell out additional features and unlocks. Basically, the idea behind the microtransactions in the video games is to increase the interest of the players to unlock the extra features and increase the game.

        In accordance with the Usrepresented.com in 2018, there are several kinds in which microtransactions are typically used in the games industry as Function, Features, and Content. Sometimes the microtransactions are made to buy function of the game while sometimes some users purchase the features of the game for example; building the characters or buying the levels up. Content also falls in the list of microtransaction [5]. Stickers, GIFs and the objects used in different charting apps are said to be contents in games that can be purchased through the use of microtransactions.

        Powers is a well-known type of microtransaction that enables the player to Pay and get power or increase the ability of the character. While gifts refer to the different kind of gifts and benefits sent by the user to a friend user of the same game. For instance, expensive jewelry or dresses in girls or doll games just as weapons, power, energy, spacecraft, heavy bikes, and luxury cars are top listed in fighting and car games for boys [1].  Players also purchase tools in the games through the use of microtransactions. Spacecraft, machine guns, bombs, and other fighting tools are involved in this kind normally the user of the fighting game made their transaction related to these tools.

        In 2017, Agarwal elaborated that microtransactions represent to the in-game monetary transactions and purchases for the purpose to get additional content and characters related to the game. There are no limitations specified for the amount or cost of transactions as it can be in between the range of $1 to $100 or more than $100, as it depends upon the content and features user want to buy. Companies usually offer a cost of transactions below $100 to ensure maximum transactions by the users [6].

        In a recently written website article, Hohn wrote that children are becoming addicted to the Loot Boxes and microtransactions. [7] In accordance with the article research, children are using credit cards to enter in gambling and loot boxes. The writer also presented the example of an 11 year old child in the Western countries who made in-game purchases of total 7500 dollars. While another Canadian citizen who is just 17 years old purchased packs in Fifa 16 by spending $7600. In the article, she also presented the types of microtransactions commonly adopted in our modern world of video games that are in-game items, in-game currencies, expiration, and random chance purchases [2]. The in-game currencies refer to the coins and fake symbolic currency in the games that are basically in use to hide the real value of the purchases in the video games. While another type of microtransaction is random chance purchases that refer to the bags, packages and loot boxes in the games.

        According to the Spacey written in 2017, user’s purchase loot boxes and packages to get surprises and special unknown and hidden feature. Games companies also offer Discount appeals on the purchases of some special character and levels that also includes in the microtransactions. While in-game items are related to the advantages in the games. When users made the purchase through cryptocurrency or online banking, they get advantages in the game that makes the game more charming and interesting for the players [8]. Purchase of Mounts and pets in the World of Warcraft (a famous video game) is the fine of example of in-game item Micro-transactions. Expiration also represents the micro-transactions in video games that have limited time for the completion of level or stages. Through the use of the expiration, the player can continue playing that stage or level without the fear of time.

        Phenomena of micro-transactions are not new in the world. In fact, microtransaction was introduced in the world in 2010. However, some people also claim that coin-operated games also represent the microtransaction concept as in these games people were used to purchasing coins to insert in the games to start a game. [3] Therefore, we can say that coin-operated games present the beginning of the history of microtransaction phenomena. However, other than the in-game purchases people also purchase from the App stores, but the profit generated by the app stores is less than the profit generated by the EA games.

        People love to have freemium or free- to- play games rather than the games for which they have to pay money. As in-game transactions demand money from the players for additional features after the player is really involved in the games. Therefore, crazy players and fans of the games made huge transactions in the game to get maximum enjoyment [4].  Considering such behavior of the players' Clash of Clans earned 2.3 billion dollars only from one-year microtransaction. The company offers the game free of cost to their targeted audience, but to get advanced features known as the sack of gems, the box of gems, and chest of gems users are required to pay $19, $49, and $99. Other than selling out the additional features in the game, companies sometimes also encourage the users to make microtransactions to get “full access” of the game. Companies offer partially free games and to get full version users are required to make microtransactions.

        Marketingland.com in 2016 analyzed the world statistics related to microtransactions made in the games to elaborate that average per user purchases made in a month is different in accordance with the difference in the geographical region. In Asia, average purchases per user in a month are 10.65, while in Europe it is limited to 5.61 only. However, all over the world average purchase rate is 8.8 in a month [9].

                   

        However, from the historical perspective, revenue generated by the in-game purchases is increasing with the time in all over the world. In accordance with the Sellmyapp.com, in 2011 revenue was limited to 712 million dollars but the records of 2017 present revenue of 36,887 million dollars. In the 7-year duration, revenue is increased by many times. The following graph represents the revenue generated by the in-game purchases all over the world [10].

                  

        If we analyze the revenue and earnings of the United States only between 2013 and 2016 we will a positive growth trend. Microtransactions in the United States is producing revenue for the game companies in billions of dollar in each year. The following graph represents the historical revenue amount generated by the in-game purchases in the United States [11].

              

        Micro-transactions draw impact on the video game industry. In the economic perspective, fermium or micro-transactions based games provide more benefits to the game developing companies as compared to the premium games. Research finding presents that sales generated by the freemium games are many times more than the premium games [1]. While at the same time freemium games also reduce the risk factor associated with the negative publicity of the games. While launching the games on premium developers spends on the marketing to encourage the targeted audience to purchase games from the app-stores or the websites selected by them.

        In case of poor user experiences or dissatisfaction, premium games get negative publicity and criticism from the users. While on the other side freemium games do not require a high marketing campaign. People can download fermium games if the like the appearance, content or overall theme of the game. However, if the like the game they can further purchase additional features, powers and unlocks. Moreover, in some games such as Dungeon Keeper 2 player cannot progress without microtransactions and in-game purchase. Microtransaction also generates social effects in the video games industry.

