Proceedings of the 22nd International Academic Mindtrek Conference 2018
DOI: 10.1145/3275116.3275133
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Free-to-Play Games

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Cited by 17 publications
(28 citation statements)
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“…Our method and finding extend the work of Hamari and Keronen (2016) and Hamari et al (2017) on the general motivations to pay for in-game items to the context of Pay-to-Win. We also provide quantitative confirmation of the qualitative work by Alha et al (2018) on the motivational differences concerning functional and non-functional items.…”
Section: Discussionsupporting
confidence: 58%
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“…Our method and finding extend the work of Hamari and Keronen (2016) and Hamari et al (2017) on the general motivations to pay for in-game items to the context of Pay-to-Win. We also provide quantitative confirmation of the qualitative work by Alha et al (2018) on the motivational differences concerning functional and non-functional items.…”
Section: Discussionsupporting
confidence: 58%
“…For investigating Pay-to-Win players, it is important to distinguish between those players who pay and those who do not . But work by Alha et al (2018) point out the importance of the motives for purchases of functional and non-functional products, i.e. in-game items, which led us to further distinguish Payto-Win players among the motives for their payments.…”
Section: Description Of Variablesmentioning
confidence: 99%
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“…Specifically, while bets and winnings in SCGs take the form of virtual currency, which holds no value outside of the games, and which cannot be converted into money, monetary gambling is defined by bets and winnings that take the form of currency or other items of monetary value [ 2 ]. Further, given that SCGs are commonly built on a “freemium” revenue model, whereby the full version of a game is provided to players at no cost, players also do not pay to access SCGs [ 5 ]. Players can, however, make small-sum monetary transaction within SCGs, referred to as “microtransactions”, which allow them to extend play when they exhaust initial seed credits, to speed up play, or to purchase cosmetic or functional virtual goods that enhance their gaming experience [ 1 , 6 ].…”
Section: Introductionmentioning
confidence: 99%
“…What appears to be common among these is a reliance on principles derived from behavioral psychology, including the use of random ratio schedules of reinforcement alongside gambling themes, different types of reinforcement (e.g., achievements/badges) and the use of stamina-style systems to affect how frequently reinforcement is delivered ( James, O’Malley, & Tunney, 2017 ; Larche et al., 2017 ). These make heavy use of micro-transactions, often based on the premise that a small proportion of users, colloquially referred to as “whales” ( Alha, Koskinen, Paavilainen, Hamari, & Kinnunen, 2014 ; Kimppa, Heimo, & Harviainen, 2016 ), engage in substantial spending ( Garfield, 2016 ). These are not limited to mobile games, with similar mechanics being used in some console or PC games.…”
Section: Mobile Gaming and Pathological Gambling Criteriamentioning
confidence: 99%