Techlash, Loot Boxes, and Regulating “Dark Patterns” in the Video Game Industry’S Monetization Strategies
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How Functional and Aesthetic Virtual Goods Influence the Purchase Motivations and Attitudes
HOW FUNCTIONAL AND AESTHETIC VIRTUAL GOODS INFLUENCE THE PURCHASE MOTIVATIONS AND ATTITUDES Joel Hellsten International Business Bachelor's Thesis Supervisor: Suzanne Altobello Date of approval: 8 April 2019 Aalto University School of Business Bachelor´s Program in International Business Mikkeli Campus HOW FUNCTIONAL AND AESTHETIC VIRTUAL GOODS INFLUENCE THE PURCHASE MOTIVATIONS AND ATTITUDES Joel Hellsten International Business Bachelor's Thesis Supervisor: Suzanne Altobello Date of approval: 8 April 2019 Aalto University School of Business Bachelor´s Program in International Business Mikkeli Campus AALTO UNIVERSITY ABSTRACT OF SCHOOL OF BUSINESS BACHELOR’S THESIS Mikkeli Campus Author: Joel Hellsten Title of thesis: How Functional and Aesthetic Virtual Goods Impact The Purchase Motivations and Attitudes Date: 8 April 2019 Degree: Bachelor of Science in Economics and Business Administration Supervisor: Suzanne Altobello Objectives The main objectives of this study were to examine the differences functional and aesthetic virtual goods have on motivations behind virtual good purchases. In addition, this study examined the differences in attitudes towards functional and aesthetic virtual goods. Summary The subject of virtual goods and purchases has been widely studied in recent years. However, most of the studies fail to distinguish the different type of virtual goods and their individual qualities that have an impact on the purchase decision making process. A questionnaire based on previous literature (Hamari et al. 2017) was conducted to examine these differences. The results show that when functional and aesthetic virtual goods are examined separately the motivations and reasons behind purchase decision vary significantly. In addition, the study reveals that the different types of virtual goods face different attitudes. -
Pay to Play: Video Game Monetization Patents and the Doctrine of Moral Utility
GEORGETOWN LAW TECHNOLOGY REVIEW PAY TO PLAY: VIDEO GAME MONETIZATION PATENTS AND THE DOCTRINE OF MORAL UTILITY Kirk A. Sigmon* CITE AS: 5 GEO. L. TECH. REV. 72 (2021) TABLE OF CONTENTS I. INTRODUCTION ...................................................................................... 72 II. THE GROWING COST OF VIDEO GAMES ................................................. 74 III. CONTROVERSIAL VIDEO GAME PATENTS ON DLC AND MICROTRANSACTIONS ................................................................................... 81 IV. THE CONTROVERSY BEHIND THE PSYCHOLOGY OF DLC AND MICROTRANSACTIONS ................................................................................... 86 V. A BRIEF HISTORY OF PATENTS AND “MORAL UTILITY” ........................ 89 VI. WHY MORAL UTILITY SHOULD NOT BE REVIVED FOR VIDEO GAMES .. 94 VII. CONCLUSION .......................................................................................... 98 I. INTRODUCTION Video games are now more complex and realistic than they ever have been—but making those games is not cheap. Video game development and marketing costs are sky high.1 To help recoup these costs, game developers and publishers have begun inventing increasingly clever ways to encourage users to spend more money on video games—and they are pursuing patents for those inventions. One recently granted patent seeks to drive in-game purchases by making multiplayer matches difficult for a player, encouraging that player to buy an item and, once that item is purchased and used, subtly rewarding the spending by making multiplayer matches easier.2 Another recently granted patent targets players more likely to spend money in-game by presenting them with exclusive spending opportunities, maximizing value * Shareholder, Banner Witcoff. Thanks to Ross A. Dannenberg, Scott M. Kelly, and Carlos Goldie for their invaluable input and assistance with this Article. 1 See infra Part II. 2 See U.S. Patent No. 9,789,406 (filed Oct. 17, 2017) [hereinafter Marr]. -
Policy Paper the Case for Uniform Loot Box Regulation: a New Classification Typology and Reform Agenda
