Microtransaction (mtx) refers to a
business model
A business model describes how a Company, business organization creates, delivers, and captures value creation, value,''Business Model Generation'', Alexander Osterwalder, Yves Pigneur, Alan Smith, and 470 practitioners from 45 countries, self-pub ...
where users can purchase in-game
virtual goods
Virtual goods are non-physical objects and money purchased for use in online communities or online games. Digital goods, on the other hand, may be a broader category including digital books, music, and movies. Virtual goods are intangible by def ...
with
micropayments. Microtransactions are often used in
free-to-play games to provide a revenue source for the developers. While microtransactions are a staple of the
mobile app
A mobile application or app is a computer program or software application designed to run on a mobile device such as a smartphone, phone, tablet computer, tablet, or smartwatch, watch. Mobile applications often stand in contrast to desktop appli ...
market, they are also seen on PC software such as
Valve's
Steam
Steam is water vapor, often mixed with air or an aerosol of liquid water droplets. This may occur due to evaporation or due to boiling, where heat is applied until water reaches the enthalpy of vaporization. Saturated or superheated steam is inv ...
digital distribution platform, as well as console gaming.
Free-to-play games that include a microtransaction model are sometimes referred to as "
freemium". Another term, "
pay-to-win", is sometimes used pejoratively to refer to games where purchasing items in-game can give a player an advantage over other players, particularly if the items cannot be obtained through free means. The objective with a free-to-play microtransaction model is to involve more players in the game by providing desirable items or features that players can purchase if they lack the skill or available time to earn these through regular game play. Also, presumably the game developer's marketing strategy is that in the long term, the revenue from a micro transaction system will outweigh the revenue from a one-time-purchase game.
Loot boxes are another form of microtransactions. Through purchasing a loot box, the player acquires a seemingly random assortment of items. Loot boxes result in high revenues because instead of a one-time purchase for the desired item, users may have to buy multiple boxes. This method has also been called a form of underage
gambling
Gambling (also known as betting or gaming) is the wagering of something of Value (economics), value ("the stakes") on a Event (probability theory), random event with the intent of winning something else of value, where instances of strategy (ga ...
. A study in 2020 found that 58% of games on Google Play Store and 59% of games on the Apple App store contained loot boxes , Features available by microtransaction can range from cosmetic (such as decorative character attire) to functional (such as weapons and items). Some games allow players to purchase items that can be acquired through normal means, but some games include items that can only be obtained through microtransaction. Some developers ensure that only cosmetic items are accessible this way to keep gameplay fair and stable.
The reasons why people, especially children, continue to pay for microtransactions are embedded in human
psychology
Psychology is the scientific study of mind and behavior. Its subject matter includes the behavior of humans and nonhumans, both consciousness, conscious and Unconscious mind, unconscious phenomena, and mental processes such as thoughts, feel ...
.
There has been considerable discussion over microtransactions and their effects on children, as well as
regulation and legislation efforts. Microtransactions are most commonly provided through a custom store interface placed inside the app for which the items are being sold.
Apple
An apple is a round, edible fruit produced by an apple tree (''Malus'' spp.). Fruit trees of the orchard or domestic apple (''Malus domestica''), the most widely grown in the genus, are agriculture, cultivated worldwide. The tree originated ...
and
Google
Google LLC (, ) is an American multinational corporation and technology company focusing on online advertising, search engine technology, cloud computing, computer software, quantum computing, e-commerce, consumer electronics, and artificial ...
both provide frameworks for initiating and processing transactions, and both take 30 percent of all revenue generated by microtransactions sold through in-app purchases in their respective
app stores.
History
Initially, microtransactions in games took the form of exchanging real-life money for the
virtual currency used in the game that the user was playing. The 1982 arcade video game ''
Lost Tomb'' periodically offers the player 25 "whips" (single-use strong attacks) for inserting a quarter. The arcade game ''
Double Dragon 3: The Rosetta Stone'' (1990) has shops where players can insert coins to purchase upgrades,
power-ups, health, weapons, special moves, and
player characters.
The microtransaction revenue model gained popularity in South Korea with the success of
Nexon
Nexon Co., Ltd. (formerly ) is a South Korean video game developer and publisher. It develops and publishes titles including ''MapleStory'', ''Crazyracing Kartrider'', ''Sudden Attack'', ''Dungeon & Fighter'', ''The First Descendant'', and ''Bl ...
