Academic literature on the topic 'Microtransactions'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Microtransactions.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Microtransactions"

1

Febriandika, Nur Rizqi, Nurkholis Majid, and Rahul Kumar. "Review of Islamic Law on microtransaction contracts in the gacha system." Borobudur Law Review 4, no. 2 (August 20, 2022): 86–98. http://dx.doi.org/10.31603/burrev.6789.

Full text
Abstract:
Gacha system is a game from Japan. The popularity of mobile games with a freemium (F2P) business model that uses the gacha system as a game monetization tool has become a problem when viewed from the legality of transactions according to Islamic law. Purchases of virtual items in the game are referred to as microtransactions, where players use real money that is spent into virtual items or game currency as a medium of exchange for these items. The freemium strategy has an attraction for players to spend money to explore a game. Gacha is a method to get virtual items in the game, the concept of gacha is very dependent on the probability and rarity of the item. The rarer the item, the player is required to spend more money. In Japan, in 2012, gacha was banned for carrying out a misleading campaign. This study aims to analyze the validity of the microtransaction contract system for purchasing virtual items using the gacha system according to Islam. This research uses the library research method. In collecting research data, the researchers analyzed sources from previous studies related to freemium business strategies, microtransactions and the use of the gacha system, as well as the rules of Islamic law from these various transactions. The results show that transactions using the gacha system contain elements of maysir, taghrir and tadlis. Using the gacha system without doing microtransactions with real money does not fulfil the elements of maysir, taghrir and tadlis. Meanwhile, players who perform microtransactions to buy in-game items directly or without going through gacha are included in the ijarah agreement. Players can also get rewards (sell) in the form of certain items if they grind as a gift from the game developer.
APA, Harvard, Vancouver, ISO, and other styles
2

Kostić, Zorana, and Nenad Tomić. "Implementation of the Game as a Service Research Model: Microperspective." Economic Themes 60, no. 1 (March 1, 2022): 57–75. http://dx.doi.org/10.2478/ethemes-2022-0004.

Full text
Abstract:
Abstract From a negligible market niche in the entertainment industry, video game publishing has become extremely profitable. The emergence of the video game digital distribution platforms has established a permanent connection between the player and the publisher, making it possible to expand the offer. This led to emergance of the game as a service model, based on a continuous flow of revenue from the sale of additional content in an already distributed game. Revenues generated from the sale of virtual goods within the game are called microtransactions. The subject of this paper is the attitudes of video game players in Serbia and Poland towards different types of microtransactions. The paper has two key objectives: first, to determine whether there are differences in attitudes towards different types of microtransactions, and, second, to determine whether there are differences in attitudes of gamers from Serbia and Poland. In order to achieve these objectives, gamers are given a questionnaire to express their views regarding microtransactions. The existence of statistically significant differences in the attitudes of gamers classified in these two samples is determined for all observed forms of microtransactions, using the t-test.
APA, Harvard, Vancouver, ISO, and other styles
3

Rahiem, Vikry Abdullah, and Charisma Asri Fitrananda. "Persepsi Gamers tentang Aktivitas Microtransactions di Virtual Goods Marketplace Itemku.com." CoverAge: Journal of Strategic Communication 11, no. 2 (March 17, 2021): 103–12. http://dx.doi.org/10.35814/coverage.v11i2.2018.

Full text
Abstract:
The growth of games as a fast growing industry in Indonesia has made online gaming business lines increasingly developed, so that a business market for buying and selling virtual goods (virtual items in games) is formed in several virtual goods marketplaces such as itemku.com. The formation of the business market on the virtual goods marketplace has created various perceptions to support their gaming activities. This study uses qualitative methods, observation techniques, in-depth interviews and documentation. The theory used is perception. This study will discuss how variables such as sensation, anticipation and interpretation are formed from gamers about how microtransactions are carried out and also associated with CMC (Computer Mediated Communcations) to find out how communication patterns occur in these mictrotransactions. As a result, the majority of gamers have the same perception of microtransactions. Gamers who make virtual goods transactions aim to get satisfaction as well as actualization, virtual items that have more value in the game also trigger to perform microtransactions as part of the pride, and factor of self-existence when doing gaming activities using CMC.
APA, Harvard, Vancouver, ISO, and other styles
4

Jarrett, Josh. "Gaming the gift: The affective economy of League of Legends ‘fair’ free-to-play model." Journal of Consumer Culture 21, no. 1 (February 2021): 102–19. http://dx.doi.org/10.1177/1469540521993932.

