Predatory Monetisation? A Categorisation of Unfair, Misleading and Aggressive Monetisation Techniques in Digital Games from the Player Perspective

Хищническая монетизация? Категоризация нечестных, вводящих в заблуждение и агрессивных приёмов монетизации в цифровых играх с точки зрения игроков
Elena Petrovskaya, David Zendle
2021-10-20

UK consumer protection regulationsaggressive monetisationconsumer protectiongame dynamics designed to drive spendingin-game currencymicrotransactionsmisleading monetisationmonetisation of quality of lifepay-to-winplayer perceptionspredatory advertisingpredatory monetisationproduct not meeting expectationssurvey of 1104 playersunfair monetisation techniques
Abstract Technological shifts within the video game industry have enabled many games to evolve into platforms for repeated expenditure, rather than a one-time purchase product. Monetising a game as a service is challenging, and there is concern that some monetisation strategies may constitute unfair or exploitative practices which are not adequately covered by existing law. We asked 1104 players of video games to describe a time when they had been exposed to transactions which were perceived to be misleading, aggressive or unfair. We found 35 separate techniques over eight domains: game dynamics designed to drive spending, product not meeting expectations, monetisation of basic quality of life, predatory advertising, in-game currency, pay to win, general presence of microtransactions and other. Notably, several of these reported practices seem to not align with existing UK consumer protection regulations. We discuss this potential misalignment, as well as the implications of identifying what players believe to be problematic monetisation techniques.
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Highlighting player-identified problematic techniques has implications for legal/regulatory assessment and industry practice
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Other identified domains include monetisation of basic quality of life, predatory advertising, in-game currency, pay-to-win, general presence of microtransactions, and miscellaneous 'other'
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Several reported practices appear not to align with existing UK consumer protection regulations
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Survey of 1,104 players identified 35 distinct monetisation techniques perceived as misleading, aggressive, or unfair
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The 35 techniques cluster into eight domains, including game dynamics driving spending and product not meeting expectations

Monetisation techniques used in digital/video games as experienced by players

Players' perceptions and categorisation of unfair, misleading, and aggressive monetisation techniques (35 techniques across eight domains) and their alignment with consumer protection regulation

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2021-10-20
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Elena Petrovskaya
David Zendle
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