2021
DOI: 10.1177/1469540521993930
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Battle pass capitalism

Abstract: This article investigates the origin, circulation and consumption of a new commodity – the “battle pass” – in the complex ludic economies of contemporary digital games. The article dives deep into the history and political economy of battle royale shooters and the game Apex Legends (2019), a free-to-play example of the genre monetized in part by a battle pass. Inspired and in dialogue with Nieborg and Poell’s (2018) theory of platformization, this article asks questions related to how digital games like this o… Show more

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Cited by 29 publications
(19 citation statements)
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References 13 publications
(26 reference statements)
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“…The rise of the "freemium" model has led to different types of rewards being applied to popular video games such as Apex's Legends (2019) and Epic's Fortnite (2017) behind various layers of monetization mechanics, such as battle passes, loot boxes and in-game currencies. These layers have been suggested to be obscuring users from seeing both how much money they are spending and what they are spending it on [27], [29]. An exploratory set of analyses of the battle pass system in the popular video game Dota 2 (2013) suggests that even though play of the battle pass has decreased, the spending on that system has increased [30].…”
Section: A Reward Typesmentioning
confidence: 99%
“…The rise of the "freemium" model has led to different types of rewards being applied to popular video games such as Apex's Legends (2019) and Epic's Fortnite (2017) behind various layers of monetization mechanics, such as battle passes, loot boxes and in-game currencies. These layers have been suggested to be obscuring users from seeing both how much money they are spending and what they are spending it on [27], [29]. An exploratory set of analyses of the battle pass system in the popular video game Dota 2 (2013) suggests that even though play of the battle pass has decreased, the spending on that system has increased [30].…”
Section: A Reward Typesmentioning
confidence: 99%
“…For long, the study of platform infrastructures and their features have played an important role in game studies (Chia et al, 2020; Montfort & Bogost, 2009; Nieborg & Poell, 2018). This includes the study of hardware as platform infrastructure (Custodio, 2020; Jones & Thiruvathukal, 2012; Maher, 2012; Montfort & Bogost, 2009), software for the development of games (Chia et al, 2020; Foxman, 2019; Freedman, 2020; O’Donnell, 2013; Perks, 2021; Whitson, 2018; Young, 2021), and monetization tactics within and across games (Joseph, 2021; Nieborg et al, 2020; Perks, 2021). These studies show a wide variety in the constellation of platform infrastructures (Chia et al, 2020) but clearly document the power that platform providers have in shaping the option space and incentives for developers and gamers (Foxman, 2019; Freedman, 2020; Nieborg & Poell, 2018; Whitson, 2018).…”
Section: Game Engines As Platformsmentioning
confidence: 99%
“…Finally, the discussion of EG’s challenge of Apple through its game store shows that platform studies should take a close look at the underlying economics of platforms (Joseph, 2021; Nieborg et al, 2020; Perks, 2021). Current debates on platforms, such as Facebook, Twitter, or YouTube, tend to focus on the monetization of user information through ad-based business models of platforms.…”
Section: Providing Engines For More Than Just Gamesmentioning
confidence: 99%
“…A similar taxonomisation has been carried out by Windleharth & Lee [51] of 65 mobile games, who, by playing their sample identifed methods which companies use to drive engagement. More specifcally, certain mechanics have been addressed in more depth with the aim of understanding their potential for damage: for example, pay-to-win, which refers to being able to pay to gain an advantage towards proceeding in the game [30], and battle passes [22,38].…”
Section: Background 21 'Problematicness' Of Microtransactionsmentioning
confidence: 99%