        In accordance with the research conducted by the Pluskal and Sedivy, in 2014, microtransactions develop craziness and negative attitude in the gamers or game players, particularly in the young age players. Microtransactions provide them the opportunity to get cheat codes, pay to win service, and additional features to win the game in tournaments, and while playing single player games with the computer [4]. Therefore research claim that microtransactions are causing to make the video games world ineffective for the people as children are learning the wrong ways to get success from these games.

        Microtransactions encourage the students to have fun even though the cheating rather than doing efforts to win the game through fairly following the rules and regulations of the game. A research study conducted by the Ever, elaborate that the players who purchase cheating codes and additional advantages may win the games but they are not respected by the other players in the games. The perceived status for such players is very low [1]. Therefore, in the case of microtransaction freemium games are not given enough importance because of the limitations related to the social impact and ethical influences of the microtransactions in the video game industry. In fact, it is the responsibility of the game's developers to create a balance between the users how to get additional features and who do not purchase. Giving such one sided winning and additional power benefits to the users to earn more profit not only draw a negative impact on the game but also on the microtransactions phenomena.

        However, according to Tomić, the main purpose of the microtransactions is not limited to the cheating codes and something like this, but in fact, microtransaction supports the players to increase the game they like and add more option, unlock more levels to play after the accomplishment of the freemium levels. In the business model of video game sale marketing, distribution and payment channels are integrated with each other. In the recent few year freemium model has earned a unique reputation in the video games business model, even when the games industry was full of competition and substitute options [12].

        Somehow, considering all these effects research elaborate that future of Micro-transactions in the video games is bright. As new technologies are introducing in the market and games industry advancing in response to these changes and innovations. Now, game developers are encouraging the Activision patent matchmaking in the games to make the players enable to play in teams and groups. Alexandra wrote an article on the microtransactions in 2017 to elaborate the impact of Activision patents matchmaking on the video games industry [13]. In accordance with this article, the future of the microtransaction in the video games will increase with the time as Activision patents matchmaking will also promote the microtransactions.

Conclusion of the Phenomenon of Microtransactions in Video Games

            Microtransactions enable the users to purchase extra features, functions, gifts, pay to win services, and levels or stages, in the freemium video games through paying by cards or direct banking system. Microtransaction trend is increasing in the video games industry that is reshaping and generating impact on the video games industry in the negative and positive manner. As a modern and innovative way microtransactions are causing to increase the revenue and benefit for the game developers. The video games industry is also getting the increase. As users are now able to get more interesting options because of microtransactions.

References of Microtransactions in Video Games

[1]

E. R. K. Evers, N. v. d. Ven and D. Weeda, "The hidden cost of microtransactions: Buying in-game advantages in online games decreases a player’s status," International Journal of Internet Science, vol. 10, no. 01, pp. 20-36, 2015.

[2]

R. I. Clarke, J. H. Lee, J. T. Tennis and M. Carpenter, "Developing a video game metadata schema for the Seattle Interactive Media Museum.," International journal on digital libraries, vol. 13, no. 02, pp. 105-117, 2013.

[3]

S. E. Nielsen, J. H. Smith and S. P. Tosca, Understanding Video Games: The Essential Introduction, Routledge, 2015, p. 278.

[4]

O. Pluskal and J. Sedivy, "Predicting players behavior in games with microtransactions.," STAIRS 2014: Proceedings of the 7th European Starting AI Researcher Symposium, vol. 264, p. 230, 2014.

[5]

Usrepresented.com, "Microtransactions and the Video Game Industry," 2018. [Online]. Available: https://www.usrepresented.com/2018/05/03/microtransactions/. [Accessed 23 12 2018].

[6]

P. Agarawal, "Economics Of Microtransactions In Video Games," 20 12 2017. [Online]. Available: https://www.intelligenteconomist.com/economics-of-microtransactions/. [Accessed 22 12 2018].

[7]

K. Hohn, "The Controversy With ‘Loot Boxes’: How Children Become Addicted To Microtransactions," 04 12 2018. [Online]. Available: https://gamervw.com/2018/12/04/the-controversy-with-loot-boxes-how-children-become-addicted-to-microtransactions/. [Accessed 22 12 2018].

[8]

J. Spacey, "10 Examples of Microtransactions," 14 12 2017. [Online]. Available: https://simplicable.com/new/microtransactions. [Accessed 23 12 2018].

[9]

Marketingland.com, "In-app purchases dwarf ad revenues, as iOS App Store exceeds $71 billion," 11 07 2016. [Online]. Available: https://marketingland.com/app-purchases-dominate-ads-app-store-lifetime-revenue-hits-71-billion-183953. [Accessed 23 12 2018].

[10]

Sellmyapp.com, "The Mammoth Guide to profiting from In app purchases – 41 ways to stay on top of your game," 04 03 2016. [Online]. Available: https://www.sellmyapp.com/the-mammoth-guide-to-profiting-from-in-app-purchases-41-ways-to-stay-on-top-of-your-game/. [Accessed 23 12 2018].

[11]

D. W. MANCHALA, "E-commerce trust metrics and models," IEEE internet computing, vol. 2, pp. 36-44, 2000.

[12]

N. Tomić, "EffECTS Of MICRO TRANSACTIONS ON VIDEO gAMES INDUSTRY," Pregledni naučni članak, vol. 14, no. 3, pp. 239-258, 2017.

[13]

H. Alexandra, "Activision Patents Matchmaking That Encourages Players To Buy Microtransactions," 17 10 2017. [Online]. Available: https://kotaku.com/activision-patents-matchmaking-that-encourages-players-1819630937. [Accessed 22 12 2018].

 

 

 

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