's online
free-to-play games, starting with ''
QuizQuiz
''QuizQuiz'' (), also known as ''Quiz Quiz'', was a massively multiplayer online (MMO) quiz video game created by Nexon which used a super deformed type anime graphical style to portray the players and the few environments or non-player chara ...
'' (1999), followed by games such as ''
MapleStory'' (2003), ''
Mabinogi'' (2004), and ''
Dungeon Fighter Online
''Dungeon Fighter Online'', known in South Korea as ''Dungeon & Fighter'', is a multiplayer beat 'em up action role-playing game, developed and published for personal computers by Neople, a South Korean subsidiary of Nexon, and originally publi ...
'' (2004).
Notable examples of games that used this model in the early 2000s include the social networking site ''
Habbo Hotel'' (2001), developed by the Finnish company
Sulake, and
Linden Lab's 2003 virtual world game ''
Second Life
''Second Life'' is a multiplayer virtual world that allows people to create an Avatar (computing), avatar for themselves and then interact with other users and user-created content within a multi-user online environment. Developed for person ...
''. Both free games allow users to customize the clothing and style of their characters; buy and collect furniture; and purchase special, "flashy" animations to show off to others using some type of virtual currency.
''Habbo Hotel'' uses three different kinds of currency: Credits (or coins), Duckets (which are earned through accomplishing specific achievements during gameplay), and Diamonds. Diamonds are only obtained through buying Credits with real-life money. In ''Second Life'', the Linden Dollar (L$) is the virtual currency used to power the game's internal economy. L$ can be bought with real money through a marketplace developed by Linden Lab themselves, LindeX. ''Second Life'' in particular has generated massive amounts of economic activity and profits for both Linden Lab and ''Second Life''s users. In September 2005, $3,596,674 worth of transactions were processed on the platform. Both games are still active today.
''
The Elder Scrolls IV: Oblivion'' was released in March 2006 by
Bethesda Softworks
Bethesda Softworks LLC is an American video game publisher based in Rockville, Maryland. The company was founded by Christopher Weaver in 1986 as a Division (business), division of Media Technology Limited. In 1999, it became a subsidiary of Z ...
. From April 2006 onwards, Bethesda began releasing small,
downloadable packages of content from their website and over the
Xbox Live Marketplace, for the equivalent of between one and three
US dollars.
The first package, a set of horse armor (
barding) for ''Oblivion''s steeds, was released on April 3, 2006, costing 200
Marketplace points, equivalent to
US$
The United States dollar (Currency symbol, symbol: Dollar sign, $; ISO 4217, currency code: USD) is the official currency of the United States and International use of the U.S. dollar, several other countries. The Coinage Act of 1792 introdu ...
2.50
or £1.50; the corresponding PC release cost was US$1.99.
Bethesda offered no rationale for the price discrepancy. These were not the first ''Oblivion''-related Marketplace releases (the first was a series of dashboard themes and picture packs released prior to ''Oblivion''
's publication, in February 2006, for a nominal fee) nor were they entirely unexpected: Bethesda had previously announced their desire to support the Xbox release with downloadable Marketplace content, and other publishers had already begun to release similar packages for their games, at similar prices. A November 2005-release of a "Winter Warrior Pack" for ''
Kameo: Elements of Power'' was also priced at 200 Marketplace points, and similar content additions had been scheduled for ''
Project Gotham Racing 3'' and ''
Perfect Dark Zero''. Indeed, Marketplace content additions formed a significant part of a March 2006 Microsoft announcement regarding the future of
Xbox Live. "Downloadable in-game content is a main focus of Microsoft's strategy heading into the next-gen console war", stated one
GameSpot
''GameSpot'' is an American video gaming website that provides news, reviews, previews, downloads, and other information on video games. The site was launched on May 1, 1996, created by Pete Deemer, Vince Broady, and Jon Epstein. In addition ...
reporter.
"With more consoles on their way to retail, 80 games available by June, and new content and experiences coming to Xbox Live all the time, there has never been a better time to own an Xbox 360", announced
Peter Moore. Nonetheless, although
Xbox Live Arcade games, picture packs,
dashboards and profile themes continued to be a Marketplace success for Microsoft, the aforementioned in-game content remained sparse.
Pete Hines asserted,
"We were the first ones to do downloadable content like that – some people had done similar things, but no one had really done additions where you add new stuff to your existing game." There was no pressure from Microsoft to make the move.
The horse armor content sold relatively poorly, ranking ninth out of ten in DLC sales for ''Oblivion'' by 2009. Despite this, ''Oblivion'' horse armor became a model for many games that followed for implementing microtransactions in video games, and is considered the first primary example and often synonymous for microtransactions.