Journal of Gambling Issues http://igi.camh.net/doi/pdf/10.4309/jgi.2021.46.15 Volume 46, February 2021 DOI: http://dx.doi.org/10.4309/jgi.2021.46.15 policy paper The Case for Uniform Loot Box Regulation: A New Classification Typology and Reform Agenda Stephanie Derrington,1 Shaun Star,2,3 & Sarah J. Kelly1 1 UQ Business School, University of Queensland, Brisbane, Queensland, Australia 2 Jindal Global Law School, Sonipat, India 3 TC Beirne School of Law, The University of Queensland, Brisbane, Queensland Australia Abstract The recent exponential increase in the presence of loot boxes and other forms of microtransactions in online games, together with the consequential development of a ‘‘token economy,’’ have created regulatory challenges around the world. The similarities between loot boxes and traditional forms of gambling give rise to serious and long-term psychological and financial risks, particularly among a largely minor, vulnerable audience. Regulators must, therefore, decide whether loot boxes and microtransactions should be addressed in the same manner as traditional gambling activities. Recognizing that the legal definition of gambling is a policy matter for different legislatures, this paper proposes a new classification framework for loot boxes and microtransactions that could be adopted as a guide by regulators and gaming publishers operating in the global, hyper-connected landscape of online gaming. The framework is designed to assist policy makers to achieve consumer welfare goals while also not unduly restricting the ability of adult consumers to make informed decisions as to when they participate in gambling-like activities or inappropriately interfering with the legitimate commercial endeavors of game developers. -
Relationships Between Game Genre, Business Model and Loot Box Opening
The Games We Play: Relationships between game genre, business model and loot box opening Joseph Macey1 and Juho Hamari1, 2 1 Gamification Group, Faculty of Information Technology and Communication Sciences, Tampere University, Finland. [email protected] 2 Gamification Group, Faculty of Humanities, University of Turku, 20500 Turku, Finland. [email protected] Abstract. The use of loot boxes is endemic in contemporary games, having originated in the free-to-play games of China and Japan they are now a common feature in almost every type of business model and genre. Primarily used to increase monetisation they are not without controversy as they have been accused of driving a “pay-to-win” approach to gaming and have even been linked to the development of problematic gambling behaviours. Considering the fact that there are a huge range of disparate practices connected to loot boxes, and that loot boxes are present in all forms of contemporary games this research asks the following question: Which business models and game genres, if any, are associated with increased opening of paid loot boxes? We employed survey data (N=613) gathered among gamers. We can conclude that loot boxes seem to be pervasive across games and there is no strong evidence that any business model of genre would clearly predict loot box opening activities and that players of all kinds of games probably encounter them in the gaming activities one way or the other. However, we can also conclude that loot box opening activities seems to be most strongly connected with both the retail and free-to-play business models as well as the shooter game genre. -
Dark Patterns and the Legal Requirements of Consent Banners: an Interaction Criticism Perspective
Dark Patterns and the Legal Requirements of Consent Banners: An Interaction Criticism Perspective Colin M. Gray Cristiana Santos [email protected] [email protected] Purdue University Utrecht University West Lafayette, Indiana, United States The Netherlands Nataliia Bielova Damian Clifford Michael Toth [email protected] [email protected] Australian National University [email protected] Australia Inria France ABSTRACT ACM Reference Format: User engagement with data privacy and security through consent Colin M. Gray, Cristiana Santos, Nataliia Bielova, Michael Toth, and Damian Clifford. 