2021
DOI: 10.1016/j.chb.2020.106592
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Pay for play – Behavioural patterns of pay-to-win gaming

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Cited by 14 publications
(11 citation statements)
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References 35 publications
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“…Taylor and Elam, 2018), and point towards a number of hypotheses for the future of this area. With the rise of pay-to-win games (Lelonek-Kuleta et al, 2021) and the ability to use real-world money to pay for advancement (or simply guaranteed success) in many blockbuster or mobile phone gaming titles, a similar trend can be observed on Twitch. Confronted with an endlessly growing number of games to play, many viewers turn to platforms like Twitch (and YouTube ) to get a sense of a game without having to commit the time and effort to actually playing it themselves.…”
Section: Discussionmentioning
confidence: 89%
“…Taylor and Elam, 2018), and point towards a number of hypotheses for the future of this area. With the rise of pay-to-win games (Lelonek-Kuleta et al, 2021) and the ability to use real-world money to pay for advancement (or simply guaranteed success) in many blockbuster or mobile phone gaming titles, a similar trend can be observed on Twitch. Confronted with an endlessly growing number of games to play, many viewers turn to platforms like Twitch (and YouTube ) to get a sense of a game without having to commit the time and effort to actually playing it themselves.…”
Section: Discussionmentioning
confidence: 89%
“…It presents what they consider to be not suitable for children. One concept mentioned in the framework is P2W, which is also addressed in the paper by Lelonek et al [29]. In the study of the latter ones [29],…”
Section: General Resultsmentioning
confidence: 95%
“…In the long run, developers expect players to purchase virtual goods such as boosters or power-ups that remove the time restrictions or advertisements. These features are examples of Pay-to-Win (P2W) features (Lelonek-Kuleta et al, 2021). P2W is a criticized aspect of F2P and considered as dark design (Alha et al, 2018;Fitton and Read, 2019).…”
Section: Reasoning Behind the Use Of Different Monetization Features In Free-to-play Gamesmentioning
confidence: 99%
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“…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%