In June 2008
Electronic Arts
Electronic Arts Inc. (EA) is an American video game company headquartered in Redwood City, California. Founded in May 1982 by former Apple Inc., Apple employee Trip Hawkins, the company was a pioneer of the early home computer game industry ...
introduced an online Store for ''
The Sims 2''. It allowed players to purchase points that can be spent on in-game items. The Store has also been a part of ''
The Sims 3'' since the game's release. In ''
The Sims 4'' Electronic Arts removed the ability to buy single items, instead downloadable content is provided exclusively via expansion packs.
In the late 2000s and early 2010s, games like
Facebook
Facebook is a social media and social networking service owned by the American technology conglomerate Meta Platforms, Meta. Created in 2004 by Mark Zuckerberg with four other Harvard College students and roommates, Eduardo Saverin, Andre ...
's ''
FarmVille'' (2009),
Electronic Arts
Electronic Arts Inc. (EA) is an American video game company headquartered in Redwood City, California. Founded in May 1982 by former Apple Inc., Apple employee Trip Hawkins, the company was a pioneer of the early home computer game industry ...
's ''
The Simpsons: Tapped Out'' (2012) and
Supercell's ''
Clash of Clans
''Clash of Clans'' is a 2012 free-to-play mobile strategy video game developed and published by Supercell. The game was released for iOS platforms on 2 August 2012, and on Google Play for Android on 7 October 2013. Since 2016, an animated ...
'' (2012) pioneered a new approach to implanting microtransactions into games. In conjunction with having virtual currency be used to purchase items, tools, furniture, and animals, these mobile games made it so users can purchase currency and then use that currency to reduce or eliminate the wait times attached to certain actions, like planting and growing carrots or collecting taxes from the townspeople.
In March 2009 the
Ultimate Team game mode was introduced in ''
FIFA 09'' in which gamers can buy "packs" containing items such as players, stadiums and contract extensions with currency earned by playing the game or real world money. EA followed this success by introducing the game mode to
Madden NFL beginning with ''
Madden NFL 10'' in January 2010. In March 2014 EA marked the fifth anniversary of Ultimate Team and shared statistics showing the explosive growth in popularity of the game mode. By the late 2010s, Ultimate Team was generating billions of dollars every year.
From around 2017, another major transition in how microtransactions are implemented in games occurred. "
Live-service" games, like
Epic Games
Epic Games, Inc. is an American Video game developer, video game and software development, software developer and video game publisher, publisher based in Cary, North Carolina. The company was founded by Tim Sweeney (game developer), Tim Sween ...
's ''
Fortnite'', with constantly changing and updating content, became more prevalent in the video game market. These types of games heavily employ the use of the loot box microtransaction type. According to the September 2019 report by the
UK Parliament
The Parliament of the United Kingdom of Great Britain and Northern Ireland is the supreme legislative body of the United Kingdom, and may also legislate for the Crown Dependencies and the British Overseas Territories. It meets at the Palace of ...
's
House of Commons
The House of Commons is the name for the elected lower house of the Bicameralism, bicameral parliaments of the United Kingdom and Canada. In both of these countries, the Commons holds much more legislative power than the nominally upper house of ...
and the
Digital, Culture, Media and Sport Committee
The Culture, Media and Sport Select Committee, formerly the Digital, Culture, Media and Sport Select Committee, is one of the Select committee (United Kingdom), select committees of the House of Commons of the United Kingdom, House of Commons, es ...
, they define loot boxes as "... items in video games that may be bought for real-world money, but which provide players with a randomised reward of uncertain value." The widespread usage of loot boxes by game developers and publishers have garnered a great amount of criticism from gamers in the past decade. Game developing corporations, like Electronic Arts (EA) and
Activision Blizzard
Activision Blizzard, Inc. is an American video game holding company based in Santa Monica, California. Activision Blizzard currently includes three operating units: Activision, Blizzard Entertainment and King (company), King.
Founded in July 2 ...
, make billions of dollars through the purchase of their microtransactions. In FY2017, EA raked in around $1.68 billion and Activision Blizzard earned over $4 billion respectively.
