THE DOTA 2 BATTLE PASS 1 The Dota 2 Battle Pass: prevalence, consumption, and attitudes of a player community towards a growing type of video game monetisation. Elena Petrovskaya and David Zendle, Department of Computer Science, University of York, York, United Kingdom. Author Note Correspondence concerning this article should be addressed to Elena Petrovskaya, email:
[email protected]; telephone: +447817801339; address: Empire House, New Road, London, E1 1HH. THE DOTA 2 BATTLE PASS 2 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. In this paper, we apply a mixed- methods approach to conduct an in-depth examination of the Battle Pass feature in Dota 2. We consider 1) quantitatively, the prevalence of the Battle Pass within the Dota 2 player community, and 2) qualitatively, player attitudes towards this feature. Quantitative findings show that, despite the rising profitability of the Battle Pass, its presence has minimal effect on player uptake in Dota 2. Qualitative findings indicate complex player attitudes in which positive views on the Battle Pass contrast with concerns over elitism and difficulty in achieving rewards without spending money. Keywords: microtransactions, in-game purchases, video games, esports, battle passes. THE DOTA 2 BATTLE PASS 3 Introduction Video game monetisation is undergoing a shift. Video game publishers historically treated individual games as marketable products, and made profits from the sale of copies of these games themselves (Lizardi, 2012).