Full text
Abstract:
With its release in late 2009, League of Legends (Riot Games) has influenced the game industry in several profound ways. Known for its vast popularity and its pivotal role in pioneering live streaming and electronic sports, League of Legends is also noteworthy for its model of ‘fair’ free-to-play. Described by Riot Games and many industry professionals as ‘fair’ due to its lack of any ‘pay-to-win’ content ( Graft, 2013 ; Nutt, 2014 ), this model of free-to-play has gone on to influence a paradigmatic shift towards ‘games as a service’. In this study, the model of ‘fair’ free-to-play is critically framed as a lucrative affective economy involving reciprocal gift exchanges between players and commercial games developers. Drawing on 49 qualitative Reddit responses from players who buy in-game skins, this study positions the microtransactions of League of Legends as a notable example of affective economics that is bound up in reciprocal forms of commercial exchange. Framing this hybrid model of co-creative relations alongside examples from game, fan and Internet studies, it is the critical aim of this study to frame the microtransactions of League of Legends as an instance of affective valorisation. Paralleling the affective economics of various digital platforms, it is the view of this study that microtransactions in games should be considered as part of the same political economy of the Internet.
APA, Harvard, Vancouver, ISO, and other styles
5

Pradhipta, Amelia Yeza. "Mekanisme ‘gacha’ dan ‘parasocial interaction’ pemain gim seluler." Jurnal Studi Komunikasi (Indonesian Journal of Communications Studies) 5, no. 1 (February 16, 2021): 215. http://dx.doi.org/10.25139/jsk.v5i1.2478.

Full text
Abstract:
This article elaborates how parasocial interaction in freemium mobile game may motivate users to spend money for Gacha, an in-game virtual lottery mechanism in which users will randomly get one or several in-game items with different levels of rarity. The literature review method was used for this article which began with thorough explanations of the main concepts, such as freemium seluler game, microtransactions, Gacha mechanism, and parasocial interaction. This article concludes that seluler game developers creatively designed the game characters to be well-liked by the players through characterization and visual aspects that aesthetically pleasing in hope that gamers may experience parasocial interaction and relationship with one of the characters, which may turn into character attachment. The interaction and attachment will then encourage the players to keep spending money through microtransactions to get the characters or virtual cosmetic items they want through Gacha.
APA, Harvard, Vancouver, ISO, and other styles
6

Wilson James Metasurya Loa and Margaretha Pink Berlianto. "Drivers Of Purchase Intention And Willingness To Pay Microtransactions In Mobile Legends." Jurnal Manajemen 26, no. 3 (October 5, 2022): 567–90. http://dx.doi.org/10.24912/jm.v26i3.1022.

Full text
Abstract:
This study aims to analyze the antecedents of satisfaction and continued use intention and investigate the effects of satisfaction and continued use intention towards Indonesian Mobile Legends players purchase intention and willingness to purchase for microtransactions. The population of this study was Indonesians who has played and purchased virtual items in Mobile Legends by distributing questionnaires to a total of 235 respondents. The sampling technique was purposive sampling. Data was analyzed using PLS-SEM. The results explored the influence of, social value, quality, and economic value having a positive impact on satisfaction and continued use intention except for social value that showed no effect on continued use intention. Satisfaction also influenced continued use intention and willingness to pay while continued use intention affected purchase intention. This study has succeeded in contributing towards research on the variables that influence satisfaction, continued use intention, purchase intention, and willingness to pay.
APA, Harvard, Vancouver, ISO, and other styles
7

Machado Dutra, Matheus José. "What is the Gaming Lifestyle?" Journal of Games, Game Art, and Gamification 6, no. 2 (December 31, 2021): 44–55. http://dx.doi.org/10.21512/jggag.v6i2.7891.