2021. Dark Patterns and the Legal Requirements of Consent Ban- banners has become a ubiquitous part of interacting with inter- ners: An Interaction Criticism Perspective. In CHI Conference on Human net services. While previous work has addressed consent banners Factors in Computing Systems (CHI ’21), May 8–13, 2021, Yokohama, Japan. from either interaction design, legal, and ethics-focused perspec- ACM, New York, NY, USA, 18 pages. https://doi.org/10.1145/3411764.3445779 tives, little research addresses the connections among multiple disciplinary approaches, including tensions and opportunities that transcend disciplinary boundaries. In this paper, we draw together 1 INTRODUCTION perspectives and commentary from HCI, design, privacy and data protection, and legal research communities, using the language and The language of ethics and values increasingly dominates both the strategies of “dark patterns” to perform an interaction criticism read- academic discourse and the lived experiences of everyday users ing of three different types of consent banners. Our analysis builds as they engage with designed technological systems and services. upon designer, interface, user, and social context lenses to raise Within the HCI community, there has been a long history of en- tensions and synergies that arise together in complex, contingent, gagement with ethical impact, including important revisions of the and conflicting ways in the act of designing consent banners. -
Tales from the Dark Side: Privacy Dark Strategies and Privacy Dark Patterns
Proceedings on Privacy Enhancing Technologies ; 2016 (4):237–254 Christoph Bösch*, Benjamin Erb, Frank Kargl, Henning Kopp, and Stefan Pfattheicher Tales from the Dark Side: Privacy Dark Strategies and Privacy Dark Patterns Abstract: Privacy strategies and privacy patterns are However, online service providers have become more fundamental concepts of the privacy-by-design engineer- and more sophisticated in deceiving users to hand over ing approach. While they support a privacy-aware de- their personal information. Up until now, privacy re- velopment process for IT systems, the concepts used by search has not studied this development. malicious, privacy-threatening parties are generally less An example for this development is the Tripadvi- understood and known. We argue that understanding sor mobile app (depicted in Figure 1), which is a review the “dark side”, namely how personal data is abused, platform for travel-related content. At first glance, the is of equal importance. In this paper, we introduce the starting page asks the user to log in with a personal concept of privacy dark strategies and privacy dark pat- Google+, Facebook, or email account. Taking a closer terns and present a framework that collects, documents, look, one notices that a third option is given that offers and analyzes such malicious concepts. In addition, we the creation of a Tripadvisor account. Furthermore, a investigate from a psychological perspective why privacy “Skip”-button is hidden in the upper right corner, which dark strategies are effective. The resulting framework which skips the login process entirely. When signing in allows for a better understanding of these dark con- with Facebook, Tripadvisor wants to gain access to the cepts, fosters awareness, and supports the development friend list, photos, likes, and other information (cf. -
Towards an Ethical Game Design Solution to Loot Boxes: a Commentary on King and Delfabbro
City Research Online City, University of London Institutional Repository Citation: Xiao, L. Y. and Henderson, L. L. (2019). Towards an Ethical Game Design Solution to Loot Boxes: a Commentary on King and Delfabbro. International Journal of Mental Health and Addiction, doi: 10.1007/s11469-019-00164-4 This is the accepted version of the paper. This version of the publication may differ from the final published version. Permanent repository link: https://openaccess.city.ac.uk/id/eprint/24865/ Link to published version: http://dx.doi.org/10.1007/s11469-019-00164-4 Copyright: City Research Online aims to make research outputs of City, University of London available to a wider audience. Copyright and Moral Rights remain with the author(s) and/or copyright holders. URLs from City Research Online may be freely distributed and linked to. Reuse: Copies of full items can be used for personal research or study, educational, or not-for-profit purposes without prior permission or charge. Provided that the authors, title and full bibliographic details are credited, a hyperlink and/or URL is given for the original metadata page and the content is not changed in any way. City Research Online: http://openaccess.city.ac.uk/ [email protected] International Journal of Mental Health and Addiction https://doi.org/10.1007/s11469-019-00164-4 COMMENTARY Towards an Ethical Game Design Solution to Loot Boxes: a Commentary on King and Delfabbro Leon Y. Xiao1 & Laura L. Henderson1 # The Author(s) 2019 Abstract King and Delfabbro (2019b) proposed the adoption of social responsibility measures to combat predatory monetisation in video games, such as loot boxes. -