The aforementioned ''Fortnite'' is an example of a microtransaction model in which all purchases are solely cosmetic: players can choose to purchase "skins" (cosmetic changes to the way characters, weapons, and vehicles look) to show off to other players. However, a player can experience all the content of the game and be on an even playing field without purchasing any microtransactions because no feature or gameplay-affecting piece of content is locked behind a payment. These games still occasionally take accusations of being "pay-to-win" as combat-focused video games, such as ''
Apex Legends
''Apex Legends'' is a 2019 Battle royale game, battle royale-hero shooter video game developed by Respawn Entertainment and published by Electronic Arts, set in the same science fiction universe as Respawn's ''Titanfall'' series. It is offered ...
'' or ''
Call of Duty: Warzone'', offer skins that are inspired by real-world military equipment – often including
camouflage
Camouflage is the use of any combination of materials, coloration, or illumination for concealment, either by making animals or objects hard to see, or by disguising them as something else. Examples include the leopard's spotted coat, the b ...
– which technically can give players an advantage by obscuring them to human opponents.
Impact
Mobile web analytics company
Flurry reported on July 7, 2011, that based on its research, the revenue from free-to-play games had overtaken revenue from premium games that earn revenue through traditional means in Apple's App Store, for the top 100 grossing games when comparing the results for the months of January and June 2011. It used data that it analyzed through 90,000 apps that installed the company's software in order to roughly determine the amount of revenue generated by other popular apps. They discovered that free games represented 39% of the total revenue from January, and that the number jumped to 65% by June, helped in part by the fact that over 75% of the 100 top grossing apps are games. This makes free-to-play the single most dominant business model in the mobile apps industry. They also learned that the number of people that spend money on in-game items in free-to-play games ranges from 0.5% to 6%, depending on a game's quality and
mechanics
Mechanics () is the area of physics concerned with the relationships between force, matter, and motion among Physical object, physical objects. Forces applied to objects may result in Displacement (vector), displacements, which are changes of ...
. Even though this means that a large number of people will never spend money in a game, it also means that the people that do spend money could amount to a sizeable number because the game was given away for free.
A later study found that over 92% of revenue generated on
Android and
iOS in 2013 came from free-to-play games such as ''
Candy Crush Saga''.
Electronic Arts
Electronic Arts Inc. (EA) is an American video game company headquartered in Redwood City, California. Founded in May 1982 by former Apple Inc., Apple employee Trip Hawkins, the company was a pioneer of the early home computer game industry ...
Corporate Vice-President
Peter Moore speculated in June 2012 that within 5 to 10 years, all games will have transitioned to the microtransaction model. Tommy Palm of King (''Candy Crush Saga'') expressed in 2014 his belief that all games will eventually be free-to-play.
According to Ex-
BioWare developer Manveer Heir in a 2017 interview, microtransactions have become a factor in what types of games are planned for production.
Free-to-play coupled with microtransactions may be used as a response to piracy. An example of this is the mobile game ''
Dead Trigger'' switching to a free-to-play model due to a high rate of piracy. While microtransactions are considered a more robust and difficult to circumnavigate than
digital rights management
Digital rights management (DRM) is the management of legal access to digital content. Various tools or technological protection measures, such as access control technologies, can restrict the use of proprietary hardware and copyrighted works. DRM ...
, in some cases they can be circumvented. In 2012, a server was created by a Russian developer, which provided falsified authentication for iOS in-app purchases. This allowed users to obtain features requiring a microtransaction without paying.
Consumer organizations have criticized that some video games do not describe adequately that these purchases are made with real currency rather than
virtual currency. Also, some platforms do not require passwords to finalize a microtransaction. This has resulted in consumers getting unexpectedly high bills, often referred to as a "
bill shock".
Criticism and regulation
In the mid and late 2010s, people became increasingly aware of how microtransactions operate in games, and they have become much more critical of their usage. The commonly cited issues of microtransactions from gamers are:
* Loot box rewards are determined by random chance and percentages, plus they can directly influence gameplay via the items they bestow.
* They sometimes cost too much money for what they are worth. For example, a bundle of 50 loot boxes in
Blizzard
A blizzard is a severe Winter storm, snowstorm characterized by strong sustained winds and low visibility, lasting for a prolonged period of time—typically at least three or four hours. A ground blizzard is a weather condition where snow th ...
's first-person shooter game ''
Overwatch'' costs $39.99.
* They may facilitate
gambling
Gambling (also known as betting or gaming) is the wagering of something of Value (economics), value ("the stakes") on a Event (probability theory), random event with the intent of winning something else of value, where instances of strategy (ga ...
behaviours in people already suffering from gambling issues. Plus, they can make people overspend money on the game, whether or not they are able to do so.