Full text
Abstract:
This research explored the topic of lifestyle in the ambit of gaming. A total of 711 valid respondents from 67 countries took part in a questionnaire designed to gather information about the Gaming Lifestyle (GLS). The objective was to identify what game-related practices, habits, attitudes, and beliefs characterized this way of living. The exploratory factor analysis was employed to uncover underlying factors that could answer this question. Results pointed that Six Factors influence the GLS: competition, media, microtransactions, marketing and communication, socialization, and enjoyment. This paper contributes to the field of game studies by deepening our understanding of how gamers are impacted by in-game and out-game daily experiences.
APA, Harvard, Vancouver, ISO, and other styles
8

McCaffrey, Matthew. "The macro problem of microtransactions: The self-regulatory challenges of video game loot boxes." Business Horizons 62, no. 4 (July 2019): 483–95. http://dx.doi.org/10.1016/j.bushor.2019.03.001.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Raneri, Phillip C., Christian Montag, Dmitri Rozgonjuk, Jason Satel, and Halley M. Pontes. "The role of microtransactions in Internet Gaming Disorder and Gambling Disorder: A preregistered systematic review." Addictive Behaviors Reports 15 (June 2022): 100415. http://dx.doi.org/10.1016/j.abrep.2022.100415.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Tulkinbekov, Khikmatullo, and Deok-Hwan Kim. "Deletion-Based Tangle Architecture for Edge Computing." Electronics 11, no. 21 (October 27, 2022): 3488. http://dx.doi.org/10.3390/electronics11213488.

Full text
Abstract:
IOTA Tangle offers a promising approach for distributed ledger technology with the capability to compete with the traditional blockchain. To enable microtransactions the Internet of things (IoT) environment, IOTA employs a direct acrylic graph that ensures the integrity and immutability of the transactions. However, IoT data exhibit time sensitivity, wherein the value is lost after a period. Storing these temporary data for immutable storage would not be affordable in the distributed ledger. This study proposes a novel approach—referred to as D-Tangle—that enables data deletions in the Tangle architecture. To achieve this goal, D-Tangle divides transactions into three categories based on their expiration features and employs the climb-up writing technique. Extensive evaluations prove that D-Tangle enables instant deletions in finite lifetime data. Moreover, immutability and deletion upon request are guaranteed for unknown lifetime data.
APA, Harvard, Vancouver, ISO, and other styles
More sources

Dissertations / Theses on the topic "Microtransactions"

1

Wolfram, Jakub, and Rebecka Näsberg. "In what ways do game design students perceive microtransactions in free-to-play online PC games?" Thesis, Uppsala universitet, Institutionen för speldesign, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-395292.

Full text
Abstract:
In recent years, microtransactions have become a norm for monetization and a standardbusiness model in free-to-play games. This is something that affects multiple individuals andhas caused quite a stir among players. Through this research, we want to gain anunderstanding of why some microtransaction types might be considered more acceptable thanothers. In addition, to gaining potential data that could possibly give us a look into the futureof the design of microtransactions. We have gathered our data by conducting online chatbased semi-structured interviews with current and former university students studying gamedesign at Uppsala University.The research found that game design students have a predominantly negative opinion aboutmost microtransactions, especially when they were affecting the gameplay, contrary to whenthey were not.
APA, Harvard, Vancouver, ISO, and other styles
2

Artz, Brian, and Alex Kitcheos. "Microtransactions : A Study of Consumer Behavior and Virtual Goods/Services Among Students at Linköping University in Sweden." Thesis, Linköpings universitet, Företagsekonomi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-129603.

Full text
Abstract:
Within the realm of applications, a relatively new payment form has emerged: called Microtransactions. These small one-time payments (less than 10 Euros) offer an addendum to an existing app, service, or game. Microtransactions have generated a revenue stream largely due to the tech savvy segment of young adults aged 18 to 24, but there hasn’t been significant research from an academic perspective which sheds light on this trend. This issue prompted the research question: Which quantifiable elements of a Microtransaction contribute to a university student’s purchase decision? The phenomenon of Microtransactions has not previously been studied under traditional theories of consumer behavior, which is what the scope of this research provided. The consumer behavior theories selected include: Ego Depletion Theory, Extended Self, and Perceived Value Theory. The selected methodology was a quantitative survey and content analysis. The data collected partially supported Perceived Value Theory, but was unable to validate Ego Depletion and Extended Self as significant influences on purchasing behaviors of Microtransactions among university students. Although the theories were unable to support all our hypotheses, we still concluded with two major findings. First, pricing and functionality are the primary elements of a Microtransaction which university students will consider before purchasing. Second, the Perceived Value Theory’s consumption values of Emotion and Finance are, indeed, consumption values shared among university students.
APA, Harvard, Vancouver, ISO, and other styles
3

Nielsen, Daniel. "Virtual Goods in Online Games - A study on players’ attitudes towards Lootboxes and Microtransactions in Online Games." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23630.

