2021
DOI: 10.1177/1469540521993922
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Productive play: The shift from responsible consumption to responsible production

Abstract: Regulatory approaches to games are organized by boundaries between game/not-game, game/gambling game, skilled/unskilled play, consumption/production. Perhaps more importantly, moral justifications for regulating gambling (and condemning digital games) are rooted in the idea that they consume our time and wages but give little in return. This article uses two case studies to show how these boundaries and justifications are now perforated and reconfigured by digital mediation. The case study of Daily Fantasy Spo… Show more

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Cited by 24 publications
(27 citation statements)
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“…Pity-timer mechanics that change the probabilities of winning rare rewards as more loot boxes are purchased are present in more than half of top-grossing iPhone games available in the PRC . This added element of complexity may invalidate probability disclosures, confuse players, and encourage greater levels of loot box expenditure Whitson & French, 2021;, i.e., be elements of 'predatory monetisation' (King & Delfabbro, 2018).…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Pity-timer mechanics that change the probabilities of winning rare rewards as more loot boxes are purchased are present in more than half of top-grossing iPhone games available in the PRC . This added element of complexity may invalidate probability disclosures, confuse players, and encourage greater levels of loot box expenditure Whitson & French, 2021;, i.e., be elements of 'predatory monetisation' (King & Delfabbro, 2018).…”
Section: Discussionmentioning
confidence: 99%
“…[guarantee mechanic]' in Chinese, that causes the probabilities of obtaining rare rewards to change (in most cases, to increase) as the player purchases more loot boxes . Pity-timers are known to also be implemented in popular video games in Western countries, such as Hearthstone (Ballou et al, 2020;Whitson & French, 2021;Xiao & Henderson, 2019). Pity-timers represent a complex aspect of loot box design that players must learn and understand.…”
Section: Introductionmentioning
confidence: 99%
“…Pity-timers change the probabilities of obtaining randomised rewards as the player purchases more loot boxes: generally, the probabilities for obtaining the rarer and more valuable rewards are increased until the player eventually obtains such a reward, at which time the probabilities are reset, although one implementation of a 'detrimental' pity-timer that decreased the probabilities of obtaining rarer rewards has also been identified (3). Pity-timers are known to be implemented by video game companies in Western countries: however, some implementations have not been transparently disclosed to players and how they work had to be figured out by players through trial and error, e.g., in Hearthstone (66,67). Because pity-timers change the probabilities of obtaining randomised rewards, a comprehensive probability disclosure should disclose their implementation, as was done by many video game companies in the PRC, where 65.9% of games containing loot boxes disclosed pity-timer implementations (3).…”
Section: Pity-timer Submechanicsmentioning
confidence: 99%
“…What is needed are new models like the one we have used to interrogate the increasingly nebulous rapport between consumers and platform holders. Valve's effective monopoly, and that of other platform holders in similar arrangements, must be analyzed in order to fully comprehend how their business is conducted, how it uses consumers to generate income, and how under their model, all consumption and play is repurposed as a value-generating activity (Whitson and French, 2021), a platformized and gamblified campaign to increase profits at all costs.…”
Section: Conclusion: Where Does Valve End?mentioning
confidence: 99%