* Games with loot boxes, like ''FIFA'', can become "
pay-to-win" (in order to advance past certain points, or to become the best in the game, it is virtually required to pay real money to receive in-game currency to purchase items or to pay for bigger and better items directly).
* Microtransactions in games that are not
free-to-play means that gamers are paying more money after already paying to experience the full game.
Legislative efforts to regulate microtransactions
The implementation of microtransactions and the subsequent backlash from gamers and the gaming media have caused governments from all around the world to look into these games and their microtransaction mechanics. In April 2018, the Netherlands and Belgium banned the sale of microtransactions in games sold in their countries.
The specific games Belgium looked closer at were EA's ''
Star Wars Battlefront II'' (2017) and ''
FIFA 18'', ''Overwatch'', and ''
Counter-Strike: Global Offensive'' developed by Valve.
All of those game's microtransactions, except for ''Star Wars Battlefront II'' which removed their gameplay-altering microtransactions in March 2018 (but kept cosmetic microtransactions) due to players calculating that it would take over 48 hours of playing to obtain Luke Skywalker and then complaining about this extreme threshold to unlock popular characters to EA, have been determined to be "games of chance" by the Belgian government.
As such, they are highly regulated by the Belgian government under their gambling laws.
Games would have to remove their microtransactions in order for it to be sold in their country. If the game companies don't comply, then Belgium's government said that it will enact "a prison sentence of up to 5 years and a fine of up to 800,000 euros".
While most game publishers agreed to modify their games' loot boxes in accordance with governmental laws, or otherwise as a result of negative reactions, others, such as Electronic Arts, have contested that they do not constitute as gambling. However, EA eventually complied with the Belgian government's declaration and made it so players in Belgium can not purchase FIFA Points, the premium (obtained by buying it with real money) in-game currency used in ''FIFA''s "Ultimate Team" game mode. Professional ''FIFA'' players in Belgium were disappointed because not being able to buy FIFA Points makes it harder for them to compete and succeed in the ''
FIFA Global Series'' and the EA-sponsored e-sports competition for ''FIFA'' games, showing just how "pay-to-win" they feel FIFA Ultimate Team is.
In the United States, there have been some calls to introduce legislation to regulate microtransactions in video games, whether on mobile,
consoles, or PC, and numerous attempts have been made recently to pass such legislation. In November 2017,
Hawaii
Hawaii ( ; ) is an island U.S. state, state of the United States, in the Pacific Ocean about southwest of the U.S. mainland. One of the two Non-contiguous United States, non-contiguous U.S. states (along with Alaska), it is the only sta ...
representatives
Chris Lee and Sean Quinlan, during a news conference, explained how loot boxes and microtransactions prey on children and that they are working to introduce bills into their state's house and senate. A few months later, in February 2018, they successfully put four bills onto the floor of Hawaii State Legislature.
Two of those bills would make it so games containing loot boxes can not be sold to people under the age of 21, and the other two would force game publishers to put labels on the case of their games that have loot boxes in them, as well as make them be transparent about the item drop rates for the rewards in their game's loot boxes.
However, all four bills failed to pass through the Hawaii State Legislature in March 2018. In May 2019, Republican Senator
Josh Hawley
Joshua David Hawley (born December 31, 1979) is an American politician and attorney serving as the Seniority in the United States Senate, senior United States Senate, United States senator from Missouri, a seat he has held since 2019. A member ...
of
Missouri
Missouri (''see #Etymology and pronunciation, pronunciation'') is a U.S. state, state in the Midwestern United States, Midwestern region of the United States. Ranking List of U.S. states and territories by area, 21st in land area, it border ...
introduced a bill named "The Protecting Children from Abusive Games Act" to ban loot boxes and pay-to-win microtransactions in games played by minors, using similar conditions previously outlined in the
Children's Online Privacy Protection Act. The bill received some bi-partisan support in the form of two co-sponsors from Democrats
Richard Blumenthal
Richard Blumenthal ( ; born February 13, 1946) is an American politician, lawyer, and United States Marine Corps, Marine Corps veteran serving as the Seniority in the United States Senate, senior United States Senate, United States senator from ...
of
Connecticut
Connecticut ( ) is a U.S. state, state in the New England region of the Northeastern United States. It borders Rhode Island to the east, Massachusetts to the north, New York (state), New York to the west, and Long Island Sound to the south. ...
and
Ed Markey of
Massachusetts
Massachusetts ( ; ), officially the Commonwealth of Massachusetts, is a U.S. state, state in the New England region of the Northeastern United States. It borders the Atlantic Ocean and the Gulf of Maine to its east, Connecticut and Rhode ...