Full text
Abstract:
The aim of this thesis is to investigate players’ attitudes towards microtransactions within online games. The thesis is based on a multi-method approach combining the following methods: focus group-interviews, interview questions posed to hosts of a podcast, for then to discuss in their episode, and a survey. The results of this study are a categorization of players’ attitudes towards microtransactions consisting of: Activist, Idealist, Agile, Pragmatist, Enthusiast and Compliant. By adopting de Certeau’s concept of strategies and tactics, I have elicited distinctive reactions and ways of meaning making towards microtransactions, associated with each proposed category. Apart from categorizing player attitudes, this study has also identified microtransactions to have brought the broader player base into the symbiosis that previously existed exclusively between fan-programmers, socialized players, and game companies. Meaning, feedback from the whole player-base is crucial for success in implementing microtransactions. In turn, this is perceived as a strategy that surrenders power from the producer to the user.
APA, Harvard, Vancouver, ISO, and other styles
4

Andrade, Daniel Rodrigues. "O impacto das microtransações num mundo digital." Master's thesis, Instituto Superior de Economia e Gestão, 2019. http://hdl.handle.net/10400.5/19934.

Full text
Abstract:
Mestrado em Gestão e Estratégia Industrial
Esta dissertação procura deduzir e medir o impacto que as microtransações causam na indústria dos videojogos, tanto do lado dos jogadores, como também dos prestadores de serviços, utilizando como base informação e dados recolhidos através de inquéritos online realizados a jogadores frequentes de videojogos, como também através de entrevistas semi-estruturadas a duas pessoas especialistas e experientes na área. Partindo dos inquéritos online, houve uma tentativa de entender se existe algum tipo de correlação entre as variáveis: rendimento bruto anual do agregado familiar de um jogador, consumo médio mensal de microtransações e número de horas semanais despendidas em jogo. Através das entrevistas, foi possível obter opiniões e perspetivas um pouco divergentes, em relação à forma como cada um observa o fenómeno. Todas as variantes de microtransações existentes foram devidamente explicadas, enunciando que tipo de implicações positivas e negativas elas podem gerar. Foi feito também um contexto histórico de como as microtransações evoluíram ao longo do tempo, argumentando que tipo de fatores poderão estar na base do surgimento das mesmas. Finalmente, foi suportado sempre que possível, dados estatísticos que comprovem a importância e relevância das microtransações na indústria dos videojogos.
This dissertation seeks to deduce and measure the impact that microtransactions have on the video game industry, both on the player's and service provider's side, based on information and data collected through online surveys answered from frequent video game players, as well as through semi-structured interviews with two experts and experienced workers in the video game industry. It was made a study if there is any kind of correlation between the following variables: player's household annual gross income, average monthly microtransaction consumption and number of hours per week spent playing. Through the interviews, it was possible to obtain somewhat divergent opinions and perspectives on how each one observes the phenomenon. All variants of existing microtransactions have been properly explained, stating what kind of positive and negative implications they can generate. It was also made a historical context of how microtransactions have evolved over time, arguing what kind of factors may underlie their emergence. Finally, statistical data supporting the importance and relevance of microtransactions in the video game industry were supported whenever possible.
info:eu-repo/semantics/publishedVersion
APA, Harvard, Vancouver, ISO, and other styles
5

Singh, Martinez Mauricio, and Sini Tang. "Volitional Vanity : A study on the players of Path of Exile and their premium purchases." Thesis, Uppsala universitet, Institutionen för speldesign, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-447297.

Full text
Abstract:
This bachelor’s thesis presents a study mainly focused on players’ motivations of purchasing cosmetics items in Path of Exile, a free-to-play, action role-playing game. A “Theory of Consumption” is used in this paper as the theoretical framework. This study is conducted by running nine interviews and one survey, where 33 sets of results are collected in total. It was found that there were two main motivations for purchasing cosmetic items in that game. The dominant one is “conditional” motivation which is to support the game or game company, while the second one is “emotional” motivation which is to bring certain feelings within the game experience. However, the study found that one non-cosmetic item in Path of Exile was also purchased very frequently when it comes to the microtransactions of this game, so a “functional” motivation will also be mentioned in this paper. This study could be helpful for game designers wanting to figure out a good monetization strategy which does not alienate, but welcome players, especially in free-to-play games.
Denna kandidatuppsats presenterar en studie huvudsakligen fokuserad på spelarnas motivationer till köp av kosmetiska objekt i Path of Exile, ett ‘free-to-play’ actionrollspel. En “Konsumtionsteori” används i denna uppsats som dess teoretiska grund. Denna studie genomfördes genom nio intervjuer och en enkät där totalt 33 olika svar samlades in. Undersökningen visade att det fanns två huvudsakliga skäl till köp av kosmetiska objekt i spelet. Det dominerande skälet visades vara “villkorligt baserad” där spelare vill visa support åt spelet eller spelföretaget, medan nästa skäl visades vara “känslomässigt baserad” där spelarnas känslor höjs genom köp som förgyller spelupplevnaden. Studien visade även att den enda icke kosmetiska varan i Path of Exile köptes mycket ofta i relation till andra mikrotransaktioner i spelet, så ett “funktionellt baserat” skäl kommer även presenteras i uppsatsen. Denna studie kan bli hjälpsam åt speldesigners som vill lista ut en god monetäriseringsstrategi som inte fjärmar, utan välkomnar spelare, särskilt inom ‘free-to-play’ spel.
APA, Harvard, Vancouver, ISO, and other styles
6