Mobile Monetization and Its Practical Use in the Current Development Environment Bachelor's Thesis
University of Hradec Králové Faculty of Informatics and Management Mobile Monetization and its Practical Use in the Current Development Environment Bachelor’s Thesis Polishchuk Mark Lvovich April 2020 Declaration: I declare I wrote the Bachelor’s thesis myself, using only the listed bibliography. In Hradec Králové, 20.04.2020 Signature Mark Polishchuk Acknowledgement: herein I would like to show my gratitude to Ing. Tereza Otčenáškova, BA, Ph.D. for her guidance. Ing. Martina Husáková, Ph.D. for additional time and research of my thesis. Faculty of Informatics and Management, for giving me an opportunity to study and use their resources for a research. Ubisoft community manager Evelyn for sharing rare data for my case study. My family for providing me constant support, especially my brother Adv. Michael Elgort, MBA. Ms. Aleksandra Sorokovikova, Strategic Partner Manager, Facebook. Annotation Title: Mobile Monetization and its Practical Use in the Current Development Environment. The aim of this bachelor thesis is to analyze different kinds of monetization and its usage in different games and applications, providing an in-depth analysis on a case study. The theoretical part of the thesis evaluates the current means of mobile monetization, explains conceptual means of monetization based on different mobile games, while evaluating data from several well-known statistical sources. The practical part consists of two integral parts. The first one comprises a case study based on Ubisoft company and their latest mobile game release called “Might and Magic: Era of Chaos”. The second one introduces an evaluation of the mobile gaming business future during the COVID-2019 outbreak and beyond. -
FTC Video Game Loot Box Workshop
FTC Video Game Loot Box Workshop STAFF PERSPECTIVE | AUGUST 2020 Introduction On August 7, 2019, the Federal Trade Commission (“FTC”) hosted a workshop in Washington, DC on video game loot boxes and related microtransactions.1 In recent years, video game loot boxes have been the subject of national and international scrutiny due to concerns that they promote compulsive or gambling-like behavior or use predatory tactics to encourage addictive consumer spending, particularly in children. A number of countries have examined whether to regulate loot boxes, with some offering policy recommendations, implementing restrictions, or imposing bans.2 Legislators in the United States likewise have raised concerns, including proposals at the state and federal levels to regulate loot boxes.3 In addition, the video game industry has engaged in self-regulation, for example through the Entertainment Software Rating Board (“ESRB”) rating system, in-game purchase disclosures, parental control features, and consumer education initiatives.4 A mission of the FTC is to prevent deceptive or unfair acts or practices in or affecting commerce, which it achieves, for example, through civil law enforcement actions pursuant to Section 5 of the FTC Act, 15 U.S.C. § 45, industry reports and workshops, and consumer and business education. The purpose of this workshop was to provide a public forum to discuss consumer, industry, and academic viewpoints on loot boxes and related microtransactions. In this staff perspective, we highlight several issues raised at the day-long workshop and in comments submitted to the public docket,5 including the role of microtransactions and loot boxes in the video game marketplace, public concerns about these monetization systems, emerging academic research on loot boxes, and ongoing industry self-regulatory initiatives. -
The Dark (Patterns) Side of UX Design
The Dark (Patterns) Side of UX Design Colin M. Gray, Yubo Kou, Bryan Battles, Joseph Hoggatt, and Austin L. Toombs Purdue University West Lafayette, IN {gray42; kou2; bbattles; jhoggatt; toombsa}@purdue.edu ABSTRACT We focus specifically on the practitioner-created construct of Interest in critical scholarship that engages with the complex- "dark patterns" and its emergence in the practitioner lexicon, ity of user experience (UX) practice is rapidly expanding, defining a co-opting of human-centered values in the service yet the vocabulary for describing and assessing criticality in of deceptive or malicious aims. practice is currently lacking. In this paper, we outline and While ethics and values have been studied extensively in the explore the limits of a specific ethical phenomenon known HCI and Science & Technology Studies (STS) literature (e.g., as "dark patterns," where user value is supplanted in favor of value levers [63], values at play [25], critical design [10,7, 23], shareholder value. We assembled a corpus of examples of reflective design [60, 61]), these conversations are frequently practitioner-identified dark patterns and performed a content bound to the academic community and related discourses, analysis to determine the ethical concerns contained in these making practitioner access to these conversations difficult and examples. This analysis revealed a wide range of ethical issues activation of their implications problematic. While there are raised by practitioners that were frequently conflated under clear uptakes from these conversations for UX practice, it is the umbrella term of dark patterns, while also underscoring a unclear whether these methods or approaches are used in UX shared concern that UX designers could easily become com- practice to raise or foreground awareness of criticality, an issue plicit in manipulative or unreasonably persuasive practices. -
When the Cat's Away
WHEN THE CAT’S AWAY: TECHLASH, LOOT BOXES, AND REGULATING “DARK PATTERNS” IN THE VIDEO GAME INDUSTRY’S MONETIZATION STRATEGIES Scott A. Goodstein* INTRODUCTION .......................................................................... 287 I. DEFINING DARK PATTERNS AND OTHER INVASIVE ASPECTS OF THE VIDEO GAME INDUSTRY ....................... 294 A. Dark Patterns ............................................................ 294 1. Video Game Dark Patterns Identified by Lewis, Björk, and Zagal ...................................... 297 2. A Loot Box is Simply a Monetized Rivalries Dark Pattern, Sometimes Combined with a Currency Confusion Dark Pattern ..................... 300 B. Psychology, Consumer Surveillance, and Data Research .................................................................... 302 II. TECHLASH IN THE VIDEO GAME INDUSTRY ..................... 306 A. Political Recognition of Exploitative Video Game Design ........................................................................ 307 B. Consumers Should Not Expect or Be Forced to Rely Upon the Video Game Industry to Self- Correct its Predatory Practices ................................. 311 III. LEGISLATIVE ATTEMPTS TO CURB MANIPULATIVE INTERFACE DESIGN .......................................................... 313 A. The Protecting Children from Abusive Games Act .. 314 1. Overview of the PCAGA ...................................... 314 *J.D. Candidate 2021, University of Colorado Law School; Associate Editor, Univer- sity of Colorado Law Review. I would like to thank all -
The Path Between Personality, Self-Efficacy, and Shopping Regarding Games Apps Sonia San-Martín1, Nadia Jimenez1, Carmen Camarero2, Rebeca San-José2
Journal of Theoretical and Applied Electronic Commerce Research This paper is available online at ISSN 0718–1876 Electronic Version www.jtaer.com VOL 15 / ISSUE 2 / MAY 2020 / 59-75 DOI: 10.4067/S0718 -18762020000200105 © 2020 Universidad de Talca - Chile The Path between Personality, Self-Efficacy, and Shopping Regarding Games Apps Sonia San-Martín1, Nadia Jimenez1, Carmen Camarero2, Rebeca San-José2 1 Universidad de Burgos, Departamento de Economía y Administración de Empresas, Burgos, Spain, [email protected], [email protected] 2 Universidad de Valladolid, Departamento de Organización de Empresas y Comercialización e Investigación de Mercados, Valladolid, Spain, [email protected], [email protected] Received 13 August 2018; received in revised form 26 May 2019; accepted 2 June 2019 Abstract The smartphone has made gaming more accessible and desirable for a wider market than ever before. Game apps are one of the most consumed and fastest growing products in the world today. Yet, few studies have thus far explored the implications of games apps consumption from a consumer perspective, addressing the transfer of abilities from one technological field to another. The main purpose of this paper is threefold: to ascertain the role of personality as a determinant of self-efficacy, to establish whether there is a transfer process from self- efficacy in video gaming with apps to online shopping and to analyze the impact of self-efficacy on the online purchase of game-related products. Results show that neuroticism, extraversion, and agreeableness determine the gaming self-efficacy that is transferred to online shopping self-efficacy and finally to the online purchase of game-related products.