.
The United Kingdom has also been closely observing microtransactions, especially loot boxes, and their effects on children. A major report by the UK
Parliament
In modern politics and history, a parliament is a legislative body of government. Generally, a modern parliament has three functions: Representation (politics), representing the Election#Suffrage, electorate, making laws, and overseeing ...
's
House of Commons
The House of Commons is the name for the elected lower house of the Bicameralism, bicameral parliaments of the United Kingdom and Canada. In both of these countries, the Commons holds much more legislative power than the nominally upper house of ...
and the
Digital, Culture, Media, and Sport Committee, released in September 2019, called for the banning or regulation of microtransactions and loot boxes to children as well as having the games industry to take up more responsibility with regards to protecting players from the harms of microtransactions that simulate gambling. Specifically, the committee's conclusion is that microtransactions should be classified as gambling in the UK and therefore subject to current gambling and age-restriction laws. In October 2019, the
Children's Commissioner for England, which promotes and protects children's rights, released a report describing the experiences, thoughts, and effects, positive and negative, of gaming on children ages 10–16. Within the report, some of the children directly stated to the interviewers that the microtransactions and loot boxes that they encounter and subsequently buy, are just like gambling.
The report concludes that showing the odds and percentages of certain microtransactions to players does not go far enough and does not actually solve the problem.
Instead, they suggest that certain new features to protect children should be implemented in all games featuring microtransactions, like showing the all-time spending on a child's in-game account and having limits on the amount someone can spend daily.
Additionally, they push for game developers and publishers to stop pressuring children to spend money on microtransactions in their games in order to progress through the game and for Parliament to change their current gambling laws to declare loot boxes as gambling and subject to gambling laws.
Psychology and ethics
Alongside questioning the legality of the extensive use of microtransactions, some gamers have also questioned the morality and ethics of selling microtransactions, especially to children. Researchers have studied the natural psychology behind both the selling and purchase of microtransactions.
Psychology
According to a post made by Gabe Duverge on the Touro University Worldwide (TUW) website,
impulse buying is a significant part of the psychology behind people buying microtransactions.
Essentially, many games, especially in the realm of
mobile game
A mobile game is a video game that is typically played on a mobile phone. The term also refers to all games that are played on any Mobile device, portable device, including from mobile phone (feature phone or smartphone), tablet computer, table ...
s and the "
free-to-play" market, force a decision from the player to keep playing or not via a limited time pop-up on the screen that tells them that if they pay a certain amount of money (usually about 99 cents or a dollar), they can keep playing where they left off.
This is another type of microtransaction and it has become increasingly common in the mobile games sphere as of late. Another psychological aspect that is used to get players to continue playing and buying microtransactions is called
loss aversion
In cognitive science and behavioral economics, loss aversion refers to a cognitive bias in which the same situation is perceived as worse if it is framed as a loss, rather than a gain. It should not be confused with risk aversion, which descri ...
.
When a player continues to lose over and over again, they begin to crave the dopamine-filled, positive feelings that they feel when they win.
As such, they become more inclined to spend money for items that will help them achieve that elusive win.
Then when they do win, the player attributes their win with the item that they just bought, making it more likely that they will spend money whenever the player gets on a losing streak, and so the cycle continues on.
Ethics of selling microtransactions to children
During the past two decades, gaming has emerged as one of the top options children go to as a means of alleviating boredom. In an August 2019 report conducted by ''Parent Zone'' in the UK, they studied and gathered data directly from children between the ages of 10–16 years old about their experiences with online gaming and the microtransactions that the games that they play hold, as well as ask about how the microtransactions in these games have affected them (and/or their parents) socially and financially. A growing number of parents of children aged 5 to 15 years old are now concerned that their children could be pressured to perform microtransactions online.
Statistics
According to the ''Parent Zone'' study, in the United Kingdom, 97% of males and 90% of females aged 10–16 years old play video games.
About 93% of people 10–16 years old in the United Kingdom have played video games, with many playing games that utilize an
Internet
The Internet (or internet) is the Global network, global system of interconnected computer networks that uses the Internet protocol suite (TCP/IP) to communicate between networks and devices. It is a internetworking, network of networks ...
connection.
Many online games targeting younger audiences may include microtransactions. The primary items bought by children in these games are largely cosmetic items, specifically "skins", which modify the appearance of the in-game player.