Fristedt, Ted, and Nicholas Lo. "In-game transactions in Free-to-play games : Player motivation to purchase in-game content." Thesis, Uppsala universitet, Institutionen för speldesign, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-387646.

Full text
Abstract:
Throughout the last two years the revenues from in-game transactions in video-games have increased due to its growing presence both in traditional retail games as well as digital due to the fact that more and more games have become free. This growing presence is the basis for answering the question of what motivates players to spend money on in-game purchases in freeto-play games. The research found that having a well designed game is a very important factor that makes players purchase content. Many respondents made purchases based on emotional reasons such as wanting to look cool. People also made purchases to avoid grinding and to gain competitive advantages. In summary people think that their purchases were justifiable since the games are free but the common consensus is that while cosmetic items are acceptable, pay-towin items which provide a competitive advantage are not.
APA, Harvard, Vancouver, ISO, and other styles
7

Sun, Ran. "Risque de liquidité dans l'univers des fonds ouverts." Thesis, Paris Sciences et Lettres (ComUE), 2018. http://www.theses.fr/2018PSLED017/document.

Full text
Abstract:
Cette thèse étudie le comportement des investisseurs des fonds mutuels ouverts et ses implications au risque de liquidité. Ces travaux de recherche ont pour objectif d’aider les gérants de fonds à éviter le scénario de "fund run" où ils perdent leurs clients de manière soudaine. La première étape de cette étude est de collecter une nouvelle base de données qui enregistre les "micro-transactions" des investisseurs. Cela nous permet d’analyser leurs comportements au niveau individuel et d’effectuer trois articles de recherche autours de ce sujet. Dans le premier article, nous développons un modèle de comptage auto-excitant qui capture des faits stylisés des séries des flux du fonds. De là, nous montrons un risque lié au passif du fonds qui est différent de celui lié à l’actif déjà documenté par la littérature précédente. Nous identifions également une contagion des chocs de liquidité entre les différents clients dans un même fonds. Dans le chapitre suivant, nous étudions les horizons d’investissement des clients individuels. Ces horizons sont fortement liés aux caractéristiques des investisseurs et aux conditions économiques. Nous montrons également que les gérants de fonds subissent un risque de sortie pré-maturée relatif au raccourcissement des horizons d’investissement de ses clients. Nous observons ensuite une hétérogénéité entre les investisseurs: ceux de long-terme comportent différemment que ceux de court-terme. Enfin, dans le dernier chapitre, nous nous intéressons aux activités de rééquilibre. Nous trouvons que de nombreux investisseurs détiennent un portefeuille contenant plusieurs fonds et le rééquilibrent afin de garder la même allocation d’actifs
This thesis studies the behaviour of investors in open-end mutual funds and its implications to the liquidity risk. We seek to help the fund managers to avoid the "fund run" scenarios where they loss their clients in a sudden way. We begin our research by collecting a unique data set which records the micro-transactions of fund investors. It allows us to monitor investors’ behaviour at the individual level and to accomplish three research articles around this topic. In the first article, we develop a self-exciting counting process to model the stylized facts of fund flows. Therefrom, we highlight a novel risk linked to the fund liability which is different than the asset-related risk documented by the previous literature. We also identify a liquidity contagion among different investors in a same fund. In the next chapter, we study the dispersion in the investing horizons of individual fund clients. These horizons are strongly determined by investors’ characteristics and economic conditions. We show that the fund managers suffer a pre-mature redemption risk, i.e. clients shorten their investing horizons and redeem pre-maturely. Especially, we observe a heterogeneity among investors: long-term ones bring a higher pre-mature redemption risk. In the last chapter, we are interested in the rebalance behaviour. We find that numerous investors hold a multi-funds portfolio and rebalance it to keep the target asset allocation
APA, Harvard, Vancouver, ISO, and other styles
8

Holst, Christoffer, Viktor Johansson, and Steve Liljekvist. "Mikrotransaktioner : spelutvecklingsbranschens psykologiska spel." Thesis, Högskolan i Borås, Akademin för bibliotek, information, pedagogik och IT, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-12609.

