2020
DOI: 10.31219/osf.io/vnmeq
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Elena Petrovskaya, David Zendle

Abstract: As the profit model in the video game industry shifts from upfront payment to continuous exposure to in-game microtransactions, new forms of monetisation are on the rise. One such example is battle passes: time-limited content which provides players with an opportunity to access rewards not available within the main body of the game. However, there has been minimal scrutiny of the battle pass and its effects on players to date. In this paper, we apply a mixed-methods approach to conduct an in-depth examination…

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