In the case of ''Fortnite'', many of the outfits and other cosmetics are locked behind a "
battle pass" that the player must pay for. A "battle pass" is a tiered system where the player buys the pass and must unlock the tiers on their own. By completing challenges and other missions, they earn in-game items like outfits, emotes (special animations used to taunt opponents, celebrate victories, dance, and show-off), and other cosmetics. It is about $9.50 (or 950 of ''Fortnite''s in-game virtual currency, V-Bucks), but the player can also pay about $28 (or 2,800 V-Bucks) instead to unlock the battle pass and they automatically complete the first 25 tiers (out of 100 tiers) of it.
A majority of the children surveyed feel that these kinds of microtransaction systems in their online games are complete rip-offs.
76% of them also believe that these online games purposely try to squeeze as much money as possible from them when they play the game.
About half of the children expressed that they need to spend money on the game in order for it to be fun to them; this is due to many of these games' features, which are modes that the children want to play and experience, being locked behind microtransaction
paywalls.
As such, there is a large gap between the gaming experiences that non-paying players have and the experiences that paying players have.
Some other statistics and thoughts regarding loot boxes specifically were also collected from the children. Out of the 60% of children that know about loot boxes, a majority (91%) stated that the online games they play contain loot boxes in them, 59% of them would rather pay for in-game content individually and directly instead of through a collective and randomized loot box, and 44% believe that if loot boxes were eliminated from their online games the games would actually be a lot better.
Plus, 40% of the children who played a game with loot boxes in them paid for one, too.
Overall, the report stated that of the children who were generally unhappy with the games they paid for or were gifted, 18% felt that way because certain features had to be bought after paying for the game already, effectively making is so they had to pay more than the normal, full-price of the game in order to play the full game.
The game was simply just not worth paying for to 35% of the unsatisfied children and 18% of them also felt that in-game microtransactions were not worth paying for either.
Ultimately, children feel that spending money on microtransactions has become the norm and an expectation when playing modern video games.
= Social
=
For many children, the excitement felt when opening loot boxes, packs, and obtaining items through microtransactions is very
addictive.
Opening these random boxes without knowing what is inside, to them, is similar to opening a present. The excitement and suspense is amplified when the experience is felt alongside friends.
In the UK Children's Commissioner's report, the children who played ''FIFA'' feel that opening player packs are a game within the game. To them, opening packs creates variety because they can play some
football
Football is a family of team sports that involve, to varying degrees, kick (football), kicking a football (ball), ball to score a goal (sports), goal. Unqualified, football (word), the word ''football'' generally means the form of football t ...
games in the ''Ultimate Team'' game mode and then open some packs when they get bored of playing normal football matches.
Children might want to fit-in by paying for microtransactions and loot boxes and obtaining very rare items in front of their friends, creating a lot of hype and excitement among them. This makes paying for microtransactions a very positive experience for them. However, when children buy items in front of their friends,
peer pressure
Peer pressure is a direct or indirect influence on peers, i.e., members of social groups with similar interests and experiences, or social statuses. Members of a peer group are more likely to influence a person's beliefs, values, religion and beh ...
often set in.
Friends pressuring the player to continue buying packs hoping that they will be able to see them get a rare item can cause the player to spend more than they may actually be able to.
The pressure to spend money on in-game content also stems from children seeing their friends have these special, rare items, and them wanting to have it themselves. Essentially, when everyone around them has it, they will want it too in order to feel like a part of the group.
Peer pressure is not the only way children's social gaming experiences are altered. As noted in both the Parent Zone report and the Children's Commissioner's assessment, children who play ''Fortnite'', explained that
classism, as in discrimination against people of different economic and social classes, exists among the players of the game.
Some children fear that if they have the free 'default' skin in ''Fortnite'', no one, friends nor random strangers, will want to play with them as the default skin is seen as a symbol of a player being bad at the game.
The default skin is used as judgement and an insult against the player whose in-game avatar wears it, too.
Players wearing default skins are considered 'financially poor' and very 'uncool' by their peers and the game's community, so children spend money on microtransactions in order to avoid having that 'tag' or target on them.
The
media
Media may refer to:
Communication
* Means of communication, tools and channels used to deliver information or data
** Advertising media, various media, content, buying and placement for advertising
** Interactive media, media that is inter ...
that children consume outside of the game can also affect their social interactions and in-game spending. A popular mode of entertainment for children is watching
YouTube
YouTube is an American social media and online video sharing platform owned by Google. YouTube was founded on February 14, 2005, by Steve Chen, Chad Hurley, and Jawed Karim who were three former employees of PayPal. Headquartered in ...
videos of other people playing their favorite games. In the case of ''FIFA'', children may watch a popular
YouTuber
A YouTuber is a content creator and social media influencer who uploads or creates videos on the online video-sharing website YouTube, typically posting to their personal YouTube channel. The term was first used in the English language in 2006 ...
s constantly open player packs in the ''Ultimate Team'' game mode; unlike the children, the said content creators have the money to pay for the packs, due to YouTube being their major source of income.
= Financial
=
The amount of money that children spend on microtransactions has continued to grow because the design of these online games, as well as other outside influences, have made spending money for in-game content an essential aspect of the game itself.
In the UK, different cases of children unknowingly spending money from their parents and their own in order to get what they want or need to progress through the game have surfaced. In one instance, the father of a family with four children all under 10 years old, bought an £8 ''FIFA Ultimate Team'' player pack for them.
In the span of three weeks, the children kept spending money on packs, eventually spending £550 ($709.91) altogether, completely emptying their parents' bank account, but never receiving one of the best players in the game as well as the children's favorite player:
Lionel Messi
Lionel Andrés "Leo" Messi (; born 24 June 1987) is an Argentine professional Association football, footballer who plays as a forward (association football), forward for and Captain (association football), captains both Major League Soccer ...
.
The children apologized to their parents and explained that at the time they did not understand how much they were impacting the family's financial situation.
There have been other situations where UK children spent £700 ($903.53), £1,000 ($1290.75), £2,000 ($2581.50), and even £3,160 ($4078.77) on microtransactions in various mobile games, usually as a result of them getting tricked by the game to pay for something in-game or just not understanding that real money was being taken out of their, or their parents', bank accounts when they bought items in-game.
Spending such large amounts of money on microtransactions have devastated some families financially, including some who had to pay a bill full of microtransaction payments with college savings and even money in life savings accounts.
In the
Children's Commissioner's study, children reported spending more and more money with each coming year, despite also feeling that because they are rewarded completely unknown items, they feel like they may be wasting money, too.
One of the children that played ''FIFA'' in the study said that they spend anywhere from £10 ($12.91) a day to upwards of £300 ($387.23) in one year, sometimes even buying multiple player packs at one time.
Some children have also stated that they have seen friends, their siblings, and acquaintances who have
mental disorder
A mental disorder, also referred to as a mental illness, a mental health condition, or a psychiatric disability, is a behavioral or mental pattern that causes significant distress or impairment of personal functioning. A mental disorder is ...
s spend all of their birthday money on in-game microtransactions, all while feeling like spending that money has not been a waste despite them not receiving any valuable items.
Data
Microtransactions have become increasingly common in many types of video games. Smartphone, console, and PC games all have conformed to the use of microtransactions due to its high profitability.
Many companies and games, especially smartphone games, have taken on a business model that offer their games for free and then relying purely on the success of microtransactions to turn a profit.
Ethics
The collection of this data on consumers, although technically legal in the United States, or outside the
EU, can be considered unethical. Companies can sell data about consumers, involving their spending, bank information, and preferences, to understand the consumer better overall, making business models for gaming companies safer and more profitable. With microtransactions under a negative spotlight from the gaming community, there may be displeasure from those who are aware that their data is being shared to make microtransactions possible.
Revenue
Data from a variety of sources show that microtransactions can vastly increase a companies' profits. Three free-to-play mobile games that made heavy use of the practice, ''
Clash Royale'', ''
Clash of Clans
''Clash of Clans'' is a 2012 free-to-play mobile strategy video game developed and published by Supercell. The game was released for iOS platforms on 2 August 2012, and on Google Play for Android on 7 October 2013. Since 2016, an animated ...
'', and ''
Game of War'', were all in the top five most profitable mobile games of 2016. Microtransactions are also used in larger budget games as well, such as ''
Grand Theft Auto Online'' (2013) generating more revenue through them than retail sales by the end of 2017. This trend was consistent with many other popular games at the time, leading to the practice being widespread in the 2010s. In its 2021 fiscal year, Activision Blizzard earned $8.8 billion, with the majority of profit generated from microtransactions.
See also
*
Pay to play
Pay-to-play, sometimes pay-for-play or P2P, is a phrase used for a variety of situations in which money is exchanged for services or the privilege to engage in certain activities. The common denominator of all forms of pay-to-play is that one mu ...
References
{{Video game monetization
Micropayment
Video game controversies
Video game terminology