Full text
Abstract:
I dagens spelindustri är det allt vanligare att spel innehåller affärsmodeller som innefattar mikrotransaktioner, det vill säga köp inom spelet. Framfarten av mikrotransaktioner har skapat många skilda åsikter. Denna studie är gjord för att skapa en inblick till hur spelare uppfattar och förhåller sig till fenomenet och dessutom fördjupa förståelsen av vad spelutvecklingsföretagen gör för att få sina spelare att genomföra köp inom sina spel. För att belysa problemet formades forskningsfrågan som följande: Hur förhåller sig spelare till mikrotransaktioner och på vilka sätt påverkar spelutvecklare spelare att genomföra köp genom mikrotransaktioner? Studien utfördes med en enkät som bestod av frågor utifrån en mixad metodansats. Frågornas karaktär formades med inslag av både kvantitativa och kvalitativa ansatser. 117 respondenter svarade på enkäten varpå enkätsvaren sedan analyserades och resultatet visar på att det finns både positiva och negativa åsikter om mikrotransaktioner och att det finns flera olika angreppssätt som spelutvecklarna använder sig av för att få sina spelare att genomföra köp. Utifrån tidigare forskning påvisar denna studie att synsättet på mikrotransaktioner förändrats positivt. Framför allt för att spelutvecklingsföretagen på senare tid fokuserat på att lyssna på sina spelare och genom det utvecklat mikrotransaktioner utifrån spelarnas behov men man måste också ta i beaktande att en positivare syn på mikrotransaktioner eventuellt kan leda till olika grader av beroende. Resultaten i denna studie kan påverka läsarens syn på fenomenet. Studien lyfter en ny syn på hur spelare förhåller sig till fenomenet som både motsäger och stärker tidigare forskning, vilket eventuellt kan gynna spelutvecklingsföretagen samt vidare forskning inom ämnet.
In today’s gaming industry it’s increasingly common to use business models that include microtransactions, in short in-game purchases. The recent rise of microtransactions has created many different opinions. This thesis was conducted to provide an insight of how the players perceive and relate to the phenomenon and further deepen the understanding of what game development companies do to get their players to make in-game purchases. To highlight the problem, the research question was formed as follows: How do players relate to microtransactions and how do game developers affect players to make purchases through microtransactions? The study was conducted with a questionnaire consisting of questions based on a mixed method. The nature of the questions was shaped with elements of both quantitative and qualitative approaches. 117 players responded on the questionnaire, which was analyzed and the result shows both positive and negative opinions about microtransactions and there were several different approaches that the game development companies use to convince their players to perform in-game purchases. Based on previous research, this study shows that the view on micro-transactions has changed to the positive. In particular, game development companies have recently focused on listening to their players leading to developed microtransactions based on player's needs but it need to be considered that a more positive view of microtransactions may potentially affect different degrees of addiction. The results in this study may affect the reader’s view of the phenomenon. The study highlights a new view of how players relate to the phenomenon that both contradicts and strengthens previous research, which may benefit game development companies as well as further research on the subject.
APA, Harvard, Vancouver, ISO, and other styles
9

Bergstedt, Simon, and Pontus Skoglund. "The loot box dilemma : A qualitative thesis of video game players interactions and mitigation of unethical aspects in loot boxes." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-96512.

