2022
DOI: 10.31234/osf.io/tyekb
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Prevalence and Salience of Problematic Microtransactions in Top-Grossing Mobile and PC Games: A Content Analysis of User Reviews

Abstract: Microtransactions have become a major monetisation model in digital games, shaping their design, impacting their player experience, and raising ethical concerns. Research in this area has chiefly focused on loot boxes. This begs the question whether other microtransactions might actually be more relevant and problematic for players. We therefore conducted a content analysis of negative player reviews (n=801) of top-grossing mobile and desktop games to determine which problematic microtransactions are most prev… Show more

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Cited by 4 publications
(7 citation statements)
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“…This finding should be treated less conclusively, as the control sample of 'other' games did not undergo an additional categorization process. Furthermore, the control sample consisted entirely of non-mobile games: this was based on rationale from previous work [6] that non-mobile games are less likely to be 'designed to drive spending', but does pose a limitation in that we did not control for differing play styles or other confounds in non-mobile games. It, therefore, warrants further investigation in our future work (see pre-registration above).…”
Section: Discussionmentioning
confidence: 99%
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“…This finding should be treated less conclusively, as the control sample of 'other' games did not undergo an additional categorization process. Furthermore, the control sample consisted entirely of non-mobile games: this was based on rationale from previous work [6] that non-mobile games are less likely to be 'designed to drive spending', but does pose a limitation in that we did not control for differing play styles or other confounds in non-mobile games. It, therefore, warrants further investigation in our future work (see pre-registration above).…”
Section: Discussionmentioning
confidence: 99%
“…We conducted a pre-registered survey of 295 players of games which had been identified by Petrovskaya et al [6] as having had their 'dynamics designed to drive spending'. Such games were initially identified through bottom-up work with players who were asked what microtransactions they had encountered in games that were unfair, misleading, or aggressive [5].…”
Section: The Current Studymentioning
confidence: 99%
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