Full text
Abstract:
In-game purchase options are referred to as microtransactions and have become a common revenue for modern video games. Microtransactions refer to small payments made inside of video games to acquire game content. The phenomenon of microtransactions is often related to "loot boxes". The definition of loot boxes are items in video games that players can buy with real-world money, the loot boxes, when opened contain randomised rewards. The rise of microtransactions has led to concerns for vulnerable users overspending with currently no regulation or consumer protection. The chance-based nature of loot boxes has arisen discussion regarding the similarities of loot boxes and gambling. The apparent similarity is that the player is risking the loss of real-world money for a small chance of getting a valuable reward. The thesis aims to research video game players motivations, experiences and gameplay habits, to establish guidelines for loot box systems later. Empirical methods, such as surveys and semi-structured interviews, were used to collect data. Established theories Hedonic motivation-system acceptance model (HMSAM) and Theory of planned behaviour (TPB) were used as a theoretical framework to understand the collected data. The results of the empirical data display negative attitudes towards loot boxes. Themes were made to make sense of the attitudes and provide an understanding of the negative attitudes. A design solution in the form of guidelines was developed based on the themes. The guidelines were implemented in a design prototype and thereafter evaluated by participants with a user experience questionnaire. The results of the user evaluation illustrate a positive attitude towards the design, but not convincing enough. Participants raised concerns about a few features of the design and had difficulties to see the features be implemented in the future. Therefore, arguments for further research of the guidelines were established
Alternativ för köp i videospel kallas mikrotransaktioner och har blivit en vanlig inkomstkälla för moderna videospel. Mikrotransaktioner avser små betalningar inuti videospel för att skaffa spelinnehåll. Fenomenet med mikrotransaktioner är ofta relaterat till "loot boxes". Definitionen för loot boxes är föremål i videospel som spelare kan köpa med riktiga pengar. Loot boxes, när de öppnas innehåller slumpmässiga belöningar. Ökningen av mikrotransaktioner har lett till oro för utsatta användare som överkonsumerar med för närvarande ingen lagstiftning eller konsumentskydd för mikrotransaktioner. Den slumpmässiga karaktären hos loot boxes har lett till diskussioner om likheterna med loot boxes och gambling. Den uppenbara likheten är att spelaren riskerar förlusten av riktiga pengar för en liten chans att få en värdefull belöning. Denna uppsats syftar till att undersöka videospelspelares motivationer, erfarenheter och spelvanor, för att senare fastställa riktlinjer för loot box-system. Empiriska metoder, såsom enkät och semistrukturerade intervjuer, användes för att samla in data. De etablerade teorierna Hedonic motivationssystem acceptance model (HMSAM) och theory of planned behaviour (TPB) användes som ett teoretiskt ramverk för att förstå den insamlade data. Resultaten av empiriska data visar negativa attityder för loot boxes. Teman gjordes för att skapa förståelse till de positiva och negativa attityderna. En designlösning i form av riktlinjer utvecklades utifrån dessa teman. Riktlinjerna implementerades i en designprototyp och utvärderades därefter av deltagare med ett frågeformulär för användarupplevelse. Resultaten från användarutvärderingen illustrerar en positiv inställning till designen, men inte övertygande nog. Deltagarna tar upp bekymmer över några funktioner i designen och hade svårt att se funktionerna implementeras i framtiden. Därför upprättades argument för ytterligare forskning av riktlinjerna.
APA, Harvard, Vancouver, ISO, and other styles
10

Hallin, Douglas, and William Portin. "Pay to win : En studie om mikrotransaktioners förändring av upplevelsen i onlinespel." Thesis, Uppsala universitet, Institutionen för informatik och media, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-446332.

Full text
Abstract:
Spel är en av de största underhållningsbranscherna, vilket ger utvecklare möjlighet till stor lönsamhet. Syftet med denna studie är att identifiera faktorerna för varför spelare känner behov avatt göra köp av virtuella produkter i onlinespel och hur det kommer att påverka spelupplevelsen.Detta hjälper spelutvecklare att skapa en bättre affärsmodell med mer optimerade produktergenom att ge spelarna vad de önskar. Denna studie kommer att använda en kvalitativ forskningsdesign eftersom det gör det lättare att ta del av olika spelares åsikter. Resultatet från studien visar att emotionella och funktionella faktorer har störst inverkan på beslut att köpa virtuella produkter i onlinespel, och att spelupplevelsen gynnas så länge inte produkter påverkadespelmekanismer.
Games are one of the biggest entertainment industries, which provides an opportunity for developers to generate a lot of money. The aim for this study is to identify the factors why playersfeel the need to make in-game purchases of virtual products in online games and how this willaffect the gaming experience. This will help game developers create a better business modelwith more optimized products by giving players what they desire. This study will be using aqualitative research design since it will make it easier to take part in different players' opinions.The results from the study show that emotional and functional factors have the greatest impacton decisions to buy virtual products in online games, and that the gaming experience benefitsas long as products do not affect gaming mechanisms.
APA, Harvard, Vancouver, ISO, and other styles
More sources

Books on the topic "Microtransactions"

1

Gregory, Josh. Apex Legends: Microtransactions. Cherry Lake Publishing, 2020.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
2

Gregory, Josh. Apex Legends: Microtransactions. Cherry Lake Publishing, 2020.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
3

Gregory, Josh. Apex Legends: Microtransactions. Cherry Lake Publishing, 2020.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
4

Gregory, Josh. Apex Legends: Microtransactions. Cherry Lake Publishing, 2020.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
5

Gregory, Josh. Apex Legends: Microtransactions. Cherry Lake Publishing, 2020.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
6

Gregory, Josh. Apex Legends: Microtransactions. Cherry Lake Publishing, 2020.

Find full text
APA, Harvard, Vancouver, ISO, and other styles

Book chapters on the topic "Microtransactions"

1

Gusmão, Pedro, Tiago Almeida, Francisco Lopes, Yuriy Muryn, José Martins, and Manuel Au-Yong-Oliveira. "Microtransactions in the Company’s and the Player’s Perspective: A Manual and Automatic Analysis." In Advances in Intelligent Systems and Computing, 440–51. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-16187-3_43.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

van Roessel, Lies, and Jan Švelch. "Who Creates Microtransactions:." In Game Production Studies, 197–216. Amsterdam University Press, 2021. http://dx.doi.org/10.2307/j.ctv1hp5hqw.13.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

van Roessel, Lies, and Jan Švelch. "Who Creates Microtransactions : The Production Context of Video Game Monetization." In Game Production Studies. Nieuwe Prinsengracht 89 1018 VR Amsterdam Nederland: Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463725439_ch10.

Full text
Abstract:
Despite a growing academic interest in in-game monetization, much less attention has been paid to the production context of microtransactions. With this chapter, we aim to address this gap by focusing on the roles and responsibilities related to video game monetization. We answer the titular question of this chapter using a mixed methods approach, combining semi-structured interviews, content analysis of job descriptions, and frequency analysis of in-game credits. Results suggest that monetization responsibilities are both being integrated into various existing roles, including game designers or product managers, but also spawn new dedicated roles of monetization specialists. Monetization as a game development task is closely related to data analysis and only inconsistently appears in in-game credits.
APA, Harvard, Vancouver, ISO, and other styles
4

Roessel, Lies, and Jan Š. Švelch. "10. Who Creates Microtransactions : The Production Context of Video Game Monetization." In Game Production Studies, 197–216. Amsterdam University Press, 2021. http://dx.doi.org/10.1515/9789048551736-012.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Porath, Jannik, and Augustin Suessmair. "Video Game Microtransactions & Loot Boxes - An Empirical Study on the Effectiveness of Social Responsibility Measures." In Gamification and Social Networks in Education, 19–50. MacroWorld, 2021. http://dx.doi.org/10.15340/978-625-00-0106-6_2.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Siuda, Piotr, and Mark R. Johnson. "Microtransaction Politics in FIFA Ultimate Team: Game Fans, Twitch Streamers, and Electronic Arts." In EA Sports FIFA. Bloomsbury Academic, 2022. http://dx.doi.org/10.5040/9781501375378.ch-004.

Full text
APA, Harvard, Vancouver, ISO, and other styles

Conference papers on the topic "Microtransactions"

1

Buchta, Karolina, Piotr Wojcik, Konrad Nakonieczny, Justyna Janicka, Damian Galuszka, Radoslaw Sterna, and Magdalena Igras-Cybulska. "Microtransactions in VR. A qualitative comparison between voice user interface and graphical user interface." In 2022 15th International Conference on Human System Interaction (HSI). IEEE, 2022. http://dx.doi.org/10.1109/hsi55341.2022.9869475.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Petrovskaya, Elena, Sebastian Deterding, and David I. Zendle. "Prevalence and Salience of Problematic Microtransactions in Top-Grossing Mobile and PC Games: A Content Analysis of User Reviews." In CHI '22: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2022. http://dx.doi.org/10.1145/3491102.3502056.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Jayalath, S. A., Chathura Rajapakse, and J. M. D. Senanayake. "A microtransaction model based on blockchain technology to improve service levels in public transport sector in Sri Lanka." In 2020 International Research Conference on Smart Computing and Systems Engineering (SCSE). IEEE, 2020. http://dx.doi.org/10.1109/scse49731.2020.9313037.

Full text
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography